RifE 1.20 Bug Thread

and 1 more: 18 strength griffon on 23 turn of the game!(it killed sheaim before coming to kill me)
 

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I thought they fixed those bugs, Exoder. Did you update to the latest version?
 
Found some bugs to do with Great Commanders they can build forts next to each other. Also when the forts are built you won't gain your unique fort commander. I used this to make a line of forts stopping all invaders :D .
 
I was playing as archos, and when the cuialli completed liberation, i started getting this error.

I remember seeing something about this in another thread, but about the Illians...Anyway, here's a screenshot.
 

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I started a new game, but a minotaur wiped out my capital city before I got a new one built.:mad::cry:

However, when I was going through the End Game screens, I got this message. It's a new one, i think...:confused:

edit: I looked behind the error message, and there was nothing in the chart...not in Any of the squares :confused:
 

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My Venenum Spider grew to a Spider Swarm, and now it isn't eligible for Venenum Greater. (I think because the base venenum has unit_giant_spider as prereq unit, if we add spider swarm to that list it might do the trick.)
 
My Venenum Spider grew to a Spider Swarm, and now it isn't eligible for Venenum Greater. (I think because the base venenum has unit_giant_spider as prereq unit, if we add spider swarm to that list it might do the trick.)

That has been fixed, as has the issue with spider swarms that DO have the promotion losing the art. ;)
 
Back to Great people not spreading guilds (corps), I think the UnitInfos XML needs this entry e.g., for Great Bard:
Code:
			<CorporationSpreads>
				<CorporationSpread>
					<CorporationType>CORPORATION_MASQUERADE</CorporationType>
					<iCorporationSpread>40</iCorporationSpread>
				</CorporationSpread>
			</CorporationSpreads>
 
is there a bug with unready promotion? because it does converts adepts to barbs as it should, and gives the proper exp, but it doesnt seem to give channeling 2 to the survivors! See picture below - i got 17 xp and 5th level on that adept, but still, no channeling 2 :(


****
Add: i couldnt get ANY of about 10 built adepts to the age of 15, all would go to barbs. After that i entered world builder and made 15 more. JUST >1< of them made it to the age of 15(making it overall 1 out of about ~25. If i count how it should be - 8% chance for 15 turns would mean 28.62% adepts finishing their education, but atm it is just about 4%)..

...and even the unique lucker adept just wouldnt get the right abilities..

just finished playing game with only minor leaders ai. it was short. 7/9 got killed by barbs, the rest couldnt have more than 2 cities(and thats on emperror!).
 

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btw, another thing that it DOES, but doesnt seem to be intended is giving this adept free haste promotion(it is just there, regardless of what i cast, i can cast any other spell while still having it)
 
soldiers of kilmorph can build dwarven mines for any civilization(really hope this isnt bug:D)
 
is there a bug with unready promotion? because it does converts adepts to barbs as it should, and gives the proper exp, but it doesnt seem to give channeling 2 to the survivors! See picture below - i got 17 xp and 5th level on that adept, but still, no channeling 2 :(


****
Add: i couldnt get ANY of about 10 built adepts to the age of 15, all would go to barbs. After that i entered world builder and made 15 more. JUST >1< of them made it to the age of 15(making it overall 1 out of about ~25. If i count how it should be - 8% chance for 15 turns would mean 28.62% adepts finishing their education, but atm it is just about 4%)..

...and even the unique lucker adept just wouldnt get the right abilities..

just finished playing game with only minor leaders ai. it was short. 7/9 got killed by barbs, the rest couldnt have more than 2 cities(and thats on emperror!).

The unready promo is slightly bugged atm; Will be fixed, as the leader (and all leaders, really) is being redesigned.

btw, another thing that it DOES, but doesnt seem to be intended is giving this adept free haste promotion(it is just there, regardless of what i cast, i can cast any other spell while still having it)

That is 100% intended. Certain spells (Those buffs that wear off after 1 turn) refresh automatically so long as there is a caster in the stack capable of giving the buff. This means Haste never wears off it's unit, and the unit can provide haste to a stack automatically (After you cast it once; They won't GAIN the promotion automatically, just have it last longer than one turn).

soldiers of kilmorph can build dwarven mines for any civilization(really hope this isnt bug:D)

Intended.
 
The Amurites worldspell doesn't disable the dimensional 2 teleportation spell.
 
just finished playing game with only minor leaders ai. it was short. 7/9 got killed by barbs, the rest couldnt have more than 2 cities(and thats on emperror!).

As far as I can tell, raising the difficulty level gives AI civs certain advantages to make them strong, and this INCLUDES the barbarian and animal civs. Since animals and lair spawned barbs are overpowered in this version, raising the difficulty only makes things worse.

Somewhere in one of these dense threads is an unofficial patch that fixes some crashes and tones down animals and barbs.
 
Civs are being kept alive by fort commanders and treasure chests - the defeat quote comes up, all regular units are destroyed but the leader remains on the scoreboard and so not considered as dead for a conquest victory - I can even vassilise and tech trade with them.
 
As far as I can tell, raising the difficulty level gives AI civs certain advantages to make them strong, and this INCLUDES the barbarian and animal civs. Since animals and lair spawned barbs are overpowered in this version, raising the difficulty only makes things worse.

Somewhere in one of these dense threads is an unofficial patch that fixes some crashes and tones down animals and barbs.

Actually, raising the difficulty does not give barbs/animals/demons buffs; It decreases your buffs against them, while RAISING the AI buffs against them. :p

Civs are being kept alive by fort commanders and treasure chests - the defeat quote comes up, all regular units are destroyed but the leader remains on the scoreboard and so not considered as dead for a conquest victory - I can even vassilise and tech trade with them.

Yeah, need to fix that.
 
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