Rise from Erebus 1.30 Bug Thread

It's blocked for them (and the mekara, i think) because it would be horrible overpowered for them to practically buy unlimited slaves, since they get population from them.
 
Spells autocasting only last for current game session, should one quit game or reload, autocast would be gone. Intended?

Autocast doesn't support those that can cast more than 1 spell per turn. Can be fixed?

Can autocast cast other spells should one is not applicable (Say you autocast haste. However in one turn haste is not applicable, but you also want the mage to cast loyalty instead of haste, without disabling haste as an autocast). Could happen?
 
It's blocked for them (and the mekara, i think) because it would be horrible overpowered for them to practically buy unlimited slaves, since they get population from them.

Incidentally, the Mekaran Familiars (which I believe are slave UU's) cannot be added to Legion cities. Which leads me to wondering if maybe the Legion should be allowed to buy slaves from Slave Trade that also cannot be added to their cities.

Also, attacking a Worker can end up splitting the Worker into two (giving you a slave and also the captured worker). I think this may be a "feature" that has been handed down from base FfH.
 
Can autocast cast other spells should one is not applicable (Say you autocast haste. However in one turn haste is not applicable, but you also want the mage to cast loyalty instead of haste, without disabling haste as an autocast). Could happen?

It was decided not to do this as it would get too complicated. It's not that hard to cast the spell you want on your own, after all.
 
Incidentally, the Mekaran Familiars (which I believe are slave UU's) cannot be added to Legion cities. Which leads me to wondering if maybe the Legion should be allowed to buy slaves from Slave Trade that also cannot be added to their cities.

Familiars can't take Promotions and don't appear to gain a workrate bonus from Overseers; not sure they're a Slave UU. Notably, they also cannot be settled as Slaves or turned into Sluga.
 
Ok, here is a savefile with the above mentioned LDA module activated creating a CTD on turn 101 (Normal speed).

What other modules did you have active when you started this game? I'm unable to load it.
 
Hm, im sorry. I dont know where the problem is but here is a new Save with a CTD and ONLY the LessDangerousAnimals Module activated. Not that it matters but i also had the mapscripts "Erebuscontinent" and "WorldofErebus" activated.
 

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Is Slave Trade currently broken?

Or is there just an embargo against Legion? (If so, this could use some pointing out somewhere...)

Legion is unable to use it, as it would be a horribly broken exploit.

Incidentally, the Mekaran Familiars (which I believe are slave UU's) cannot be added to Legion cities. Which leads me to wondering if maybe the Legion should be allowed to buy slaves from Slave Trade that also cannot be added to their cities.

Also, attacking a Worker can end up splitting the Worker into two (giving you a slave and also the captured worker). I think this may be a "feature" that has been handed down from base FfH.

The Familiar is a Worker UU.
 
The Galley unit (presumably others), with the naval line complete through Optics, can move through deep ocean, but not ocean.

It seems that my units are moving through ocean within my own territory, passing into deep ocean and continuing, but then they can't make landfall on other continents.

This is my first game with the new patch. Decided to try the D'tesh, but unfortunately I started on an island with only the sidar to keep me company :(
 
Legion is unable to use it, as it would be a horribly broken exploit.

This makes sense and I agree with this decision 110%, but it's a little silly that they simply can't up-and-buy slaves when the trade is enabled.

Someone above recommended making the "special" slaves into named UU's of sorts and allowing the slaves you can purchase for purposed of working/rushed production...well, purchaseable. I agree with this
 
I do not know if it is a bug or a feature but if you have a grigori and you use the side quest ability you not only get 3 xp a turn, but can go up to 200 xp.
 
The Familiar is a Worker UU.

Oh, I see... I guess I thought they were a Slave UU because I thought those were the only things I got as D'Tesh when I killed Mekarans. I guess maybe I was just getting unlucky in not rolling any slaves, and the Familiars I got were just the result of killing Familiars... (?)
 
In my D'tesh game, if I have a slave cast Gift Essence for a fort commander, it gives the commander over 100 xp, enough for every promotion.
 
I've suffered from a random crash after researching "Way of the Wicked" while playing as Cualli, as the spiritual leader.

I've set up my modules, and this is how I have it on my load settings.
-NoLinkedBuilds (1st pass)
-BannorChainofCommand (2nd pass)
-BuildXP (2nd pass)
-LessDangerousAnimals (2nd pass)
-LizardArtFix (2nd pass)
-LizardUUCommanders (2nd pass)
-Mekara (3rd pass)

no save file, I hardly even save my games anyways.
 
Fourth game, made it up to T101 with the Dural and it bombed again. This is getting frustrating. Noone else having problems right after T100???


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Am I playing the wrong map? wrong size? wrong races? any comment would be terrific.
 
Fourth game, made it up to T101 with the Dural and it bombed again. This is getting frustrating. Noone else having problems right after T100???

...

Am I playing the wrong map? wrong size? wrong races? any comment would be terrific.

Are you playing with any modules? A few people reported problems with CTDs around that turn number using the Less Dangerous Animals module. If you have been using it, what happens when you disable the module and try to continue the game? LDA won't break game saves by disabling or enabling it.
 
Thanks Milaga. I had to remove the module, but that works! Sigh, back to killer animals.
 
Getting python exceptions when killing Sheaim units (Moebius Witch, Pyre Zombie) holed up in their capital, but game is not crashing fortunately :p

Edit: Now really weird stuff is happening: The undying Mage!
Whittled the garrison down to 1 mage, and now he is just keeping respawning indefinately :crazyeye:

In more detail, this is what happens:
Combat is resolved normally, mage dies. Python exception thrown. Attacking unit gains XP normally as well as losing 1 movement point. Mage reappears with full hitpoints. Rinse and repeat.

Always thought that the Sheaim were nice XP delivering machines, but this is a bit over the top :lol:
 
Don't know if this has been mentioned yet, but my workers are able to remove jungle without the proper tech if I build an improvement on the square. Doesn't matter what type, but if it would normally remove the jungle (cottage, farm, etc) then it does it anyways even though I can't give a chop command normally.
 
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