Rise from Erebus 1.30 Bug Thread

for some mysterious reason, every time that I alt-tab when I suffer from massive lag, the game speeds back up for a short time. I found that out when I use the cheat promotion ability, when trying to max out your units, from the speed that you gaining, if your gaining slowly, the game is quite lagging, and many times that you accidentally hit the explore button. When I get heavy lag, I get that, but when I alt tab out and alt-tab back in, I get a brief speed. However this will no longer be useful if you get far into the game. Like in Rise of Mankind when your in the industrial age.
 
they are not "official" they are "supported".... but maybe they can have some incompatibilities between themselves.

that's why i want the launcher to detect incompatabilites between each other, similar to the program that used for oblivion called Wyrn's Bash and Oblivion Mod Manager.

I like the launcher that you had for the game, the ability to manage the map scrips and the modules as well and to edit the .ini quickly. Now it will be nice if it be able to detect a new version is available. the ability to detect incompatibilities between several modules and show if they are up-to-date or out-dated/merge so I could remove them/update them.

I wish there was a forum ability here to delete my post so I can add this to my first post via copy and paste...
 
and I thought the ones over at the OP in the download section WAS official... found out the hard way now.

Only those under "Official Rise from Erebus Modules" are official.

that's why i want the launcher to detect incompatabilites between each other, similar to the program that used for oblivion called Wyrn's Bash and Oblivion Mod Manager.

I like the launcher that you had for the game, the ability to manage the map scrips and the modules as well and to edit the .ini quickly. Now it will be nice if it be able to detect a new version is available. the ability to detect incompatibilities between several modules and show if they are up-to-date or out-dated/merge so I could remove them/update them.

I wish there was a forum ability here to delete my post so I can add this to my first post via copy and paste...

You have NO idea exactly how much more complex that is. The launcher will honestly never be able to do that.

As for a new version of the mod, like I said: It was an RSS feed, and will always show new blog posts. Any new version will come with a blog post. ;)
 
Frostlings can't survive on Glaciers. A bit of a pain when you're playing as the Illians, meaning that all your territory will become Glacier eventually.
 
You have NO idea exactly how much more complex that is. The launcher will honestly never be able to do that.
Well, it could. Simply by checking the files at least and compare if some have the same path & name. I will ask anw.
 
ok, so ...
module version check won't be problem as long as developers will include the "version.txt" file with their modules and will be updating their module entry in << unannounced-yet-already-existing rifewiki page there>>
same for RifE version check
so these two features will be probably in new version of rife

speaking of incompatibility/conflict/merging/etc between modules ... yep, that would be hell ... my guess is that basic checking conflict wouldn't be more like 200 lines of code, but the problem is to come with working algorithms ... :D ... so most likely this isn't gonna happen ... at least not now
 
It always amaze me when someone pop outs of nowhere and makes a decent analysis of a problem, it's solutions and issues... and all that in no more than 5 lines.

kuddos anw.
 
lool.

but even with a previous discussion (and I've seen you saying you'll call him), the rendering is fantasic :
-short,
-clear,
-it answers all,
-no superflous comments.
(all the opposite of my posts :lol:)
tumbs up.
 
It always amaze me when someone pop outs of nowhere and makes a decent analysis of a problem, it's solutions and issues... and all that in no more than 5 lines.

well, after several years of (non-civ4) programming, you usually don't have problems with analyzing the problems, saying how would you do that and determining whether you are capable of making such thing done ... :)
the discussion on #erebus is usually about ideas for new features and perfecting existing ideas ... :)

edit:
now i just noticed that Valk was saying it would be complex ... if he's reacting on version-checking, then it would be, if we would check file by file for changes like svn does, but i think that for our purposes we don't need such level of perfection, because there is usually one developer with one thread and only developer does changes to their module based on what he wants or what is suggested in thread ...
 
Repeatable CTD attached. I opened the worldbuilder to get to the bottom of what was going on and noticed all the Jotnar cities were starving and not building anything. I took as screen shot, but Imageshack doesn't seem to be working this morning.

I'm not sure though that this is the problem, because even messing around with the Jotnar didn't fix the savegame.
 

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Not sure when this bug happened in the game, but (playing Luchiurp) I noticed that Barnaxus and one of my Mud Golems aren't classified as golems anymore, but dwarves. I know Barnaxus was a golem from the start (he couldn't keep up with his archer support on hills)... not sure about the worker though (the others are golems as they should be).

Also, from another game I noticed Mechanos could build the arcane fireball-caster ships, which felt kind of weird. In the same game, I never found out how to make my mobile fortresses actually move (bug, or I missed something important here?)... was just able to make them convert back and forth.
 
python exception with c++ exception
the illian player morphs terrain and when i mouse over it i get ~10 exceptions per second

modules used: workerxp, bcoc, mazatl art fix, mekara 1.00

in this case its 6 of gostai (taiga)
 

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Are the enemies against which you use those fireballs resistant or immune to fire?

One was an orc, but the other was a Cyclop. Are they fire resistant? Should fire resistance grant a 40,000% increase against fire? (4:strength: down to 0.01 :strength:)

I'll try a few more situations tonight, but I think it's a bug.
 
Also, from another game I noticed Mechanos could build the arcane fireball-caster ships, which felt kind of weird. In the same game, I never found out how to make my mobile fortresses actually move (bug, or I missed something important here?)... was just able to make them convert back and forth.
normally the mobile fortresses can move only if it is on "railroad". Did you try that ? I haven't tried if it works in 1.3. so maybe you did try and there is a bug. If not a bug it's ...design
 
Is thrall militia supposed to be chosen as primary defender against frostlings in lieu of fortified warriers? It even survived two attacks :lol:

After the thrall being reduced to 20% hitpoints the warrior defended.
 
One was an orc, but the other was a Cyclop. Are they fire resistant? Should fire resistance grant a 40,000% increase against fire? (4:strength: down to 0.01 :strength:)

I'll try a few more situations tonight, but I think it's a bug.

It works to cancel out the bonus from fire. Fireballs are Strength 0 with a fire mod of 4, so something that's 100% resistant to fire would be attacked by a Strength 0 unit.
 
Has been this stated before?
The dungeon-map event, if accepted, generates a dungeon inside my borders, however, now it changes the dungeon tile to savage owned, and causes minotaurs to spawn.
And recently I've had a dungeon spawned in my borders, but without any event related to it.

EDIT: Demon lich mana guardians are not leashed, but still they are held. However they launch massive skeletons hordes. I see a potential xp exploit if correctly handed.
 
Moin,

two things:

- It's not possible to deactivate modules in rife-launcher. An error-warning pops up and I have to close the launcher.

- in may actual game with lanun (falamar) when i let workers build a mine, it gives me the information what I can discover when building a mine - one of these is death mana???!!! Bug?

- the kraken again. See attached savegame. Active modules: mekara order, fall under.

Greez,

Tschuggi
 
Here the savegame.

P.S.: when building a pirate isle with my fisherfleet, a pirate lord pops up (equivalent to fort commander?) but dies immediately after the turn... is this a bug? When the kraken conquered my pirateisland the kraken themselves built a "fort commander" on it and it survived!
 

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