RifE 1.20 Bug Thread

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.

That's happened to me too. It irritated me until I realized that I could make them my vassals without trouble. (counts for conquest)
 
Speaking of which, is there any way you could make workers quit building over my forts without the "automated workers don't build over old improvements" button? I imagine it could become a problem since the mills are going to be unbuildable until you research them in the next version.
 
while playing austrin in 1.20 I pop'd a very early goodie hut with the dwarves vs lizardman war and the choice to support one or none. I took a chance and supported the lizards. Left my scout to die a horrible death to the dwarves and retreated to my capital. The dwarves followed and I wanted to delay them just a bit so I went ahead and blew my world spell tempest.

It subdued them for supposedly 2 turns, but it seems to be based on the players turns, not the enemies. In other words after I ended my second turn still showing them subdued for one turn they could move/attack immediately before I began my next turn, was kind of confusing.

Working as intended?
 
Is anyone else crashing on the second turn of most games? Sometimes I can start a game and get through it just fine; more often I end the first turn and it CTDs. A reinstall sometimes works, sometimes doesn't. It's vexatious.
 
Recently I found Foxford very late, it was tucked in a far away corner of the map, I can't rember the exact turn, but I already had hunter and hawks.
Long story short, I explored foxford with my hunter (who was carrying a bird), selected the option to become a werewolf and my Hunter survived (Joy!) immediately after, the foxford menù appeared again, the alliance with werewolf option was greyed out, I selected the other option and had a double stroke of luck, my hunter had both the werewolf and the adventurer promotion...

Could it had been caused by the Hawk he was carrying?!?
 
My Ranger has a Compelling Jewel, and captured a Wild Troll. My new buddy immediately had the option to pay 50 to get Clever Troll. Cool. But when I paid, it gave him Feral, not CT.

edit: :huh: WB says he *does* have CT as well as Feral. But CT is not showing up in game.
 
Does anyone happen to know where the code that governs trade routes is? I'd like to poke at it and see if i can make my trade route commerce come back... I miss it
 
There are a LOT of them. Basically, the promotion's effects are displayed just on the unit itself; Looks as if it's part of the unit's stats.
Well, the nonintuitive part was the event or whatever, that prompted me to pay to get it. If it changes the unit's stats, which is what happens from the POV of the player, then the event should describe it that way. Instead the event talks about it as if it is a promotion, which it is not, from the POV of the player.

My two cents. :)
 
If you've explored many epic lairs, you may have noticed that you seem to get a lot of great artists. That is because lines 648-663 of customfunctions.py are failing their canreceivegoody checks:
Spoiler :
Code:
if iRnd <= 45:
	if pPlayer.canReceiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_JADE_TORC'), caster):
	pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_JADE_TORC'), caster)
		return 100
if iRnd <= 47:
	if pPlayer.canReceiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_ROD_OF_WINDS'), caster):
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_ROD_OF_WINDS'), caster)
		return 100
if iRnd <= 49:
	if pPlayer.canReceiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_TIMOR_MASK'), caster):
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_ITEM_TIMOR_MASK'), caster)
		return 100
if iRnd <= 52:
	if pPlayer.canReceiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_PRISONER_ADVENTURER'), caster):
		pPlayer.receiveGoody(pPlot, gc.getInfoTypeForString('GOODY_EXPLORE_LAIR_PRISONER_ADVENTURER'), caster)
		return 100
I'm not sure what's going on there, but since the artist is probably the least useful great person reward and engineers seem to be in the highest demand, I exchanged their entries and there was much rejoicing.
 
It's been a while since I've played the Mechanos. Steam Power is pinked out. How do I found Ordo Machinarum?

Edit: I just started a new game, ended up next to the Mechanos/AI, and they started with Ordo founded in the capitol. So, that's clearly a bug that the human doesn't found it at start of the game.
 
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