Rise from Erebus 1.30 Bug Thread

this is only the most recent iteration of what I'm getting, I'm getting a CTD between turns 45-130 the exact timing is different for each civ but I can reload the save and play four 3-4 more turns then a CTD once more.

It has happened to me on "vanilla" Rife 1.30 with Mekara and Bannor CoC several times.

the attached savegame is a Khazad savegame with these modules in addition to Mekara and Bannor CoC:

BuildXP
Dwarves (Beardy Dan's module)
LessDangerousAnimals
Lizard ArtFix
LizardUUCommanders
Mana_Is_Shiny
Starting Worker

the CTD seems to occur initially around great people spawning or barbarian heroes or great beasts spawning, but the game is playable for 3-4 turns if I reload then CTD again.

I will try to get a game up with nothing other than the "core 2" modules to replicate my circumstances there as well.

Thanks in advance and keep making the raddest most awesome mods for Civ out there, Rife team!
 

Attachments

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!

I gave the pirate lords "water walking" via worldbuilder and now it seems to work (secured them with phoenixblood to see, if they die or simply vanish).
 
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?
 
- It's not possible to deactivate modules in rife-launcher. An error-warning pops up and I have to close the launcher.

but before that, try to check whether you have write permission to the modules / inactive modules folders (( properties -> security/permissions -> enable write permission for you ))

if that doesn't work, can you post error window in RifE launcher bug thread ? (( http://forums.civfanatics.com/showthread.php?t=373810 ))
 
Moin,

- 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?

That's obsidian. I'd know, I've been lucky enough to discover it myself. Although even you do, you can't actually acquire it, but I think that bug has already been reported.
 
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

Ah, thanks; That must have been it. I never really got to build any railroads before it was GG for the AI civs ^^.
 
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
 
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.

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.

The Archery tech contains a TXT_KEY string.

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.

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.

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.

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.

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 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.

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"
 

Attachments

Edit: Nevermind, I need to read the entire thread before responding.
 
these are two saves with repeated CTDs at differing intervals using only the updated Mekara module and the stock Bannor Chain of Command:

the Bannor save the first CTD occurred at 61, and has re-occurred by 80 or so.

the Mekara save the first CTD occurred at 71, and has only re-occurred at just after 133

I've had a CTD on the Amurites at turn 40 before.

I'm not sure of what specifically is triggering it, but they've happened around diplo windows opening, great people spawning, barbarian uniques spawning, most frequently but occasionally on tech discovery, especially ones that spawn great people, and wonder completion as well.

and the exact interval is differing depending on the Civ I'm playing some it's more frequent (like the Amurites and Bannor) and some it's less frequent (like the Mekara).
 

Attachments

Valkrionn:
Can't find Ash, suspect it may be hidden.
It's ASH_FIELD and is the very first improvement in the file (and thus first in worldbuilder)
CIV4ImprovementInfos? Cage is second, so I think we're both right:
Spoiler :
attachment.php


tokala:
3. As of the RifEpedia, Obsidian Tools should be available with construction, but are not (No Obsidian resource available, though connected to capital)
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. :sheep:
 
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. :\
 
So I completed The Draw with Auric and for some reason I can't ascend. I tried to move Auric to the city I completed it in, and have checked multiple cities. Ascension isn't there. And yes, I have research Omniscience. I checked and if the Auric unit needs to cast something to start the project I don't see it.

Saved is attached any idea as to what is wrong?
 

Attachments

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 ... :D ... so most likely this isn't gonna happen ... at least not now

Well. I hadn't considered using the wiki for that. :lol:

And it was mostly the conflicts between modules that I said would be difficult. :lol:

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. :lol:

Valkrionn:


CIV4ImprovementInfos? Cage is second, so I think we're both right:
Spoiler :
attachment.php


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. :sheep:

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.
 
Loading saves directly have always worked that way. Try double-clicking a save and see for yourself. :p
 
The pedia entry for the Jotnar say that Traditions will lower city maitenance from number of cities, however traditions raises the number of cities penalty, and lowers the distance from palace penalty.
 
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.

Possibly unintentional: Nesting Spiders can only learn Drill, and are barred from the Fort Commander Strength buff.

On Size 1 Sidar: What are the chances this is because you can't actually see the city due to Mist?
 
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

I would be glad to put information in the version.txt file if I knew what I had to put in it. None of the official modules (or the ones included in RiFE) have this file. What goes in it?

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

Maybe there's a quick way to guess if there might be a conflict. Run through all the XML files, strip out all the <Type> tags. If two mods try to make changes to the same Type, there will probably be a conflict. You'll still miss some conflicts, and you might get some false positives, but it should be much less than 200 lines of code to do that.
 
The Kurio's Mustevel Beastmaster has a Bright Pink Whip, presumably from display errors.
 
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