Rise from Erebus 1.30 Bug Thread

I hope I am not re-reporting an issue. With final five option enabled - on turn 1 "Cut lowest player in 4900 turns" is displayed. On turn 2 "Cut lowest player in 4901 turns" is displayed. The first civ is eliminated after 100 turns of play (and then every 50 turns). The mechanics work properly, but the text is incorrect.
 
Quote:
Originally Posted by jcjcjc
Sorry, I was wrong about the No City Razing part, later in the game when Buboes & Yersinia attacked Hexam the message box just said that the Demons had captured Hexam; although the result was the same. A CTD when trying to load and a City bar showing with no number for Pop & no name & no visible city.

Valkrionn
Demons should not be able to capture cities; Supposed to autoraze them. Demons and Animals (2nd and 3rd barb civs) cause issues if they capture cities.

Should the No City Razing Option be removed then? Once the AC gets above 40 its likely to mean automatic CTD's for any player & the loss of 'real-time life' that the Players put in for 300+ turns.
 
am i the only one who doesnt have guardian of pristin pass and ring of carcer anymore?

edit: could you also please release a quickfix that leashes giants and cyclops? i really want to try out the other details but if on turn 25 a combat 2 hill giant flies into my territory, wtf should i do?
 
Maybe intended, but I'm gonna mention it anyways: The Dural Battle Architecht (fort commander) promotion that grants +1 GPP, doesn't seem to have a type of GPP selected to it. When my first city got to 100 points no great person was spawned, and the counter turned negative (-2 turns to next GP in Brookden, etc). It didn't seem to matter if I added other specialists afterwards, it kept ticking on negative turns. However, once I got a great person to spawn in another city, and the first city had at least one turn of a dedicated specialist, that city's counter were back to normal (at that point it was at around 120, so I'm not sure yet what will spawn though, hehe).
 
Quote:
Originally Posted by Aevarex View Post
There is no limit to the amount of frostlings each Priest of Winter can summon. I don't know if it's a bug, but if it's an intended feature it looks very unbalanced, since those frostlings pay no upkeep.

The Frostlings melt in not Frozen Lands so its funny to have a mega stack of frostlings and go to war, only to see your Frostlings melting befor the fight starts. <-- happened to me :)
The Ice elementals can be used to freez the land around the spot they die. But beware of ice melting :)
 
I had a python & C++ error message popup that I couldn't screenshot. Trying to screenshot the error msg caused the game to crash out of the popup error window before the shot could be cached.

But, I do have an error log... Doesn't look like much info there though. (attached) (What's with the Warlord's directory refs in the error log, btw?)

The error window mentioned something about a "bigbadexplore" event along with a C++ error. None of my units were exploring anything. There were two units sitting on two different Towers on the map, just sitting there, doing nothing. That's as close to "exploring" as any of my units were doing. Another civ, perhaps?

If I can get it to repeat, I'll post the save if I can't figure out a way to keep it from CTD'ing when I try to screenshot the error window.

PS - This is my first RiFE game, btw. I figured everyone charging into this forum to d'load 1.3 must know something I don't.. so, I tagged along. ;)

Update:10:30 am - I can't get a screenshot of the error message. If I try too quick, it BSD's me right to a reboot. If I wait a minute, it crashes the game. Windows Error reporting seems to imply that something is keeping it from being written to the clipboard...lots of GFC error messages... Not good.. Anyway, the Python Error includes a C++ error and it does repeat, two turns after the savegame I'm attaching here. Pity, I was starting to enjoy it. :)
 
Playing as Kuriotates and received the immigrant event in one of my settlements. The additional population choice was available. (Kind of pointless since next turn that extra population point would disappear)

Also a unit with Flying can still take the amphibious promotion (An Angel who has taken the Flying promotion in my game) Since Flying is currently just a buffed version of Amphibious it seems a unit with Flying shouldn't be able to take amphibious as it offers no advantages.

Again the Wyrmfisher unit which does not have an attack or defense strength is able to take Combat, Drill, and Ship related promotions.
 
Quote:
Originally Posted by jcjcjc
Sorry, I was wrong about the No City Razing part, later in the game when Buboes & Yersinia attacked Hexam the message box just said that the Demons had captured Hexam; although the result was the same. A CTD when trying to load and a City bar showing with no number for Pop & no name & no visible city.

Valkrionn
Demons should not be able to capture cities; Supposed to autoraze them. Demons and Animals (2nd and 3rd barb civs) cause issues if they capture cities.

Should the No City Razing Option be removed then? Once the AC gets above 40 its likely to mean automatic CTD's for any player & the loss of 'real-time life' that the Players put in for 300+ turns.

I should be able to put an exemption in for those two civs.

am i the only one who doesnt have guardian of pristin pass and ring of carcer anymore?

edit: could you also please release a quickfix that leashes giants and cyclops? i really want to try out the other details but if on turn 25 a combat 2 hill giant flies into my territory, wtf should i do?

Will look at those features.

And barbs should all be rebalanced soonish. Just trying to finish the spawn function, and then I can work on the xml. :p

Maybe intended, but I'm gonna mention it anyways: The Dural Battle Architecht (fort commander) promotion that grants +1 GPP, doesn't seem to have a type of GPP selected to it. When my first city got to 100 points no great person was spawned, and the counter turned negative (-2 turns to next GP in Brookden, etc). It didn't seem to matter if I added other specialists afterwards, it kept ticking on negative turns. However, once I got a great person to spawn in another city, and the first city had at least one turn of a dedicated specialist, that city's counter were back to normal (at that point it was at around 120, so I'm not sure yet what will spawn though, hehe).

It can't be typed, current code doesn't allow it.

I had a python & C++ error message popup that I couldn't screenshot. Trying to screenshot the error msg caused the game to crash out of the popup error window before the shot could be cached.

But, I do have an error log... Doesn't look like much info there though. (attached) (What's with the Warlord's directory refs in the error log, btw?)

The error window mentioned something about a "bigbadexplore" event along with a C++ error. None of my units were exploring anything. There were two units sitting on two different Towers on the map, just sitting there, doing nothing. That's as close to "exploring" as any of my units were doing. Another civ, perhaps?

If I can get it to repeat, I'll post the save if I can't figure out a way to keep it from CTD'ing when I try to screenshot the error window.

PS - This is my first RiFE game, btw. I figured everyone charging into this forum to d'load 1.3 must know something I don't.. so, I tagged along. ;)

Update:10:30 am - I can't get a screenshot of the error message. If I try too quick, it BSD's me right to a reboot. If I wait a minute, it crashes the game. Windows Error reporting seems to imply that something is keeping it from being written to the clipboard...lots of GFC error messages... Not good.. Anyway, the Python Error includes a C++ error and it does repeat, two turns after the savegame I'm attaching here. Pity, I was starting to enjoy it. :)

Actually know what issue you're talking about anyway. :goodjob:

Glad to see you're trying it out.

Playing as Kuriotates and received the immigrant event in one of my settlements. The additional population choice was available. (Kind of pointless since next turn that extra population point would disappear)

Also a unit with Flying can still take the amphibious promotion (An Angel who has taken the Flying promotion in my game) Since Flying is currently just a buffed version of Amphibious it seems a unit with Flying shouldn't be able to take amphibious as it offers no advantages.

Again the Wyrmfisher unit which does not have an attack or defense strength is able to take Combat, Drill, and Ship related promotions.

Wyrmfisher shouldn't be able to adopt those, I'll check it out.
 
Actually know what issue you're talking about anyway. :goodjob:

Glad to see you're trying it out.

:D

Btw, I just had it pop up again in another game. A cyclops was attacking a claimed citadel one of my spiders was sitting in. The game seemed to error out on that, gave the same tagline "bigbadexplorelair" C++ yada yada, faulted out my clipboard so I couldn't screendump it and then threw me out the window, into the street... Heck, I didn't know she was married! Oh.. nevermind.. different story.. same result though...;)
 
I've also had a issue with Wymfisher: There was clam inside my own borders, but It was on a ocean tile, I couldn't moved the wyrmfisher there, so I missed clam. Perhaps allowing wymfisher to move freely in your borders could be the right fix?

EDIT: I've noticed that, the civilopedia states that Ophelia would lose Strategist and gain Agnostic, Deathouched and Emperor's cult if I play with her as Scions. But acually, nothing happens, and Ophelia keeps Strategist. It is not intended, I suppose.
 
On my current game, instead of a CTD the game simply stops at "waiting for other Civilizations.." at end of turn. The game doesn't lock up, I can scroll around and use the menu interface but the AI doesn't finish his turn.

The game is with Ljosalfar, it happens at end of turn 340 every time I try to end the turn. Huge map, no barb/demon/animal factions, wild and feral mana + guardians, double bonuses and frequency of events.

Bit of a bummer, this particular game was turning interesting.

Hate bumping myself but saw no response. This has happened on a couple other occations as well, is it known what causes the problem ? Anything I can do to prevent it ? There's a save attached to the original post on page 19 if its something worth looking into.
 
Here is a python error at startup;
 

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So I'm still not getting Orthus or Acheron in any of my games. I have reinstalled a couple of times (just RiFE, not Civ or BTS), and after each reinstall I am also running a play now game. I'm using the Mekara mod and one of the two supported maps (I forget which one). I play advanced start games with Living World, Broader Alignment, All Unique Features, Flavor Start, Religion-Based Interface, No Liberation, and sometimes Hallowed Ground and sometimes Wild Mana and Feral Mana.

I guess I have two questions:
1. Is there something I'm missing that should allow me to be seeing Orthus and Acheron?
2. If not, is there someway I can check the code for myself to make sure that my version isn't just whacked? (and if so, how do I do this?)

Thanks for a great mod!
 
Archeron is actually built in a barb city, but he doesn't cost many hammers, so it only takes a few turns. THis means if barbs have no city in your game, you won't see him.

Orthus should spawn around turn 50 (i think) based on gamespeed. so it will be later if you play epic or marathon and earlier if you play on quick.

Since you have run a play now game, i can't really think of another reason why they shouldn't appear at some point.
 
MAF - twice when loading a quick save, one other time after a fairly long session (~6 hours)

The Immortally dying Ogre Warlord. On the way to my surprise attack against Hyborem. I wanted to take a fort out on the way. The Fort was home to two Ogre Warlord (or Ogre Chieftains - I forget but they had 11/15 Str and Immortality) I clobbered the first one he died and apparently regenerated. As he could not appear in the fort, he teleported two spaces down the road, ready for another dose of clobberation. The second Ogre died just as easily and apparently vanished (but I got a message that he apparently lived) I claimed the fort for myself as it was a useful resting place on the way to teaching Hyborem not to bother enter the mortal plane again.

On subsequent turns I got a message telling me that the Ogre had been reborn. Poor sod died more reliably than a Dan Brown fan club in the Vatican library. My suspicion is that the Ogre's "Capital" where he should have been reborn was now my Grigori Fort, and as he could not appear there, he keeled over dead every time he came back.
 
MAF - twice when loading a quick save, once after a fairly long session (~6 hours)

The Immortally dying Ogre Warlord. On the way to my surprise attack against Hyborem. I wanted to take a fort out on the way. The Fort was home to two Ogre Warlord (or Ogre Chieftains - I forget but they had 11/15 Str and Immortality) I clobbered the first one he died and apparently regenerated. As he could not appear in the fort, he teleported two spaces down the road, ready for another dose of clobberation. The second Ogre died just as easily and apparently vanished (but I got a message that he apparently lived) I claimed the fort for myself as it was a useful resting place on the way to teaching Hyborem not to bother enter the mortal plane again.

On subsequent turns I got a message telling me that the Ogre had been reborn. Poor sod died more reliably than a Dan Brown fan club in the Vatican library. My suspicion is that the Ogre's "Capital" where he should have been reborn was now my Grigori Fort, and as he could not appear there, he keeled over dead every time he came back.

Actually, it respawns wherever it spawned initially. So it may have just been spawning in what is now claimed territory, and being killed each turn.

Or it could have spawned on the fort, but I would think it would be bumped to a different tile.
 
me and a friend tryed to play a lan game today over hamachi, and the oos issue was worse than i have ever seen it, it would oos at the very beginning of the game no matter how many different options we tried, so as a sort of debug test we started a game with all cabalim (seems like the simplest race code wise) and all options unchecked and it still insta oosed...

i am unsure of what to do, i am redownloading the installer just in case, i could have sworn i downloaded two files, so our versions may be different, hopefully its just something i did, but i thought i would go ahead and mention it now in case someone had some solutions, i will let everyone know later on if a redownload fixed it
 
me and a friend tryed to play a lan game today over hamachi, and the oos issue was worse than i have ever seen it, it would oos at the very beginning of the game no matter how many different options we tried, so as a sort of debug test we started a game with all cabalim (seems like the simplest race code wise) and all options unchecked and it still insta oosed...

i am unsure of what to do, i am redownloading the installer just in case, i could have sworn i downloaded two files, so our versions may be different, hopefully its just something i did, but i thought i would go ahead and mention it now in case someone had some solutions, i will let everyone know later on if a redownload fixed it

Why are you using Hamachi? There is absolutely no reason to. Just play using Civ normal Internet modus, I have never gotten Civ to work using Hamachi, I don't get OOS (the connection to the host keeps timing out) but I have heard other people stating OOS problems when using Hamachi more than once.
 
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