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.
Yeah, need to fix the Hand.
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 ...

... so most likely this isn't gonna happen ... at least not now
Well. I hadn't considered using the wiki for that.
And it was mostly the conflicts between modules that I said would be difficult.
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
Right click the RifE folder, select properties, turn off read only.
Not death mana, Obsidian.
Fairly sure (from several reports) that Fall Under is causing the Kraken spawns. As I've said, disable it and try again, shouldn't be spawning.
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!
Pirate Lord is not in RifE, it is a Fall Under issue.
Issue with Alcinus:
When he is killed, always I see the notice "# has created Alcinus!". It's starting to annoy me.
In my game, Alcinus was killed 4 or 5 times before I got him (I'm not Scion). When I got him, he had (Voila!) civ-specific promotions: He had demon-hunter (mechanos), wasteland defender, d-tesh affinity and fell spirit (D-tesh). It is supposed for him to gain all those promotions in his "tour" around the world?
Yes, he is perfectly able to do this.
As for new ressources (obsidian etc.) why not collaborate with Ahwaric from Orbis. He has managed that stuff extremly good. I love Duskwood

Would be nice to have it, especially as a special resource for the elves and their bowmaking...
Greez,
Tschuggi
There will be new resources anyway. Wait for 1.5.
Issues spotted:
Cathedral of Tali uses Tower of eyes video. Wouldn't be too bad, except that the video explicitly states Tower of Eyes. Wonder if you can link it tot he Great Lighthouse movie in base BtS instead. For that matter Great Library and Nexus (Stonehenge) could exploit base Bts videos too.
Will look at it, but a video isn't that pressing a concern atm honestly.
During a war with the clan I captured one of their forts and raised my onw flag - and fort commander there. Later on the Fort was completely surrounded by my culture, but a rogue Barbarian Ogre broke through my lines and killed the Fort Commander. Next turn I killed the Barbarian Ogre, but the Fort wouldn't accept any new commanders.
Yes, need to add a mechanic for creating a new fort commander.
The Archery tech contains a TXT_KEY string.
Known.
As the Grigori I cannot build any Luonattar, which is a shame as I want to purge all trace of the Ashen Veil from my cities with their inquisition ability. Incidentally a unit with the Inquisitoion ability that pops up about the same time as Philosophy would give the Grigori a little more incentive to use that line. The Statesman unit from Civ4:Colonization would make good unit art.
Grigori have never been able to build Luonnotar... They upgrade from Grigori Medics at level 6.
I'm getting a lot of CtDs. I'm on about turn 400-ish on a standard size map. I can play for somewhere between 1/2 hour to 2 hours then I CtD out. Also reloads in game cause a CtD / MAF error. Loads from the launcher take about eight to ten minutes at a guess. Is my laptop underspecced? It runs BtS fine, but I suspect that RifE might be pushing it. (Off topic: And for that matter how the hell do you check the specs of your machine?) I've turned down to 1 unit per tile, turned off particle effects, turned on quick combat and generally looked for options that'll keep any graphical and animation costs low. Enclosed is save file, load with launcher, play a turn or two, save a new file, try to do something, load "new" save, should crash out with a MAF.
That sounds like it is your specs, yes.
General Balance Notes
Kelp is far too common, grows to fast and really slows ships down. Perhaps allowing Work boats to harvest Kelp in the same way workers can chop trees, but provide food instead of Hammers.
Known. It's already going to be far rarer; Wouldn't be opposed to having it chopped too.
I noticed that mt Calabim vassal has Soldiers of Kilmorph building mines. I thought that the AI had to allow it's workers to build Mana Nodes because it couldn't use mages and other combat troops effectively. Has this issue been resolved? If so, hunters ought to be able to build camps.
Not really, and SoK are losing that ability. They are able to build roads, which is why they can use it.
Sidar Capital is size 1! Admittedly the Calabim cast Rivers of Blood about 30 turns ago, but we're on turn 400 - they shouldn't be size 1!
I'll check it out.
I established one of the Guilds. It was virtually useless, only providing me with Artisans to spread it. I'm presuming that Guilds get a boost in 1.4.
Guilds are changing drastically eventually. Not 1.4, however.
RifE Launcher. I was playing a little Final Froniter Plus recently (which, like RifE, doesn't require the BtS disk). When I went to load last Autosave FF+ loaded instead of RifE. That's not necessarily a bug, just an interesting utility the RifE launcher contains. Another handy facility might be "Load most recent SaveFile"
Interesting.
Valkrionn:
CIV4ImprovementInfos? Cage is second, so I think we're both right:
tokala:
I have a workaround, if you're interested:
1.) Go into the WorldBuilder, click on the Map Mode button, click on the Terrains tab, scroll down and click on the Volcano.
2.) Right click the Volcano on your map to delete it.
3.) Scroll back up the Terrains, click on Hill or Peak, click on the map square to apply it.
4.) That's it! (Put the Flatland and Volcano back if you want.)
[Workaround assumes you have a Volcano with Ash Field and Obsidian, that a road connects it to your city, that you have Masonry if you want Obsidian in your cities and that you have Construction if you want Obsidian Tools. Workaround (probably) not needed if you are D'Tesh or Jotnar.]
I can't find doVolcanoCreation and I have absolutely no idea why this works.
Hmm. I'll check why it's not showing up.
Ooh, big one: Archos Giant Spiders and associated units ARE NOT the same units for purpose of Archos triggers as Cernunnos Giant Spiders. This means the Archos cannot use Minor Brood, Devour Mate, or acquire Spider Swarms. Also, Archos Giant Spiders are 2 strength weaker, don't know if that's intentional or just overlooked as animals changed around.
Since Archos are at peace with animals, they can't even nab them: the only way to pick them up is through the Spider-Infest Mine event, the Archos-only option. At which point, you can sacrifice meat resources captured by Forts (I think you can just drop the fort right on the resource in this case, so short waits with a GC) to Minor Brood, but you'll never spawn the right kind of spiders. :\
I'll check it out. However: There are no spider swarms. That's just a naming issue. It is Baby Spider -> Spider -> Giant Spider. That's it. That is also why their Giant Spiders are weaker... Forgot to change the textkey, so that's actually the
Spider.