Rise from Erebus 1.30 Bug Thread

In the last 70 moves (Quick Game) I encounterd over 50 Kraken in the "small" Ocean I have most of my citys (thats why I canged theyr Stats). I haved a look now in the WB (turn 121) and the Kraken are in all Oceans and all for Bhall. So I am 100% Sure it cant be a lair resoult. Btw Mana Guardians are Disabled.

Is that an unmodified game, or no?

Bhall should only spawn vessels, no animals whatsoever.

Just played a Khazad game, Huge world, Epic length. Around turn 400, I was able to capture Acheron, who was not in 'his' city. Now I have a Strength 30 Dragon with 5 move, who is unable to move at all. Finally found in his mouseover, that he as a Leash 0. Is this intentionall, and Acheron is no longer usable when captured?

Issue with the way the leashchance tag is removed, will fix it.
 
Just to expand a bit:
11.) Units sometimes age more than one year per turn.
I am playing normal speed, and sometimes a unit's age (and its Sidequest counter) will go up (down) two years while an adjacent unit ages one year. Now that I think, though, I can't be sure I've ever seen this happen to two units that were the same age.


12.) Dwelling of Refuge says "Causes Refugees to spawn in the City". "City" should be "Capital".
Uh.... No, no it shouldn't be. It allows Refugees to spawn in whatever city it is built in.
Unspecified "should", sorry. I never had a spawn outside Midgar, so I meant "it should say what it does", not "it should say what it's supposed to do".


Obsidian grants a worker promotion.
Is there a way to check this out via the WorldBuilder?


15.) The dungeon map event almost always triggers on a city square.
I've never had it on a city. Just random luck.
Would you tell me where this is in the code, please? Sometimes I can decipher code, and I seem to be a bit too unlucky. I've had a couple dozen (??) of these since it went into Events and it sure seems like 3 in 4 of them were null-by-city, not 1 in ~21.


17.) Wildlands, Orcish Swarms and (sometimes?) Dark Forests don't seem to be working.
In my last game I saw no Gryphons, Spiders or Scorpions, Lizards or Raptors and only one or two each of everything else when I got too far ahead and quit at turn 160++. This despite having lots of wilderness on three sides. The Goblins, Orcs and Trolls I saw were almost all from the neighboring cities; once I captured those I had a few Frostlings and lair-generated Skeletons and Scorpion Clan to deal with but not many of those either. No Dark Forests, no Diakonos. Is it possible the selections are flipped? Is anybody complaining about too many with these options off?


Thanks for all the answers.
I really like the ability of the Grigori Forts to un-nerf Workers; I hope that stays. I think Forts make them interesting to both Builder and Warrior players.
Speaking of something similar, I have one question in the wrong place for it. There was some talk about giving Archos some buildings and a Builder leader -- 1.4?
 
Just to expand a bit:

I am playing normal speed, and sometimes a unit's age (and its Sidequest counter) will go up (down) two years while an adjacent unit ages one year. Now that I think, though, I can't be sure I've ever seen this happen to two units that were the same age.

Never seen that happen, honestly.

Unspecified "should", sorry. I never had a spawn outside Midgar, so I meant "it should say what it does", not "it should say what it's supposed to do".

But it does say what it does. It spawns units in whatever city it is built in. If that happens to be your capital, it's your capital. If it's some other random city, it's the other random city. :p

Is there a way to check this out via the WorldBuilder?

There is a Volcanic Ash (or something like that) improvement that connects it, if you place that on ash you should see it.

Or search for "Obsidian Tools" in the pedia.

Would you tell me where this is in the code, please? Sometimes I can decipher code, and I seem to be a bit too unlucky. I've had a couple dozen (??) of these since it went into Events and it sure seems like 3 in 4 of them were null-by-city, not 1 in ~21.

Either EventTriggerInfos or EventInfos, in XML/Events.

In my last game I saw no Gryphons, Spiders or Scorpions, Lizards or Raptors and only one or two each of everything else when I got too far ahead and quit at turn 160++. This despite having lots of wilderness on three sides. The Goblins, Orcs and Trolls I saw were almost all from the neighboring cities; once I captured those I had a few Frostlings and lair-generated Skeletons and Scorpion Clan to deal with but not many of those either. No Dark Forests, no Diakonos. Is it possible the selections are flipped? Is anybody complaining about too many with these options off?

Run a play now game, maybe? It's possible that you also have on the "No X" options, which would override it. Running a play now game wipes saved options.

Thanks for all the answers.
I really like the ability of the Grigori Forts to un-nerf Workers; I hope that stays. I think Forts make them interesting to both Builder and Warrior players.
Speaking of something similar, I have one question in the wrong place for it. There was some talk about giving Archos some buildings and a Builder leader -- 1.4?

The ability of Grigori Fort Commanders will be gone, honestly.

And a new Archosian leader will come in 1.4. Don't know about buildings, though I know Opera talked about it.

As writen in Post 448 its a heavy moded game but a search for Kraken returned only the base mod files.

I have combed the xml and python for the base mod. There is nothing that will spawn Krakens other than Animals at Astronomy, a BigBad lair result from coastal lairs (under the animal civ), and currently, Air Mana guardians due to a typo. That is it.

A search would not find anything in python files, you actually have to open them up and look.
 
Yes, I think nobody would find anything here in the mod, because, honestly, I think FallUnder is causing this trouble, else, another modmod.
 
As the Austrin, Stonewardens can cast Summon Pegasus.

If you have multiple pegasuses on a tile, they can cast "Mount Pegasus". This is so hardcore [NSFW] that it crashes Civ.
 
But it does say what it does. It spawns units in whatever city it is built in. If that happens to be your capital, it's your capital. If it's some other random city, it's the other random city.

I've played the Grigori as well and never had a refugee spawn outside of my capital. (All of them spawned in the capital @20 - 30 of them) I also had built the refugee buildings in my other cities. Maybe the spawn isn't correctly working in the other cities?
 
I've played the Grigori as well and never had a refugee spawn outside of my capital. (All of them spawned in the capital @20 - 30 of them) I also had built the refugee buildings in my other cities. Maybe the spawn isn't correctly working in the other cities?

Are you talking about a Refugee or an Adventurer?
 
Damnit, I have a big problem. this game continue to crash on me nearly every 3 turns that I try to start up a new map, now after I play D'tesh a while, I just suddenly crashed to desktop...

After so many crashes, I consider this game unstable till there is several patches to fix this :):):):).
 
I am getting extremely low odds with fireballs. They appear to only have 0.01 strength in combat odds, although they appear on screen as 4 strength. Playing as Malakim, mage found in a city ruin.
 
What modules are you using, what operating system, and is it giving you any message when it crashes?

No other players have reported reliable crashes of that nature. Hell, I've received multiple reports of games played into 600+ turns with no crash.

most all the modules that you listed under the OP, including the default ones that came with the mod.

Windows 7 x64 bit edition

No message during the crash, just 3-5 turns, black screen, Sid Meier's Beyond the sword has crashed
 
I am playing normal speed, and sometimes a unit's age (and its Sidequest counter) will go up (down) two years while an adjacent unit ages one year.
Never seen that happen, honestly.
In your next game, take a look. My current game as Khazad is going the other way. My two starting Warriors are age 6 and (I plopped down some Floaty Eyeballs in WB so I could check) so are everybody else's. It's turn 21, normal speed. --So I doubt it's hard to replicate, though it won't ordinarily affect anybody but Jotnar.

I never had a spawn outside Midgar, so I meant "it should say what it does", not "it should say what it's supposed to do".
But it does say what it does. It spawns units in whatever city it is built in. If that happens to be your capital, it's your capital. If it's some other random city, it's the other random city.
No. Twenty-odd Refuges over two games. Outside the capital, zero Refugee spawns.

There is a Volcanic Ash (or something like that) improvement that connects it, if you place that on ash you should see it.
Can't find Ash*, suspect it may be hidden. The Obsidian Tools promotion can be applied via WB and works, but I wanted to check if it worked organically for the other races. No worries, a Volcano is bound to come along. *(with both hands)
Update: one did. I gave myself a Worker, a road connection and Masonry, but Khazak doesn't have Obsidian and my Worker doesn't have Obsidian Tools. Shouldn't they?

EventTriggerInfos
Thanks. EVENTTRIGGER_DUNGEON?
Cartography, recurring, own plot, accessible land, no improvements - that last could do it. Once you've developed your cities, there's no other place to put it. Clearly it checks if it's a city square after it picks a location, can that check be moved inside the code?

Run a play now game, maybe?
Did that.:) I remember, 'cause I forgot the first time and ended up with the Debug: No Events option. Arggh.

The ability of Grigori Fort Commanders will be gone, honestly.
Well, dang.

Further on visibility; I got the Civ-swap offer: if I take it I can't see what I should
Spoiler :
attachment.php

and can see what I shouldn't, any more (and End Turn didn't update it).
Spoiler :
attachment.php
 
I believe you just need to save, quit and load to fix that. IIRC the infernal and mercurians have the same problem.
 
most all the modules that you listed under the OP, including the default ones that came with the mod.

Windows 7 x64 bit edition

No message during the crash, just 3-5 turns, black screen, Sid Meier's Beyond the sword has crashed

I'm not sure what would be crashing for you. If you could, get me a save that crashes reliably... However, I do not use any non-official modules personally, so I may not be able to load it.

I also know for a fact that many people have said it's extremely stable... So it could be one of the modules.

In your next game, take a look. My current game as Khazad is going the other way. My two starting Warriors are age 6 and (I plopped down some Floaty Eyeballs in WB so I could check) so are everybody else's. It's turn 21, normal speed. --So I doubt it's hard to replicate, though it won't ordinarily affect anybody but Jotnar.

Normal speed, Khazad, turn 23: Age 22. Seeing as they start age 0, that is exactly right.

No. Twenty-odd Refuges over two games. Outside the capital, zero Refugee spawns.

IIRC, there was an issue with the code not checking for the Dwelling... Fixed in my version, so it may have been part of the confusion.

Spoiler Code :

Code:
        if numB( Building["Memorial Refugee"]) > 0:
            cf.doCityTurnMemorial(iPlayer, pCity)
            
        if numB( Building["Dwelling of Refuge"]) > 0:
            cf.doCityTurnMemorial(iPlayer, pCity)
Code:
def doCityTurnMemorial(self, iPlayer, pCity):
        gc             = CyGlobalContext() 
        pPlot         = pCity.plot()
        pPlayer     = gc.getPlayer(iPlayer)
        randNum        = CyGame().getSorenRandNum
        
        lList = [ 'PROMOTION_ANGEL','PROMOTION_DWARF','PROMOTION_DARK_ELF','PROMOTION_ELF','PROMOTION_ORC','PROMOTION_MUSTEVAL','PROMOTION_LIZARDMAN','PROMOTION_GOBLINOID','PROMOTION_FALLEN_ANGEL','PROMOTION_CENTAUR' ]
        sRace = lList[randNum(len(lList), "Pick Race")]
        iRace = gc.getInfoTypeForString(sRace)
        
        self.doMemorialChance(iPlayer, pCity)
        iMemorialChance = pCity.getCityCounter()        
        
        if randNum(10000, "Refugee") <= iMemorialChance:
            newUnit = pPlayer.initUnit(self.Units["Grigori"]["Refugee"], pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_NORTH)
            CyInterface().addMessage(iPlayer,True,25,CyTranslator().getText("TXT_KEY_MESSAGE_REFUGEE", ()),'AS2D_DISCOVERBONUS',1,gc.getUnitInfo(newUnit.getUnitType()).getButton(),ColorTypes(8),pCity.getX(),pCity.getY(),True,True)
            if randNum(100, "Hero") <= 10:
                newUnit.setHasPromotion(self.Promotions["Effects"]["Hero"], True)
                newUnit.setName(self.MarnokNameGenerator(newUnit))
            if randNum(100, "Race") <= 50:
                newUnit.setHasPromotion(iRace, True)

It spawns it in whatever city the building is in.

Can't find Ash*, suspect it may be hidden. The Obsidian Tools promotion can be applied via WB and works, but I wanted to check if it worked organically for the other races. No worries, a Volcano is bound to come along. *(with both hands)

It's ASH_FIELD and is the very first improvement in the file (and thus first in worldbuilder)

Thanks. EVENTTRIGGER_DUNGEON?
Cartography, recurring, own plot, accessible land, no improvements - that last could do it. Once you've developed your cities, there's no other place to put it. Clearly it checks if it's a city square after it picks a location, can that check be moved inside the code?

No clue, I hate events.

Did that.:) I remember, 'cause I forgot the first time and ended up with the Debug: No Events option. Arggh.

I'd check it, but my current version doesn't have any orcish barbs spawning anyway... Rewrote it to look for SpawnGroups, and I've only added one thus far. :lol:

Well, dang.

Further on visibility; I got the Civ-swap offer: if I take it I can't see what I should
Spoiler :
attachment.php

and can see what I shouldn't, any more (and End Turn didn't update it).
Spoiler :
attachment.php

Save and reload, known issue. Problem is the function that causes it is worth the bug... Massively helps speed with hell terrain spread.
 
1. It feels a bit counterintuitive that you need a camp on the bison resource but animal husbandery to get its health bonus
2. Are high strength elephants supposed to change to a beast unit?
3. As of the RifEpedia, Obsidian Tools should be available with construction, but are not (No Obsidian resource available, though connected to capital)
 
I am getting extremely low odds with fireballs. They appear to only have 0.01 strength in combat odds, although they appear on screen as 4 strength. Playing as Malakim, mage found in a city ruin.

Are the enemies against which you use those fireballs resistant or immune to fire?
 
@myre
try alt tab, if you encounter this problem in other games as well your graphics card may have problems. when mine died it started like that.


this is the only mod/game that does this

im also paying the FFH2 mod, Romance mod, Star trek mod and there all ok for me
 
and I thought the ones over at the OP in the download section WAS official... found out the hard way now.
they are not "official" they are "supported".... but maybe they can have some incompatibilities between themselves.
 
Back
Top Bottom