Valkrionn
The Hamster King
You trade over desert as though it was ocean.
I'll check movement.
I'll check movement.
Units seem to be unable to keep their apperance. I started playing as the D'Tesh, none of the units had unique art unless I selected them. Same thing happened with another game, where I played as the Scions. The Centeni kept on changing back to vanilla art for a warrior. I also noticed that a nearby goblin archer looked like a vanilla archer.
Also, it is intentional for there to be only two maps to play in?
Turn off the "Frozen Animations" game option.
As for the maps... Yes, but you can activate others using the launcher, quite easily. The two that are on by default have features other maps do not, which were designed with the mod in mind.
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
Well, just put a massive thing saying that it can lead to false positives, blah, blah, blah on it?
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.
The Sidar declared war on me, so I killed them. Now I have two of their cities spreading mist, and I have no way of stopping them.
Ugh, I had a whole spiel about how there is no accepted standard for version numbers and how some people think that it goes 1.8, 1.9, 1.10 and some think 1.8, 1.9, 2.0. They are both right of course, but I am too tired tonight. And I have a feeling RiFE will be using the method I prefer, so I'll just move on.
I think the message should be a warning. These modules might have a conflict, and if any problems or unexpected behavior one or both of the authors should be contacted. Suggest that if problems persist, one of the modules should be disabled.
Is this leading towards wanting profiles for module configuration? I'm not quite there, but with the rate modules are being released (and how I'm using lots of small modules instead of one or a few big ones) I can see that on the horizon.
I am starting to feel bad about releasing modules so soon after Rife 1.3, before any bugs could be quashed. If you are having problems with the game in this manner, please disable all modules (except, I guess, the Bannor one, since that's been with Rife since it was called FF+.) If you still have a problem, it's definitely RiFE's fault, and the modders can sleep easy.
That's an awesome, but most unfortunate bug.
Here's my latest save game. I'm playing as Mekaran and it's turn 163. No Orthus or Zarcaz yet...