RifE 1.20 Bug Thread

Not a bug. Mage's Guild/Cave of Ancestor's/School of Govannon allow it, each one allowing the next tier. It's a feature specific to the Amurites.
I must have missed the Govannon tier 3 chance then. Random is random, but it didn't feel like that since I must have been lucky with getting the spells a lot and I assumed something was wrong :p.


How do you mean, they don't work? When I use them, they show up as soon as reqs are met.
Well, In some games one ability (can only remember the two I wrote down, i'll make sure to take screens and provide a save next time) will mess up; it will be given to the unit, but you will have to manually click it so the unit benefits from it. Typically it has been abilities that are removed if you leave the square you're on (like the wall defender). Maybe they trigger for a special reason, I'll keep my eyes out a bit more and give you better input next time.


A few new things:
- With Timid Animals selected, if you found a city so the initial border pop covers the square the animal is on, then they will act as if Timid Animals wasn't selected. Just that animal though, but it travelled in an out of both my and my neighbor's cultural borders.
- Elohim get to see all unique features from the start (e.g. Pyre of the Seraphic). I'm assuming it's intended, but I don't see the logic :).
- Getting mutated seem to have a (very close to) 100% chance of giving you the Crazed promotion. Just curious if RNG hates me or it's intended.
 
Well, In some games one ability (can only remember the two I wrote down, i'll make sure to take screens and provide a save next time) will mess up; it will be given to the unit, but you will have to manually click it so the unit benefits from it. Typically it has been abilities that are removed if you leave the square you're on (like the wall defender). Maybe they trigger for a special reason, I'll keep my eyes out a bit more and give you better input next time.

I've noticed the same. Generally it is when the condition for the promotion comes after the unit turn.

For instance if you move a promotion enabling unit into a stack, the units in the stack don't automatically gain the promotion.

Another example is if a Warrior is upgraded to an Archer in a city. The Warrior couldn't have the Wall Defender promotion and the Archer won't get it automatically until next turn. I think something simila happens with weapons too.

- Elohim get to see all unique features from the start (e.g. Pyre of the Seraphic). I'm assuming it's intended, but I don't see the logic :).

Guarding the "holy places" is supposed to be their divine mandate. They can collect a few traits and other rewards by visiting the unique features too.
 
- With Timid Animals selected, if you found a city so the initial border pop covers the square the animal is on, then they will act as if Timid Animals wasn't selected. Just that animal though, but it travelled in an out of both my and my neighbor's cultural borders.
- Getting mutated seem to have a (very close to) 100% chance of giving you the Crazed promotion. Just curious if RNG hates me or it's intended.

The animal thing happens any time cultural borders expand over an animal unit. They still won't attack cities, though. Also, I'm pretty sure the RNG hates everyone. :spear:
 
I believe mutated is being re-worked, but I notice the same thing. I never use it anymore.
 
Well, In some games one ability (can only remember the two I wrote down, i'll make sure to take screens and provide a save next time) will mess up; it will be given to the unit, but you will have to manually click it so the unit benefits from it. Typically it has been abilities that are removed if you leave the square you're on (like the wall defender). Maybe they trigger for a special reason, I'll keep my eyes out a bit more and give you better input next time.

Ah. Don't really get them midturn; They become selectable, but are only automatically applied at the start of each turn. To do otherwise would require absolutely MASSIVE slowdowns.

A few new things:
- With Timid Animals selected, if you found a city so the initial border pop covers the square the animal is on, then they will act as if Timid Animals wasn't selected. Just that animal though, but it travelled in an out of both my and my neighbor's cultural borders.
- Elohim get to see all unique features from the start (e.g. Pyre of the Seraphic). I'm assuming it's intended, but I don't see the logic :).
- Getting mutated seem to have a (very close to) 100% chance of giving you the Crazed promotion. Just curious if RNG hates me or it's intended.


  • Not a bug. Timid Animals just prevents them from entering freely if they gain the bExploreRivalBorders tag (they get it for free when they become Beasts, after gaining enough strength). They can still enter your borders if they expand over them, or you share borders with a feral civ.
  • I'm seriously considering removing that, but it's meant to show that they are Guardians of the UFs.
  • Mutated is being reworked, or at least is planned to be reworked. The idea was mine, but Opera liked it enough to join the team; And then still hasn't done it. :p
 
Have you played them in RifE? The Elohim get bonuses from most UF's (and I'd like to expand that to all the others); Can end up with like 4 free traits, a second casting of the worldspell, extra happiness, a golden age, etc. Just for getting to the UF. So knowing where it is ahead of time makes that rather.... easy.
 
I've seem to run into a repeatable CtD with just your base mod. Sadly, I have no idea as to what it could be.
Also, with the start as winter option or w/e, the world refused to defrost at a good pace. Turn 1000 on marathon and my entire empire was still ice and tundra. I still somehow got my cities up to 15-25 which was nice for the Calabim, but seeing the Frozen's cities at 160+ diminished that joy fast :P
 
So, here's a small issue: I'm playing what I can only assume is version 1.23, based on the update logs. But when I mouse over the flag (That displays traits, leader, etc) it says "Version 1.10". Which confused me at first.

If you need a save of this I can post it, but I think it would be easier if you just checked what version it's set to display and see if I'm right or if I set the RifE installer on fire when I was sleeping or something.
 
Domino, in short, the longer thaw is a feature of the climate mod, which Valk borrowed for RiFE. It's supposed to last past a third of the potential turns in a game (though it would be nice if any of the climateform civs interacted with the thaw in some way, rather than waiting for it to resolve first on any given tile). If any of the cold civs are in the game they have are unaffected, and thus have a major advantage over everyone else.

The Frozen are unbalanced currently. For now, I think the advice is to play with the "No Liberation" option so they don't show up, and wait for version 1.3.
 
Have you played them in RifE? The Elohim get bonuses from most UF's (and I'd like to expand that to all the others); Can end up with like 4 free traits, a second casting of the worldspell, extra happiness, a golden age, etc. Just for getting to the UF. So knowing where it is ahead of time makes that rather.... easy.
Never realized that until I read the answer (should say in the initial introduction i think). Started explore late in the game and got me both the worldspell and Industrous, pretty nice for a builder victory, hehe. Is it only the UF sites I visit first, or all sites, that have a chance of giving a bonus?


And the rest of the input from the Elohim game:

- Corlindale "soft spoken" needs a tooltip clarification. Right now he gives 0.5 defensive pact symbols? Very odd.
- (Elohim?) spring (water I) turned boreal tundra into wetland marsh, and plains into grassland. I.e. it upgrades land the same way Nature III does; what's the difference if it's not broken?
- Barbs can build (or the other way around) cities next to Clan cities.
- Crown of Brilliance (Chalid Astrakein, maybe also tier 3 priests) seem to auto-cast sometimes? Weird thing it is not always, perhaps just if enemies are standing next to him at turn start... couldn't pinpoint why it happened.
- I can also confirm what someone else said, the autopromote glitch thingy happens if you upgrade a unit with a levelup promotion and have no movement points, or gaining a level when razing a city (pacifist lit up, and then went away when moving back). No biggie at all.

And finally, which have to be a known bug: Fort commanders don't disband if you replace a fort with another improvement (only tested with sun node, and incense plantation though).
 
- (Elohim?) spring (water I) turned boreal tundra into wetland marsh, and plains into grassland. I.e. it upgrades land the same way Nature III does; what's the difference if it's not broken?

Vitalize terraforms the area surrounding the caster while spring only terraforms the caster's plot. Nature III also allows Drought which turns grassland into plains and can be used multiple times per turn IIRC. Even so the nature line is one of the weakest arcane lines atm.

Edit: And it's like that for every civ, not just for the Elohim.

- Barbs can build (or the other way around) cities next to Clan cities.

It appears that Clan forts can turn into barbarian cities (not sure if there's some kind of condition or if it's random) which can result in cities being right next to each other. Moreover, the clan hero can than take over those cities which quite often results in 3 or more clan cities within 1 tile radius.

- Crown of Brilliance (Chalid Astrakein, maybe also tier 3 priests) seem to auto-cast sometimes? Weird thing it is not always, perhaps just if enemies are standing next to him at turn start... couldn't pinpoint why it happened.

If it works the same way as in Wildmana the Crown of Brilliance promotion which is added if you use the spell auto-casts Crown of Brilliance at the start of each turn. (You can still use other spells though.)
 
Just giving the Elohim a whirl myself - the sightseeing bonuses are fun.

:)

Getting an army of monks up to enlightenment seems like more trouble than its worth (hints: build altars of luanatar, get zealot promotion on commanders - although zealot 2 seems unavailable). Might be feasible for always war, but nerfing the monk's base attack to 3 (after pacifism) makes leveling them up a real pain on the offense.

BTW, the attached game is hanging. Might have something to do with the Cualli building Genesis - how would that work?
 

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Never realized that until I read the answer (should say in the initial introduction i think). Started explore late in the game and got me both the worldspell and Industrous, pretty nice for a builder victory, hehe. Is it only the UF sites I visit first, or all sites, that have a chance of giving a bonus?


And the rest of the input from the Elohim game:

- Corlindale "soft spoken" needs a tooltip clarification. Right now he gives 0.5 defensive pact symbols? Very odd.
- (Elohim?) spring (water I) turned boreal tundra into wetland marsh, and plains into grassland. I.e. it upgrades land the same way Nature III does; what's the difference if it's not broken?
- Barbs can build (or the other way around) cities next to Clan cities.
- Crown of Brilliance (Chalid Astrakein, maybe also tier 3 priests) seem to auto-cast sometimes? Weird thing it is not always, perhaps just if enemies are standing next to him at turn start... couldn't pinpoint why it happened.
- I can also confirm what someone else said, the autopromote glitch thingy happens if you upgrade a unit with a levelup promotion and have no movement points, or gaining a level when razing a city (pacifist lit up, and then went away when moving back). No biggie at all.

And finally, which have to be a known bug: Fort commanders don't disband if you replace a fort with another improvement (only tested with sun node, and incense plantation though).

Elohim gain bonuses just for visiting the site; You don't need to be first.


  • +0.5 Diplomacy with the owner of the city he is in.
  • WAD. Vitalize can turn up to a three-plot radius (based on the range promos arcane units get, forget the name of them).
  • Bug, from some faulty python; Fixed next version, and only barb forts will turn into barb cities.
  • The promotion granted by the spell autocasts the spell each turn.
  • Yeah, like I said: No way around that without massive slowdowns.
  • Been fixed for the next version.
 
Hiya, just played a few hundred turns as the Amurites and I'm having a blast!

Couple bugs / issues though, I don't know if any of them were reported or if my install is messed up.

Anyways, I spend a large amount of time trying to get the master of the elements promotion, which I *finally* did after doing that ritual that makes new mana and getting ice mana. However, my hero-mage guy didn't auto learn it after getting the master of fire and water \& M of Ice promotions. I had to add it myself from worldbuilder. Minor bug.

I also couldn't use or even see the option to use the Amurite world spell, I assumed I needed more tech but I researched almost all the mage techs and I don't have it. Any specific requirements? (The pedia entry is empty so Idk from that)

Last one, when a great general makes a fort for the amurites with his snazzy fortbuilding spell, the commander isn't a mage. Probably already been noticed but I just thought I'd mention it.

Thanks for the awesome mod, I'm off to launch some shooting stars at Archon spiders. If I can find them, that is! Sneaky devils.
 
Got that Mechanos game to work again somehow, it seemed to fix itself eventually. This new one however I'm having no such luck. I'd love to get to the end of their tree in this game, but I've ran into an end of turn repeatable ctd. Having locked out worldbuilder, I suppose it may be a bit harder to get past this ctd, but if it's at all possible, that'd be great. I hope whatever I'm finding helps out with finding bugs as well, cause at 1.1 mb, I know I'm not running into memory allocation errors when I can run saves that go to 2.5 mb easily.
 
For the future, don't disable the worldbuilder. It's very handy, especially for fixing CTDs.

I've found that the main source of CTDs in the current version is when an invisible unit is in the same tile as a hostile unit, attacks yet another unit, and then tries to capture the defeated unit. The hamsters, with their 100% chance of capturing defeated units, tend to make this 100% repeatable. If you don't mind editing the xml, you can open up CIV4UnitInfos.xml, scroll down to the hamsters, and change the <iUnitCreateFromCombatChance> tags to a value that is less than 100.

Of course, that may not even do anything if you don't have new random seed on reload enabled, which you should, from now on. If that doesn't work and you're really desperate, you can go back to unitinfos and remove the <INVISIBLE>INVISIBLE_ANIMAL</INVISIBLE> tags from all the variations of the hamsters, spiders, scorpions and gorillas.
 
Apologies if this has already come up; a forum search didn't turn up anything, and I didn't want to read through all 100+ pages of the bug thread.

I was playing a game as the Kahdi, and I had a thade with Mind I casting inspiration in a city. I end the turn, the Amurites cast Arcane Lacuna, all the other players' turns (including the Barbarians) seem to proceed normally, and the the game crashes. So I loaded up the save file from the previous turn, moved the thade out of the city, and when I ended the turn this time, there was no CtD, and everything proceeded normally.
 
Hi everyone. while new to this forum i am a long time civ player ( since civ 1:crazyeye:). fall from heaven has kept me playing civ4 and rife restarted my interest in it ( nice work btw). but i am running in to a ctd error i can´t figure out.
sometimes reloading rife and starting a new game helps for one or two turns. i also found nothing in the worldbuilder. any help would be welcome.
thx
 

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