Rise from Erebus 1.30 Bug Thread

Python exception causing a CtD, screenshot attached. (Apologies if this has already been fixed in the SVN.)
 
I've noticed that while a unit being led, and is within command range of the unit leading them, they can't take the captain promo. They can take it when they move out of range. I also can't get my "contributions to AC" to go under -10.
 
I've noticed that while a unit being led, and is within command range of the unit leading them, they can't take the captain promo.

Possibly because the unit leading them is captain only? Units can only promote to a lower chain of command promotion than the unit leading them, I believe.
 
Possibly because the unit leading them is captain only? Units can only promote to a lower chain of command promotion than the unit leading them, I believe.

That makes sense, I feel like that should be in the RiFE-opedia though. Maybe for 1.4? Actually, would there be any way to remove the unit from command when he takes the promo, and have red text saying "will remove unit from army", or something along that line pop-up(maybe inline with the promotion text)?

Oh and forget my last comment about the AC contribution, I guess it doesn't add to your contribution when you use sanctify or raze AV cities.

Building a hippodrome or war chariot doesn't require a stable.
 
I'm being range attacked by a gorilla that went into my borders. The reason this is strange is, I have peace with Cerrunnos because I am playing as the Archos.
 
I'm playing the Mechanos Faction and I seem to be unable to select any of the techs that spring from Mysticism or Mining. They aren't redded out like the other forbidden techs, its just when I click it merely deselects all techs. I've attached a save.
 

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I'm playing the Mechanos Faction and I seem to be unable to select any of the techs that spring from Mysticism or Mining. They aren't redded out like the other forbidden techs, its just when I click it merely deselects all techs. I've attached a save.

I had that exact problem not long ago. If your using the svn try seeing if you have the mekaran order enabled. Also, try starting a quick play game if you played another module before this one to clear out any options that might have been carried over.

@Valk I just got an idea; how about seperating animal factions into predator, prey, and magical beast to show that not all of the animals get along. Also, can scorpions get a withdrawal chance? Scorpions are already a throw-away unit, so giving them a 15-20% withdrawal would go along with that and help you keep a few.
 
We aren't adding any more barbarian factions. Jheral has been wanting to do that too (rather, add more, not split animals), and I give him the same answer. There is a huge amount of hardcoding involved in making that split, I don't want to make adjustments to every spot necessary. Same reason the frostling faction never showed up.
 
We aren't adding any more barbarian factions. Jheral has been wanting to do that too (rather, add more, not split animals), and I give him the same answer. There is a huge amount of hardcoding involved in making that split, I don't want to make adjustments to every spot necessary. Same reason the frostling faction never showed up.

Would there be a way to make a promotion that was the reverse of hidden nationality-where it would make units attack other units of their faction, and look like enemies to them only? Or does hidden nationality use a seperate faction?

And I seem to be getting crashes around turn 200 as the Archos.
 

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I started a new game with mana guardians turned off, and after doing a little exploring; there are still mana guardians(I had it turned on in my previous game).
 
playing the devloppement svn,
I chopped a forest with smoke. I got 20 hammers. but the forest (and smoke was still there).
I used gaelan to clear the smoke and use the forest for another thing.
tile on the north of my empire, with 2 workers. on the event log the gain in wood cutting is written.

I don't know if it is repetable.
 

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The Emperor's Dagger "Expose Traitor" spell doesn't let me attack Alcinus, it just takes him out of "sleep" status.
 
"The Breach" world spell didn't work in my game-I cast it, my unit maintenance jumped by 46 gold per turn, but I didn't get any units(at least not any I could see, and I looked in every city I own).

edit: erm..ok, they appeared on the opposite end of the map from where I cast the spell...
 
Not a bug; that's how the spell is meant to work. Generates a colony for you, essentially.

But it spawned on a square surrounded by rival borders on all sides, and too close to one of their cities to build another city...but I wasn't saying that was the bug. I just thought it raised my unit support cost and didn't give me any units.

I was actually planning on using it to take the Amurites' border city.:mischief:
 
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