There is some slow check for lairs ect. When I have selected 3 scouts and hit explore, they all explore the same lair. From broken sepulcher I get money, Great Prophet and golden age... All lairs can be explored multiple times...
Have been playing a game and getting a CTD, I think its when spreading ordo machinarium.
(I saved the game before the crash, ending turn the crash repeats. Deleting the unit working to spread ordo next turn makes the ctd go away. Repeating the proccess, moving another adeptus to the same city produces a similar CTD)
Have been playing a game and getting a CTD, I think its when spreading ordo machinarium.
(I saved the game before the crash, ending turn the crash repeats. Deleting the unit working to spread ordo next turn makes the ctd go away. Repeating the proccess, moving another adeptus to the same city produces a similar CTD)
Reported Bugs needing verification/repeatable saves
- Blight may be affecting human players twice.
heyo,
i was playing a bit FF+ or Rife as its called now and i think i might found a few bugs? but i am not that sure if they are bugs or intended to be like this, but i will post them here.
i mixed in a few ideas on some things too.
(i add a few screenshots below that shows some of these)
1)
swimming gorilla.
noticed that a gorilla could move over water, what i thought is a bit weird... he wasnt even mutated or such. i mean, a gorilla should be more or less a land animal or?
(screenshot 0000)
2)
same with the scion creeper... somehow it looks more like some ""living"-treebranches" = some land unit... somehow it might feel out of place on ocean.
also you can explore quite much with your first 3 creepers (as scion) because they can cross ocean.
and even can cross enemy culture borders and explore there too while the creepers are hidden.
so somehow these 3 starter creepers can do quite much (maybe too much?) the first ~60 turns untill they get rooted.
maybe just alllow "blooming" creepers to cross ocean? (as they will get rooted later and might not explore that much, but still can cross ocean)
also i think it might be "too much" when creepers can claim forts or trigger events (like the one in foxford, resulting in a "hero of foxford creeper" hehe... but maybe this trigger events is not that bad...) or even can destroy lairs, and on the other hand they can not explore dungeons.
no idea if it might be better if these "things" cant do anything of these?
(maybe keep the events but dont let them: cross ocean untill they are bloomed, cant destroy lairs/ explore dungeons/claim forts?)
just ideas.
screenshots 0002 and 0003
3)
again these scion creepers:
it seems that most land they explore stay unexplored all the time. so i can see in land where i have no unit with any line of sight if a creepers was there once.
4)
lairs and dungeons on mountains.
i saw this is adressed already somewhere here so i hope its fixed soon.
5)
lairs on ocean.
especially "cave bear lairs" appear on ocean... and these bears can walk on ocean too.
(somehow i had way too many bears/cave bears in my game... i mean... i didnt see a single wolf/lion or such animals. i had like 20 bears running around in my line of sight (thanks creepers), i think 2 lizards and ~6 giants/cyclops, 2 minotaurs, and somewhere on turn 250 i finally found one lion.
maybe all the spawned bear caves on peaks and ocean caused this bear overpopulation?)
screenshots 0012 and 0013
6)
building a farm destroys the farm.
screenshot 0014 below. i can build a farm on a farm... shouldnt building a farm somehow be disabled when there is already a farm?
7)
i noticed a few savage and enemy civ fort commanders that are glowing (have experience to get promotions) but they dont seem to get any... atleast they stay glowing for a long time. (no idea if causing fights with them leads them to get promotions, but shouldnt they get some promotions even if nothing happens around them?)
screenshots 0015 and 0016
8)
some military buildings are not listed in the "build list popup at the beginning of the turn". (maybe just not everything is shown there? atleast somehow i think i remember that always everything that could be build were listed there... hmm)
i.e. as scion i could build a fletcher and a archer building but these were not listed there... (but i.e. all grow buildings like a granary (that are not that important for scions, as they dont use food) are listed)
i think something prevents the archery and fletcher to be listed there?
screenshots 0020 and 0021
Couple of wierd bugs here,
Automated Khazad workers seem a little obsessed by Dwarven Mines & forts; when set to Auto Trade route they build them on any resource, not just those that are "mineable". If they can build a mine they do, if not they will build a fort.
As Dovilleo I captured a lizard by using Kindred Spirits. It had the Undead racial Promo and access to the spell to upgrade him to a Son of Asena! There was a patch of haunted lands floating on the coast near where the Lizard was earlier.
For the Archos, Spider Swarms don't have access to the unique spider promos and if they upgrade from giant spiders they don't keep the unique look (they do however keep the promo).
The Nesting Spider's Summoned baby spider can upgrade to a Giant spider which causes a few problems. Its turn duration is removed and it still keeps the Summoned by tag though the NS can summon another baby. Further more spiders generated by the "baby" have a 2 turn duration. Ive attached a save(hopefully).
Are the d'Tesh immune to disease/plague?
Early in my game, as luck would have it, I got the event twice within 10 turns that reduces your population DUE TO A DISEASE.
Bad luck getting it twice, but should the d'Tesh be exempt from this event?
Also, what about captured units you have while playing as the d'Tesh? For example, I have Spiders and Lizards. Somehow while at war with Jotnar they got diseased/plagued.
Other than the Pool of Tears, is there a way these d'Tesh captured units can be cured of their disease?
8)
some military buildings are not listed in the "build list popup at the beginning of the turn". (maybe just not everything is shown there? atleast somehow i think i remember that always everything that could be build were listed there... hmm)
i.e. as scion i could build a fletcher and a archer building but these were not listed there... (but i.e. all grow buildings like a granary (that are not that important for scions, as they dont use food) are listed)
i think something prevents the archery and fletcher to be listed there?
screenshots 0020 and 0021
I've got a clarification on a bug reported earlier. Apparently NO religions last in Frozen cities. The next turn (I believe) after they gain a religion it vanishes. I've even spread religions using a priest and creating a temple, and the next turn both the religion and the temple (and the priest of course) were gone. The only city I have which has the religion is the holy city. The temple there survives.
Also, every dead unit gives me two frozen souls. Is that supposed to happen? I literally have more souls than I know what to do with so I started casting them into the foundation of training yards and such.
D'tesh are immune to all negative disease promotions (Diseased, Plague, etc), as are all undead; LIVING units owned by the D'tesh are not immune, it's part of the undead promotion.
As for the event, yes they should be. There are a few they have unique options for, but that's one I forgot.![]()
was running another sandbox mode test on the D'Tesh. Kept hitting CTDs around turns 150-160. After reloading and saving I finally hit a consistent CTD at turn 165.