RifE 1.20 Bug Thread

Is it possible that founding a guild has a chance to fail, like spreading a religion?
It happens every time for me. 100% replicatible.
 
I'm getting the same crash with delayed spells like Sarisin.

I realize this is not the most helpful of bug reports, but I also *think* this has been causing my crashes as well. I often get a crash as soon as the thump-thump-ding sound starts after my great commander completed a fort. Sometimes, but not always. I can get by it if I try enough.
 
I mainly used to play ffh mod with no modmodmod(^#?)s, and here im trying to play this one. First impression is SLOW. Usually i play on huge size maps with original mod but here i had to wait about 40 sec for turn to be over even on first turns and had to give up this idea. Still - temptation to play this is strong and i tried normal size map with just 6 teams, monarch difficulty for the first try.
Looks like AI been weakened alot here - after about first 70-80 turns i was able to lead in everything(x2 advantage in points compared to strongest AI team by turn 200, more army, bigger cities, x3 more gnp etc). bannor had 2 built settlers in their city when my hawk explored there, and he just wouldnt send them to make cities! Calabim had their prespur size 1(!) for the entire length. only teams that seemed to do anything at all were spiders and amurites. any way i was preparing to finish that game by quick conquest but here came worst truble. Constant crashes. First i had them just 1 per 10 turns and reloaded from save to keep play, at last - reloading wouldnt help and i got save with 100% crash after it. here it is attached.

From what i noticed - mod differs alot from the original, and looks like much more intersting, great job with its design! The only 3 problems are AI(well, guess moving forward with difficulties could help), speed and those crashes, is there some more stable version?
 

Attachments

  • Exoder Turn_0224.CivBeyondSwordSave
    255.7 KB · Views: 38
btw, i see no sence for having workshops when those cottages overpowered that much. for example: elves can have 3 hammers, 3 food, 4 commerce on every tile with those cottages.
 
I mainly used to play ffh mod with no modmodmod(^#?)s, and here im trying to play this one. First impression is SLOW. Usually i play on huge size maps with original mod but here i had to wait about 40 sec for turn to be over even on first turns and had to give up this idea. Still - temptation to play this is strong and i tried normal size map with just 6 teams, monarch difficulty for the first try.
Looks like AI been weakened alot here - after about first 70-80 turns i was able to lead in everything(x2 advantage in points compared to strongest AI team by turn 200, more army, bigger cities, x3 more gnp etc). bannor had 2 built settlers in their city when my hawk explored there, and he just wouldnt send them to make cities! Calabim had their prespur size 1(!) for the entire length. only teams that seemed to do anything at all were spiders and amurites. any way i was preparing to finish that game by quick conquest but here came worst truble. Constant crashes. First i had them just 1 per 10 turns and reloaded from save to keep play, at last - reloading wouldnt help and i got save with 100% crash after it. here it is attached.

From what i noticed - mod differs alot from the original, and looks like much more intersting, great job with its design! The only 3 problems are AI(well, guess moving forward with difficulties could help), speed and those crashes, is there some more stable version?

It's not that our AI has been weakened, it's that the FfH AI has been strengthened. Just not in a way that is easy to port over, or that I particularly care for on the code side (results are nice, though).

On the speed and crashes... We're working on a new version. We've got 15 or so people testing it as we work, and while some crashes have been reported they've all been fixed so far. Speed is a bit better as well, I think. ;)

btw, i see no sence for having workshops when those cottages overpowered that much. for example: elves can have 3 hammers, 3 food, 4 commerce on every tile with those cottages.

That's a special case, shouldn't use it as the base. Elves can build in forests, after all.... And Cottages are moving back to just commerce.

Current improvements and their yields:



Also lumber mills are way overpowered. But I heard they are to be nerfed a little...

Depends on what you mean by nerf. Lumbermills will be harder to get, but their yields are actually stronger.
 
all improvements seem to need some tweaking.

mine and quarry need to differ in some way. they have very similar yields throughout the whole game but quarries offer some advantages.
techs for better yields are less special and they can be built on grasslands.

atm i play wild mana and i realized that farms shouldnt have +2 food from start. this makes sanitation a very weak techpriority and cities grow too FAST.

plantation yields dont increase at all while everything else does. most of the time when placing plantation i find myself in need of some food (e.g. cotton on plains).
+1 food at medecine for plantations would be nice. or +1 food -1 gold.

lumbermills come in too late and start too strong and i would even say that beelining fol and industry is the best techpath atm because their output is just sick.

tone down overall yields and make the improvements available before tier 3 sets in would be my suggestion
 
It's not that our AI has been weakened, it's that the FfH AI has been strengthened. Just not in a way that is easy to port over, or that I particularly care for on the code side (results are nice, though).

Depends on what you mean by nerf. Lumbermills will be harder to get, but their yields are actually stronger.

That looks like a nerf to me. Are you saying the bottom three now cannot be built until the appropriate tech is researched? Or is it the 75% faster method? And bonuses with further tech research?

Now lumbermills give, I think, 1:hammers: (1:commerce: if riverside.) And there are two techs, ironworking and optics I think, that give it +1 :hammers: +1 :commerce:. So grassland ancient forest riverside lumbermills yield 3:food: 4:hammers: 3:commerce:. For Egalitarian or Financial leaders these plots are ridiculous.

I always thought that watermills should be the best of the advanced improvements since they have the most restrictions on their placement.
 
all improvements seem to need some tweaking.

mine and quarry need to differ in some way. they have very similar yields throughout the whole game but quarries offer some advantages.
techs for better yields are less special and they can be built on grasslands.

atm i play wild mana and i realized that farms shouldnt have +2 food from start. this makes sanitation a very weak techpriority and cities grow too FAST.

plantation yields dont increase at all while everything else does. most of the time when placing plantation i find myself in need of some food (e.g. cotton on plains).
+1 food at medecine for plantations would be nice. or +1 food -1 gold.

lumbermills come in too late and start too strong and i would even say that beelining fol and industry is the best techpath atm because their output is just sick.

tone down overall yields and make the improvements available before tier 3 sets in would be my suggestion

Mines and Quarries seem differentiated in that chart; One is hammers, one is hammers/commerce, but worse at it.

Honestly, without making most improvements unbuildable again we cannot have farms with 1 :food:.

Plantations don't increase? Fairly sure it says +1 :commerce: at Currency, there. :p Are you going off standard yields, or maybe Wild Mana yields?

All three mills are coming in late; It's either that, remove them, or block most improvements from being built again. Too much duplication otherwise. FoL civs will get a new improvement (Orchard) in forests, though the Elves will still prefer the Town.

Overall yields are honestly pretty low; Only thing we could do is drop one from everything, but then you have a bunch of improvements that are the same until you get the tech that boosts them.

That looks like a nerf to me. Are you saying the bottom three now cannot be built until the appropriate tech is researched? Or is it the 75% faster method? And bonuses with further tech research?

Now lumbermills give, I think, 1:hammers: (1:commerce: if riverside.) And there are two techs, ironworking and optics I think, that give it +1 :hammers: +1 :commerce:. So grassland ancient forest riverside lumbermills yield 3:food: 4:hammers: 3:commerce:. For Egalitarian or Financial leaders these plots are ridiculous.

I always thought that watermills should be the best of the advanced improvements since they have the most restrictions on their placement.

The Mills may only be built after their tech is researched; They are mid-late game boosts, not intended or balanced for the early game. They also get no tech bonuses.

So really, their yields are going up; You just can't get them until later on in the game.
 
Ranged attack and Bombard still have the same hotkey (B). I would swear I reported this a couple months ago.

Also, Blinding Light allows me to target when there is an invisible/stealth unit, thereby basically giving me "see invisible" ability of sorts. Possible other area effect spells work the same way. Also, if the invisible unit has magic resistance and successfully resists, it should NOT popup the "spell resisted" text (in the log) and the icon on the screen.
 
Ranged attack and Bombard still have the same hotkey (B). I would swear I reported this a couple months ago.

Also, Blinding Light allows me to target when there is an invisible/stealth unit, thereby basically giving me "see invisible" ability of sorts. Possible other area effect spells work the same way. Also, if the invisible unit has magic resistance and successfully resists, it should NOT popup the "spell resisted" text (in the log) and the icon on the screen.

Does them sharing a hotkey actually cause issues? I honestly never use hotkeys, so I really wouldn't notice it.

Will look at Blinding Light.
 
Looking at that chart it says workshops require 1 food, so my question is can fallow civs build them?
 
Looking at that chart it says workshops require 1 food, so my question is can fallow civs build them?

Workshops currently require 1 food, so yes. :p

Fallow civs just ignore the food yield; They don't actually remove it from the plot. It means they can't build it on Desert, but there's python allowing that for the Malakim, the D'tesh can't build them anyway, and the Frozen/Infernals will never have desert.
 
So that's why I haven't been able to build them in the deserts, looks like its time to train some Spring adepts.
 
I like that the RIFE team is systematically redesigning improvement yields from the ground up; I'm excited to see the results. One issue that I'm sure you've thought of but that I haven't seen discussed yet is how specialist economy fits in with this. As the projected improvement system stands, farms would seem to dominate, since 2 :food: for one specialist (= a 3:commerce: equivalent at the least, without even taking into account gpp, Scholarship, Hall of Kings, lvl 3 Altar, etc.) is a far better tradeoff than the 1:1 that the plot system imposes. The intangibles are all in favor of farms too: they consolidate the need for boost techs, spread the strongest resources, coordinate perfectly with a guild (this is definitely changing though), and benefit from the always insane agrarianism civic.

Again, I'm sure you know this and have tried to compensate with what must be sweeping changes in other mechanics, but I just don't see how putting :food: on roughly a 1:1 with other resources could ever work, at least without Orbis-style 3 :food:/pop (even this wouldn't seem to be enough actually). Can you enlighten me?
 
Edit the final: Attached patches for the bugs that I've fixed. Separate files for C++, Python and XML changes. All patches are relative to the "Rise from Erebus" mod base directory.
Also the Austrin vs Austerin changes in a separate file.

Thanks a lot! I finally managed to finish a game after applying your patches. Not at single crash or python exception.
 
Does them sharing a hotkey actually cause issues? I honestly never use hotkeys, so I really wouldn't notice it.
It always uses the first one; in effect, there isn't a hotkey for the other.

I would think this would be easy to fix?

Will look at Blinding Light.
Thx. Note that it may be endemic to all area effect spells.
 
Downloaded RiFE (from 1.2 link), and though I get the title screen and seem to be able to start a game normally, I get a CtD whenever I end the first turn. Kinda stumped as to where to even start looking to figure out why - any suggestions?

I did note that though I downloaded the 1.2 link, I think the installation message said "This will install v 1.01..." so I thought that was wierd. Also, I didn;t see any patches/hotfixes - is this correct, or did I miss something critical?

EDIT: I see the hotfix now, this may be my issue. I'll try it and see if it works for me...

EDIT2: OK, got the new DLL in and I've managed to progress to turn 2... :) Hopefully that got it!
 
Had a baby spider randomly grow when in an allied city. When it did so, it changed back to nonaligned. While it didn't crash or anything, I'd suspect that may cause problems.

Also, was fighting Archos when we declared peace. All my units were teleported except a Wolf Pack, which remained, despite not being nonaligned and despite not having open borders. In fact, I could even enter his cities.
 
Thanks a lot! I finally managed to finish a game after applying your patches. Not at single crash or python exception.

After getting several PMs asking for the patched files I'll attach them to this post now. This will probably break savegames but should fix any crashes and python bugs. I've played 3 full games with 14+ civs (Jotnar, Scions, Legion were included) using this files now and I didn't get a single crash/error anymore.

Credits go to various people who posted fixes in this thread, Milaga for the "fixed" animals, Ornedan for fixing the crahes and Kael/Xienwolf for the DLL compiling tutorials.

Installation: simply extract the zip archive into your RifE folder, overwriting any existing files.

the changes include:
- Hotfix
- various small fixes found in this thread
- Ornedans patches (see here: http://forums.civfanatics.com/showpost.php?p=8916157&postcount=1585)
- Milagas weaker animals (see here: http://forums.civfanatics.com/showpost.php?p=8949267&postcount=28)
- fixed Jotnar Bloom spell
- improvements can be build on glacial terrain
 

Attachments

  • RifE1.20Fix.zip
    2.3 MB · Views: 96
Top Bottom