Rise from Erebus 1.30 Bug Thread

OMG, I was exploring a wrecked ship with my Frigate, and then, I had the "glowing portal event" which gives two options, one, is to enter the portal and the other is to leave it. I've chosen to enter the portal, and you know where my Frigate came out? In middle of the continent! In middle of the map! Something must be wrong there!. (I had to kill my frigate, since the next turn it "moved" to a small lake with no exit).
 
OMG, I was exploring a wrecked ship with my Frigate, and then, I had the "glowing portal event" which gives two options, one, is to enter the portal and the other is to leave it. I've chosen to enter the portal, and you know where my Frigate came out? In middle of the continent! In middle of the map! Something must be wrong there!. (I had to kill my frigate, since the next turn it "moved" to a small lake with no exit).

This is actually a symptom of what is in my opinion a larger problem - land-based lairs and water-based lairs seem to draw from the same results pool. I've got the lizardmen fighting dwarves event from a shipwreck, which made an equal amount of sense...
 
I have another complain: I think immortality is not working as it supposed to be: Unlike base FFH2, the immortal is resurrected without using his moves (If attacking) and neither side (attacker-deffender) gets any XP from the combat. Perhaps, the loser immortal could get withdraw xp, and the winner side could get normal xp. Or already fixed?
 
Two more python exceptions, though I imagine they might already be fixed:

First involves a lair result. Supposedly a big bad was spawned, but there was nothing nearby. Could have been something invisible, like a mistwalker, but it also didn't have a stack of enemies, which even mistwalkers usually get. The game crashed in the next turn as well; not sure if that was related, but I didn't get another exception when it happened. (And the game continued fine when my reloaded exploration produced a normal result.)

Second one involves browsing the map via the minimap after I picked up a world map from one of the AI. I imagine this one might be an issue with the game engine and is relatively minor, it only happens when browsing over the "broken" areas of the map, which has a strange mix of unmapped and Chislev territory. What was curious is that, to my recollection, this exception only appeared when browsing over Chislev territory, despite this sort of thing being present in some other parts.

I also received a python exception when attempting to use Worldbreak, but I neglected to screenshot that.
 

Attachments

  • Civ4ScreenShot0010.JPG
    Civ4ScreenShot0010.JPG
    223.4 KB · Views: 102
  • Civ4ScreenShot0009.JPG
    Civ4ScreenShot0009.JPG
    132 KB · Views: 122
This has probably been reported already, but is rather hilarious none-the-less. If you get an Austerin recon unit a Pegasus and send him on top of a mountain, he is perfectly capable of founding a city there, which is awesome and kinda OP. :p

Also, I'm not sure if it's intentional that Austerin mages can keep summoning a new Pegasus after their previous one joins with a unit?
 
Doviello's "kindred spirits" works on Pit Beasts! Though perhaps they do share some traits with demons... even fair Mahala.

And... a funny capture: Gaius Octavius really hates neutral. Being extremist really worked out for him when he dropped out of the game ten turns later.
 

Attachments

  • Civ4ScreenShot0007.JPG
    Civ4ScreenShot0007.JPG
    114.6 KB · Views: 137
You're neutral on two Axes. Good/Evil and Lawful/Neutral.

I know. It's just funny seeing double neutral penalty. ;) It could just add into solid -3. Almost as much fun as having Amurites like you because you have Pagan Temple (+4). Though I last saw that bug in v. 1.23. Assuming it was a bug... this mod is always mocking me for my ignorance.
 
I don't know if this is intended or not, but that Burning eye unit, it acts for all intents and purposes like a base civ aircraft. Except that it can't scout (the scout mission). Is this intended or a bug?
 
I feel bad about asking this, but...... when is the next update coming? ( I understand RL comes ahead of everything..I'd just like to know your thoughts on an ETA )
 
Awesome good news. Ummmm..... I suppose you fixed the issue where the game would crash after a few hundred turns?
 
I thought I'd noticed this before but thought I'd imagined it; As the D'tesh, sometimes when you build a corrupted pasture on cows, they turn into nightmares, but later they turn back into cows, maybe when wasteland spreads to that tile.
 
Got a pesky CTD at end of turn related to Doviello animal spawn here, it also has an python exception, which I'm showing here:

Code:
Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "CvCustomEventManager", line 136, in handleEvent

  File "CvCustomEventManager", line 147, in _handleDefaultEvent

  File "CvEventManager", line 4333, in onCityDoTurn

  File "CustomFunctions", line 1669, in doCityTurnDoviello

RuntimeError: unidentifiable C++ exception
ERR: Python function onEvent failed, module CvEventInterface

I don't know what causes it, but it seems to be random, as each reload rolls the chances again. Seems to be big enough to annoy, though. Might be related to Golden Age?. If you want I can upload the save file, otherwise, I won't upload it (Sic).

EDIT: Other bug: Something is wrong with Jotnars: They tried to attack me with a Jotnar Settler!. Now I understand why they don't settle beyond 2 or 3 cities. I think that should be fixed ASAP.
 
Back
Top Bottom