Rise from Erebus 1.30 Bug Thread

I don't know if this helps at all, I've had the red domes pop up before, when I had an incorrect path because I had nested fallunder in the folder it unzipped into
This seemed to mostly break the art. (thus .../NormalModules/fallunder/FallUnder) instead of (.../NormalModules/FallUnder)
(I think...)

I don't think that helps but at least I've seen it before

Than I guess this is it.
Game over... :(

I guess some things are just not meant to be. :sad:
Thank you for all your help before. It was appreciated.

The only thing left to do now is run day after day of testing until I find some workaround or finally crack and give up on it all in the end.
And the later is not happening, ever.
 
Bannor fort commanders set to sentry mode won't alert you if foes are nearby because they have 0 moves. They also don't cycle active when they gain a level. Trivial xml changes fix this, going to the entry for the bannor fort commander uu and changing him from domain_land to domain_immobile and his moves from 0 to 1 make him behave like the other fort commanders.

I've also seen a lot of culture weirdness with forts. I built a line of forts near some other civ early in the game, and as soon as their culture expanded, they claimed all the tiles near the forts, even though they listed as like 95% my culture. I thought 1.3 had changed forts and the like to give real culture and be able to compete with cities. I also saw the kuronites claim a goblin fort. Then barbarians took the fort back from them but didn't claim it. The tile was listed as 113% kuronite culture, and like 50% savage :lol:
 
Bannor fort commanders set to sentry mode won't alert you if foes are nearby because they have 0 moves. They also don't cycle active when they gain a level. Trivial xml changes fix this, going to the entry for the bannor fort commander uu and changing him from domain_land to domain_immobile and his moves from 0 to 1 make him behave like the other fort commanders.

I've also seen a lot of culture weirdness with forts. I built a line of forts near some other civ early in the game, and as soon as their culture expanded, they claimed all the tiles near the forts, even though they listed as like 95% my culture. I thought 1.3 had changed forts and the like to give real culture and be able to compete with cities. I also saw the kuronites claim a goblin fort. Then barbarians took the fort back from them but didn't claim it. The tile was listed as 113% kuronite culture, and like 50% savage :lol:

Domain Immobile makes him unable to command units. When it is a trivial xml change between him and other fort commanders, there is more than likely a reason. ;)

It was supposed to; I'll check it out.

Edit: To explain the first: Commander and Minion domains must match. For example, you don't want a boat commanding land units.
 
Domain Immobile makes him unable to command units. When it is a trivial xml change between him and other fort commanders, there is more than likely a reason. ;)

It was supposed to; I'll check it out.

Edit: To explain the first: Commander and Minion domains must match. For example, you don't want a boat commanding land units.

hum. I guess i'm going to have to figure out a different fix then. The no cycle behavior is a problem for me if i claim a fort out in the boonies exploring. I don't want to have to manually check every turn if a stack of trolls is advancing on it. And with his low combat ability till level 3 at least, the bannor commander is gonna get splattered if he doesn't shoot the stack. might anyway.

udate: Looking at my current game, i'm guessing the unit domain check must be somewhere in the join army ability. My hunter(upgraded from original scout) who found the outlining fort and joined army is still happily commanded by him.
Time for some tinkering and testing to see if i can come up with something I like that still lets him command.
 
hum. I guess i'm going to have to figure out a different fix then. The no cycle behavior is a problem for me if i claim a fort out in the boonies exploring. I don't want to have to manually check every turn if a stack of trolls is advancing on it. And with his low combat ability till level 3 at least, the bannor commander is gonna get splattered if he doesn't shoot the stack. might anyway.

udate: Looking at my current game, i'm guessing the unit domain check must be somewhere in the join army ability. My hunter(upgraded from original scout) who found the outlining fort and joined army is still happily commanded by him.
Time for some tinkering and testing to see if i can come up with something I like that still lets him command.

We'll be making him leashed with a range of 0.

And yes, check is in the ability itself. Not done each turn.
 
Edit: To explain the first: Commander and Minion domains must match. For example, you don't want a boat commanding land units.

Why not?

I really dislike the Civ implementation of domains. It is something that can (or should) be handled by promotions. FfH replaced flying. RiFE is replacing immobile. If there was a promotion that handled the sea there'd be no reason to use them anymore. And with all the funky flying "ships" that some civs have, and waterborne civs upcoming, perhaps it's time.
 
Why not?

I really dislike the Civ implementation of domains. It is something that can (or should) be handled by promotions. FfH replaced flying. RiFE is replacing immobile. If there was a promotion that handled the sea there'd be no reason to use them anymore. And with all the funky flying "ships" that some civs have, and waterborne civs upcoming, perhaps it's time.

Because it is opening a whole can of worms that I do not wish to open.

Why exactly do you dislike domains? And we have not 'replaced' anything. Flying is still used (EX: Hawks, Floating Eyes), immobile was never used for anything but Fort Commanders, and the new implementation requires some changes to them to fit.
 
I dunno if it's a known issue, but if you join a slave to a city (as Mekara) the city screen goes blank for the rest of the game in that particular city. quite annoying.

And we still seem to get a lot of OOS in multiplayer, does anyone know what I can do to reduce this?
 
The newer versions of the Mekara module fix the slave specialist issue (by replacing the slave specialist with a citizen specialist.

The only known causes for OOSs are cityspells, using autocast and players hotjoining. Of course there are still some random OOSs but they are rare and reloading the game will fix them.
 
Because it is opening a whole can of worms that I do not wish to open.

Unfortunately, the big experimental change I had in mind for GWS is hindered because of this very problem.

Why exactly do you dislike domains? And we have not 'replaced' anything. Flying is still used (EX: Hawks, Floating Eyes), immobile was never used for anything but Fort Commanders, and the new implementation requires some changes to them to fit.

Perhaps my call for the demise of the domain is a little harsh.

What I don't like about them is that they can be excessively restrictive at times and are hardcoded. It's not something you can change with XML or easily work with in Python. In fact I wasn't even sure of all the constraints domains come with without digging through the DLL. A hunter can't board a ship while carrying their hawk, and there is no easy way around that.
 
ah i suppose its not a big deal since the 1.31 change will fix it anyway, but my bannor fort commanders can promote to mobility and go lead an army to kill something. I might have broken something in my repeated editing of the unit to try to get one that can still command and will work normally with sentry, but i think i reverted all my failed changes.
 
A hunter can't board a ship while carrying their hawk, and there is no easy way around that.

I've been pointing out this before, and for me the problem is not just happening when they have a hawk loaded. All units with "hawk slots" (i.e. the whole hunter/ranger/beastmaster line - but not assassins and other recons) as well as the Archos-spawned spiders won't sit still in boats. They can board ok, but as soon the boat moves they remain on the water square where they entered. Furthermore, if the water was only a one square canal, they can keep moving after entering the boat and stride across the other continent if they want to. If left behind by the boat, they will teleport to the closest land mass by the next turn. Very weird, since I can't remember anyone else on these forums experiencing this.

And no, I don't run with any modmods, addons or anything else. Just the rife installation. This is a 100% repeatable feature in my games with archos spiders and hunters.
 
I've got an issue with Balseraphs AI: Their caster use ONLY "Create puppet" and use those puppets as an offensive force without casting anything. Intended?

And I have a question regarding Scion's pelemoc: He never do what he's supposed to do (Go to cities and cast special spells). AI aparently use pelemoc as an explorer.
Are your team developing an special script for him such as Loki's?
 
Unfortunately, the big experimental change I had in mind for GWS is hindered because of this very problem.



Perhaps my call for the demise of the domain is a little harsh.

What I don't like about them is that they can be excessively restrictive at times and are hardcoded. It's not something you can change with XML or easily work with in Python. In fact I wasn't even sure of all the constraints domains come with without digging through the DLL. A hunter can't board a ship while carrying their hawk, and there is no easy way around that.

I agree they can be restrictive, but in most cases those restrictions are warranted IMO.

The hunter is a block on cargo units being loaded into other cargo units, don't believe it has anything to do with domains.

ah i suppose its not a big deal since the 1.31 change will fix it anyway, but my bannor fort commanders can promote to mobility and go lead an army to kill something. I might have broken something in my repeated editing of the unit to try to get one that can still command and will work normally with sentry, but i think i reverted all my failed changes.

Will be changed anyway. :p

I've got an issue with Balseraphs AI: Their caster use ONLY "Create puppet" and use those puppets as an offensive force without casting anything. Intended?

And I have a question regarding Scion's pelemoc: He never do what he's supposed to do (Go to cities and cast special spells). AI aparently use pelemoc as an explorer.
Are your team developing an special script for him such as Loki's?

AI does not truly understand magic. So it will do odd things.

We have no special AI for Loki, nor do we intend to, AFAIK. That involves hardcoding, which none of us like.

Edit: Hardcoding is not difficult coding. It means referring to xml items in the DLL. If you do this, and then change those items, you break the mod. Big no no.
 
But I think Loki's have an unique script or something, because Loki understand perfectly his role of going to foreign cities and causing unrest, sometimes even capturing those cities.
 
OK Just finished playing as the Dural winning with a Cultural Victory and Final Five. No major bugs a couple of odd 'uns (possibly) related to Forts.

* The Hippus, my subservient little vassals, claimed a Goblin Fort before me. They must have had a barney with the Barbarians because when I got there they had no Fort Commander. I could not claim the fort as my own however.

* The Amurites and Ljosalfar could cut due to Final Five. The Balseraphs were the next to hit the deck. However they refused to die - they had no cities and only a single fort, so their score was very low, but every time they should have been cut I got the message that they had died... and then they didn't. The Svarts had Minister Koun, so the calculation could have be miscounting from that I guess.

* More of a balance thing. Thanks to those City Ruins I got three mages and an Angel very early on in the game. Early Hope and Inspiration made a Culture Victory even more of a shoe than it should have been.

* Medium Graphics. No crashes and no "that gorilla has turned into a Viking" animation issues either. Game is slow to load but runs fine after the first ten minutes initialisation time.

* Love the Soldiers of Kilmorphs capability to build mines and roads.
 
OK, I have an issue with a recently captured Sidar city: I've cleared the mist with a spell, and then I've captured that city. Everything was ok for a while, but then I realised that my city has mist growing back!.
Now my city has mist all the time and, since I'm not sidar, I cannot disable the mist with a city spell.

EDIT: Wait, wait, before I forget: I was to capture a city, defenders had potions (a lot of). I've killed them all, and all those potions fell to a treasure chest. However, such treasure chest got destroyed when I've captured the city. It was fine this time, but other time It was a Chrown of Command that I've missed for that bug.
 
Back
Top Bottom