RifE 1.20 Bug Thread

I think the Dullahan's "create field fortification" spell may be broken. On this save, when I end the turn two turns away, the game crashes just as the spell effect sound plays, and it's early enough I'm not sure there's much else that could cause it...
 

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That option only prevents hell terrain spread, not anything else.

GameOptionInfos even shows "Hallowed Ground" as "No Global Counter" and No Hell Terrain as "No Plot Counter".

In all the times I've used Hallowed Grounds before, it's always been AC=0 and had no effect on hell terrain spread, so I'm really having trouble believing it's the other way around.
 

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Interface bug: Basilica isn't shown in the list of buildings to build (which pops up with the advisor, when a building is finished), so it only can be build from inside city interface.
 
How long have you had the tech that allows them, or been of The order religion? It is a vanilla Civ issue that those popups are generated early in the tern, before new techs are learned and before you might have converted. As such they only show things you could have built the previous turn.
 
How long have you had the tech that allows them, or been of The order religion? It is a vanilla Civ issue that those popups are generated early in the tern, before new techs are learned and before you might have converted. As such they only show things you could have built the previous turn.

That's not the issue. I was Bannor-Order, and I played for about 150 turns with them being available.

I believe, the problem is with buildings being split into groups in popup (commercial, growth, military, etc) - maybe, Basilica isn't included into any of them, so it isn't displayed?
 
Ah, and I have mobility promotion available for Bannor fort captains. Is it right at all?
 
That should only be enabled for races other than the Jotnar...


Need to look at it again. Basically I put the spell upgrade in so the Clan could stabilize a Troll for a cost.

So only way how to keep a troll as a Jotnar (their scout/hunter), is via 100:gold: promotion - Woodkin...? Why is it blocked for Jotnar in the first place...
 
So only way how to keep a troll as a Jotnar (their scout/hunter), is via 100:gold: promotion - Woodkin...? Why is it blocked for Jotnar in the first place...

Jotnar trolls get Clever Troll it automatically, once you have the required tech. You don't need to do anything to the unit manually.
 
Jotnar trolls get Clever Troll it automatically, once you have the required tech. You don't need to do anything to the unit manually.

Then something is bugged in my game...I have Hunting (req. for clever troll) but no promotion anywhere...
 
Then something is bugged in my game...I have Hunting (req. for clever troll) but no promotion anywhere...

I've never played Jotnar but I fired up a game on a hunch, and just as I thought, the Clever Troll promotion shows up in the Unit Statistics screen (click on the trophy next to the End Turn button), even though you can't see it on the main screen.

So you say "no promotion anywhere" but did you actually look everywhere?
 
Alright, one annoying bug fixed.... Fort Commanders won't hang around after their fort is destroyed, now. Still no idea why the old pyreq wasn't working, but I added a new improvement tag (bFort, not actually displayed in the pedia) and if the FC is on a plot that does NOT have a bFort improvement, he is killed. Tested, works, everything's good. And MUCH better than listing out every fort in the python, as we've got the standard fort line, some replacements, and the Dwarven fort line... Don't want to list 10 or so improvements. :lol:
 
another 2 bugs

1) When switching from Illians to Frozen, Auric is killed and new one is created (losing exps)

2) I have a city as Frozen on title with blizzard. Every unit created (units and even frozen souls) is damaged by cold dmg, even when they should be immune.
 
Ok, I've got two bugs that are worth mentioning, I think:

1.) Infernals cause a crash to desktop before turn 100. I was playing around with the Infernals a bit, looking how they do when you start the game with them, but something about them -- maybe it's the Hell Terrain, maybe the AC, I can't tell -- always makes the game crash roughly around turn 40-60. There's no python or XML error, just your typical Windows error message telling me that there is an issue with CvGameCoreDLL.dll.

I don't know what's causing this, but it doesn't seem to have anything to do with the way Manes are spawned, because the Frozen (who work roughly the same way) don't cause crashes at all.

I'm using the hotfix'd .dll and can upload a savegame if you want me to (the crash happens within two turns after loading the save), although there's little point, as it happens even with a completely fresh game, always around the same time.

2.) I don't know if this is a bug or a feature, but the Frozen are apparently unable to retain their religion. I know that Taranis is Ice-Touched and can only have the White Hand as state religion, but even that disappears within a turn or two from all cities I spread it to, whether I founded the religion per the world project or the research. This is vanilla RifE, again, only using the hotfix.
 
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