Rise from Erebus 1.30 Bug Thread

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?
That's cause it's brand new and will be part of 1.31
 
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.

Jotnar were changed completely and the text wasn't updated.

And now they will be changed again. :lol:

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?

Nesting Spiders actually have their own buffs, Fort_Spider1 + 2

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?



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.

AFAIK, it will be Author, Mod Version, and the RifE Version it is compatible with. Don't quote me on that though, and it's not in the currently released version.

The Kurio's Mustevel Beastmaster has a Bright Pink Whip, presumably from display errors.

Likely a graphic is missing. I'll check it.
 
- Bug Report -

Problem:
Playing the Amurites, i got CTD around Round 80-120 on Epic. Sometimes, reloading an autosave file helped, but that just delayed the CTD for another round or two, until finally every reload ended in a civ4-crash.

Well, i started the Worldbuilder and found something:
In every i-will-CTD-just-as-you-hit-enter savegame orthus was standing just in front of an quasi-undefended city of the AI. So i deleted Orthus - and - no more CTD.

Any Suggestions?

so long
Yez
 
Not sure these things are 1.3-related or if they've been there before, but anyways:

The two Luchiurp buildings 'Pallens Engine' and 'Adularia Chamber' don't have tooltips or any other hints of what they are useful for. The same goes for the world spell, although I managed to figure that one out.

These text/typo things may not be big deals once you know the use, but for a player new to the mod or the civ, you really need some kind of hint. You (the dev team) are doing a great job with this awesome mod, but please don't neglect tooltips if it's not standard functions :).
 
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?....


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

Glad to see you're trying it out.

Me again...

How do I avoid this bug? I'm playing Archanos. Should I simply not claim Forts? Or, is that not the cause of the bug? I'd like to try to play a game as Archanos for awhile, but I seem to run into this bug a lot.
 
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?

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.

there should be "version.txt" file (( all lowercase )) in root folder of your module (( /Assets/Modules/<NameOfYourMod>/version.txt )) and it should contain version number (( like "0.01", "1.3", "5" - for decimal point use period, not comma, regardless of your local culture environment settings [[ yay for pc terminology :D ]] ))

i might do the <Type> checking, but I'm not sure of reaction of others when there will be possibility of false positive ...
 
i might do the <Type> checking, but I'm not sure of reaction of others when there will be possibility of false positive ...

Well, just put a massive thing saying that it can lead to false positives, blah, blah, blah on it? :p
 
I get a CTD every time I load this save.
I hope this will help you.
Ah, to be honest, the CTD happens randomly in the subsequent turns: sometimes in the next one, other times I can go on until the fourth turn.
 

Attachments

there should be "version.txt" file (( all lowercase )) in root folder of your module (( /Assets/Modules/<NameOfYourMod>/version.txt )) and it should contain version number (( like "0.01", "1.3", "5" - for decimal point use period, not comma, regardless of your local culture environment settings [[ yay for pc terminology :D ]] ))

Why would you need a decimal point in a version number?

Remember: 1.1 < 1.3 < 1.15 < 1.15.1 < 1.100

(Not to mention, taken from one of my projects:
[50f8e31dfb] < [dacbae281c] < [5f770ffc37]
[50f8e31dfb] < [35ca57a205] < [5f770ffc37]

but [dacbae281c] and [35ca57a205] are unordered compared to each other.)
 
BUG: In my current game, I saw Savages generating GP in 2 occasions.(Probably they explore epic lairs?)

Other: Rival civs may explore lairs and epic lairs on your territory. Intentioned?
 
I almost forgot. Using the Malakim, the game can easily be broken: the script thet asks you to decide between the Minaret and the Hero when visiting Mirror of Heaven can be exploited by moving more than one unit in a stack to the landmark.
This way you can easily have not only both the improvements, but also lots of heroes even in the beginning of the game. :P
 
Why would you need a decimal point in a version number?

because it's handled as double, so whatever numbering you use, keep in mind that it should be convertible to double
side note: basic module conflict check implemented
 
I couldn't see this mentioned earlier in the thread, sorry if I've missed it.

In my current game, I have a bunch of Grigori Mages with Combat V Fireball spells that have strength 0.01, they are completely useless. When I first started using the fireballs on this game they were working fine, but now not so much. I'm stumped as to why they're so puny.

More details on the game:
Rife 1.3 no modules enabled (also excluding mekara and the other one thats on by default) on a normal speed "Play now" map.

I'm attaching a save with all unit moves done for the turn except my stack far north-east on the map standing outside a size 2 barb village. Just after hitting the save I ballistaed the defenders and unloaded the fireballs, all combat strength 0.01.

Surely this can't be right ?
 

Attachments

I had this issue. Apparently "Fire Resistant" now negates all fire damage, making them completely ineffectual against all Orcs. And many other things.

EDIT: fireball -> fire damage
 
Me again...

How do I avoid this bug? I'm playing Archanos. Should I simply not claim Forts? Or, is that not the cause of the bug? I'd like to try to play a game as Archanos for awhile, but I seem to run into this bug a lot.

It's from lair exploration as a whole. Claiming forts does not cause it.

BUG: In my current game, I saw Savages generating GP in 2 occasions.(Probably they explore epic lairs?)

Other: Rival civs may explore lairs and epic lairs on your territory. Intentioned?

Savages shouldn't be capable of exploration, will check it.

Intended, yes. May be changed.

I almost forgot. Using the Malakim, the game can easily be broken: the script thet asks you to decide between the Minaret and the Hero when visiting Mirror of Heaven can be exploited by moving more than one unit in a stack to the landmark.
This way you can easily have not only both the improvements, but also lots of heroes even in the beginning of the game. :P

Known... need to get that fixed.
 
after i installed 1.30 i wasnt able to play a "PLAY NOW" game - it was greyed out.
even a normal BTS play now game didnt changed this.
i wasnt able to play a custom game with 1.30 because of funny stuff was going on with the map generator and other things (i think because of bad hidden game options).
first i tried to change the game options in the civ4.ini but then i just deleted the whole thing (<- civ.ini) and after that i was able to play a "PLAY NOW" game (and also a custom game).

would it be possible if you start a new rife game the saved game options in the civ4.ini are reseted so we all dont have to start a play now game first (i also play other mods like R&Fall,...)? i really hate this because sometimes i forget and then some stuff is disabled or just buged.
 
Well, there's something definitely wrong here. I don't know if its Fall Under's fault, but every game I play crashes in the near of the 100th turn.
 
How do roads work for the Malakim? I can't build any in desert, but my resources are automatically connected. On the other hand, I get no speed bonus, and the movement rates for the Malakim on desert seem to vary, sometimes I get two movement, sometimes one, and I have no way of knowing how much my units are going to move on a given turn.
 
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