Rise from Erebus 1.30 Bug Thread

Krieger66, it has been my observation that timid animals only applies to land animals, sea serpants and dragon turtles can still enter.
 
I just had a sea serpent take out my work boat in my territory, with timid animals o.
Did your city borders just expand? That's usually what causes it to happen to me.

You cannot build a lumbermill in Ancient Forest, nor will you ever be able to, so this is not something that is going to change.
Is it a gameplay reason or a story reason?

Nope. I see it as an upgrade perk.
If it's a perk, I'd think you'd want to allow the old units to continue to be built and upgraded. Otherwise, it's actually a "limited time only" benefit, and in some situations it's a negative.

Racial promotions, like all other promotions, are in the 'pedia under "Promotions."
You're right, sorry, my bad.
 
Is it a gameplay reason or a story reason?

In this case, story. Ancient Forests do not get lumbermilled. Even managed harvest of trees seems to me that it would remove old growth... And thus, the "Ancient" part of Ancient Forests.

If it's a perk, I'd think you'd want to allow the old units to continue to be built and upgraded. Otherwise, it's actually a "limited time only" benefit, and in some situations it's a negative.

It's a perk received for not losing units built in earlier eras. Maintain your units, and they'll end up better than ones you can build directly.
 
Did your city borders just expand? That's usually what causes it to happen to me.

No, its happened multiple times. Most times there is a sea serpent 2-3 tiles away(sometimes hidden by FoW) that goes into my borders(cities that are well developed and 50-200 turns from the next culture bump) as soon as I bring out a work boat and get out the very next turn. There are no feral civs in my game, and the only civ remotely close to me is Naxus of the Amurites.
 
In this case, story. Ancient Forests do not get lumbermilled. Even managed harvest of trees seems to me that it would remove old growth... And thus, the "Ancient" part of Ancient Forests.
Then when the Ancient Forest spawns, an existing lumbermill should be disbanded and removed.
 
No, its happened multiple times. Most times there is a sea serpent 2-3 tiles away(sometimes hidden by FoW) that goes into my borders(cities that are well developed and 50-200 turns from the next culture bump) as soon as I bring out a work boat and get out the very next turn. There are no feral civs in my game, and the only civ remotely close to me is Naxus of the Amurites.
Huh, I don't think that's happened to me at all.
 
Huh, I don't think that's happened to me at all.

I think it might have something to do with them being beast units personally.

In this case, story. Ancient Forests do not get lumbermilled. Even managed harvest of trees seems to me that it would remove old growth... And thus, the "Ancient" part of Ancient Forests.
Can killed treants also be turned into production for the nearest city?:yup:
 
Just my two cents, but I also understood the garrison commanders to subtract 2 off my support costs, thereby giving me 2 gold. The mechanic however clearly worked differently and since I liked the mechanic, I didn't ever get around to posting the bug. "-2 per turn (support costs)" would be a lot clearer in my opinion.
 
Sea serpents regularly go within my borders as well. I just assumed that sea monsters don't recognize national boundaries in water. (Now why animals would is a different story, but the mechanic works well.) I'd also argue that sea monsters in general are a little overpowered compared to the costs of boats. Is timid animals the default setting? This happens to me on default map settings, whatever those are.
 
I think it might have something to do with them being beast units personally.

I don't know that I've ever seen a sea serpent that was a beast.
 
If you play on an Islands map Serpents are the least of your problems.

Might as well turn of the AI altogether.
 
The ai can't handle some maps I take it?

The AI refuses to research naval techs and build ships, so yeah, anything that involves large bodies of water separating civs is a bad idea. It's a shame because I rather like my naval battles.
 
The AI refuses to research naval techs and build ships, so yeah, anything that involves large bodies of water separating civs is a bad idea. It's a shame because I rather like my naval battles.

Thats weird, I actually remember the bannor/mercurians launched a naval assault on me in one game...in ffh2 though.:crazyeye:

I saw a lanun pirate but nothing else, I guess that explains it...
That seems like a huge caveat to me. Why wouldn't the ai be told to stress or at least pay attention to their navy in any map? AI navies worked in vanilla bts on island maps, right?
 
The AI will be able to handle ships, at least better than now.
I remember Valkrionn getting fairly decent results with just a few simple changes.
The thing is, it isn't worth it to do any kind of larger scale AI work when most of the units are going to change in the coming version, just so that we can do it again then.

So, yeah. Be patient. Lots of good stuff on the way.
 
I had the AI performing some limited naval colonization/invasions simply by modifying ships to three clear roles (Transport, Anti-Transport, Transport Defense... Incidentally the three unitcombats we will have). Barbs really took advantage of it, was quite surprising. However, any real results will require improved AI, which is pointless before the content is stable.
 
I had the AI performing some limited naval colonization/invasions simply by modifying ships to three clear roles (Transport, Anti-Transport, Transport Defense... Incidentally the three unitcombats we will have). Barbs really took advantage of it, was quite surprising. However, any real results will require improved AI, which is pointless before the content is stable.

What are the unitcombats for naval units in BtS? My recollection is that the BtS AI is pretty effective at using navies for colonization, exploration, invasion, etc., so wouldn't it be possible to move in that direction (unitcombats, upgrade paths, etc.)? I'm not a programmer, so forgive me if the question is horribly ignorant.
 
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