Rise from Erebus 1.30 Bug Thread

With timid animals on, when they get caught inside borders, they should move outside of borders in preference to attacking.
 
Sometimes there are barbs wandering around that just disappear at start of turn. What causes this?
 
Blaze can be cast on a flood plains but the game text says "Sets a Forest or Jungle on fire."

I'll check it.

With timid animals on, when they get caught inside borders, they should move outside of borders in preference to attacking.

Nope. If that was the case, then they also wouldn't do anything if the crossed over from the borders of a Feral civ... Something that is absolutely intended. They won't wander in on their own, but once there, they can and will attack.

Sometimes there are barbs wandering around that just disappear at start of turn. What causes this?

No idea. Can you get a save of it?
 
Nope. If that was the case, then they also wouldn't do anything if the crossed over from the borders of a Feral civ... Something that is absolutely intended.
Unless the rule was "if they can move to neutral or feral tile, do so, otherwise, attack"

No idea. Can you get a save of it?
I'll try but I'm not sure if it's repeatable or just happens. I'll see if I can go back to a save and get it to happen again. I distinctly remember it happening every now and then though in the past, with old versions too. It's like, hey there's a goblin I have go to deal with... next turn... hey, he's gone."
 
Unless the rule was "if they can move to neutral or feral tile, do so, otherwise, attack"


I'll try but I'm not sure if it's repeatable or just happens. I'll see if I can go back to a save and get it to happen again. I distinctly remember it happening every now and then though in the past, with old versions too. It's like, hey there's a goblin I have go to deal with... next turn... hey, he's gone."

Ah, but you see, we want them to invade from feral territory. It's not an "Oh, it happens sometimes", it's an "It's quite intentional that that happens".

So the rule will remain "Once in borders, attack at will".
 
Ah, but you see, we want them to invade from feral territory. It's not an "Oh, it happens sometimes", it's an "It's quite intentional that that happens".

So the rule will remain "Once in borders, attack at will".
Doesn't my original suggestion work, then? "If able to move to neutral, then do so, otherwise attack". That preserves your feral intention except in the rare case where there's a three-way border.
 
Wyrmfisher isn't able to move to all tiles within my borders.
 
This is weird. I updated and played, and I didn't get the unit window to show promotions, but then I quit the game and turned on Python Exceptions, and now it works.

WTH? No, really, I don't even know how, but it works now. IT didn't work and now it does.
I hope it doesn't decide to turn off again. :(

I think somehow I may have created a Time Paradox...

OKay, truly, this doesn't make a bit of sense.
The unit promotions window only shows up every other time I load this game. :(

No, I have tested it, I'm not joking. It will not load up 50% of the time. For some magical reason.

So, in order to play this game, I have to load the game up, check the Worldbuilder, then quit the game, and then reload it to have it load up the next time, hopefully.

I have no idea why this happens. Can you help me figure it out?
Because I'm about ready to make a Dark Pact with Lord Hyborium to get this to work.

I somehow have missed this post.
Do you have the Mekara module still activated? If yes, then the error is caused by that. If you have updated to the latest public or developers SVN the module can be safely deleted, since it was integrated into the maingame.

Even after fixing it, I still can't explain why it only happens every other time.

Also I can't guarantee if removing the module will break your safegame or not.

Also: Using worldbuilder to give yourself advantages is cheating. Stop doing that! :)
 
The capture ship/animal mechanic doesn't work for me in my latest game with the Lanun. Also the ais' seem to have become even more ********, I'm playing on monarch and I somehow have 3 times(700) the score of the nearest civ(230ish)...
 
Also: Using worldbuilder to give yourself advantages is cheating. Stop doing that!

First, thank you for telling me it could be that module. I'll remove it and see if it works.
Secondly, I wouldn't call it cheating that much, and besides, all I do is remove Plagued and diseased, hardly gives me an advantage on scouts/hunters. Then again, I could use a Plagued scout to ruin Orthus's day. :)

I mean, if I wanted to really cheat I could just edit the XML files. :)
 
Getting a repeatable CtD at the end of this turn. Just hit "Enter" and wait as the AIs make their moves. The crash happens after the Savage Shadowrider attacks and kills the Lunatic defending Drassanes.
 
The races (Elven, etc.) do not appear to be in the civilopedia index. You have to find a link to it to see the entry on Elf, for example.

Also, there is no mention of the fact that the Ljosalfar (and others?) civilization apparently allows forests to be created (by the spell) on improved terrain and also for workers to build improvements on forests without chopping. From what I can tell, this is apparently a benefit of the civilization itself, not of the religion or the race.
 
It doesn't make sense that you can have a lumbermill on a forest that changes to an ancient forest, but you can't build a lumbermill on an ancient forest. It's also a negative play experience to be building a lumbermill on a forest to have the work ruined when the forest changes.
 
It doesn't make sens that you can have a lumbermill on a forest that changes to an ancient forest, but you can't build a lumbermill on an ancient forest. It's also a negative play experience to be building a lumbermill on a forest to have the work ruined when the forest changes.

Oh the fun that was had about those ancient forest lumbermills >.>
 
Not a glitch, just an advantage of promoting a unit through different combat types.
Probably the old units shouldn't obsolete, then, since they aren't obsolete? (e.g., you should always be able to build Scout)
 
Speaking of odd things, my Hamster units, well, some of them randomly got the commander combatclass type. Which was really weird when one of my workers got it. :)
So far, scouts, and workers have gotten it, and completely out of the blue.

Not a bad thing, but weird.
Also, please accept my apologies if somehow I come across as annoying, I don't mean to.
 
I just had a sea serpent take out my work boat in my territory, with timid animals on.

@David: Some hamstalfar units are created with the hamster commander promo(chosen randomly, with around a 5% chance methinks). These units get a secondary unit class of commander. The RiFE website has a page on it if you want more info.
 
The races (Elven, etc.) do not appear to be in the civilopedia index. You have to find a link to it to see the entry on Elf, for example.

Also, there is no mention of the fact that the Ljosalfar (and others?) civilization apparently allows forests to be created (by the spell) on improved terrain and also for workers to build improvements on forests without chopping. From what I can tell, this is apparently a benefit of the civilization itself, not of the religion or the race.

What do you mean by they don't appear?

And yes there is, or should be. Check the "Help" section for the civ, near the "Cannot Train" list.

It doesn't make sense that you can have a lumbermill on a forest that changes to an ancient forest, but you can't build a lumbermill on an ancient forest. It's also a negative play experience to be building a lumbermill on a forest to have the work ruined when the forest changes.

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.

Probably the old units shouldn't obsolete, then, since they aren't obsolete? (e.g., you should always be able to build Scout)

Nope. I see it as an upgrade perk.

Speaking of odd things, my Hamster units, well, some of them randomly got the commander combatclass type. Which was really weird when one of my workers got it. :)
So far, scouts, and workers have gotten it, and completely out of the blue.

Not a bad thing, but weird.
Also, please accept my apologies if somehow I come across as annoying, I don't mean to.

Actually, completely by design, based on which race is chose. Runs a rand out of 100, if less than 50, svart. Greater than, ljos. Equal to, ljos + commander.

I just had a sea serpent take out my work boat in my territory, with timid animals on.

@David: Some hamstalfar units are created with the hamster commander promo(chosen randomly, with around a 5% chance methinks). These units get a secondary unit class of commander. The RiFE website has a page on it if you want more info.

Completely intentional. If it gets in your territory it can and will attack; Timid Animals simply limits how it enters, not what it does.
 
Completely intentional. If it gets in your territory it can and will attack; Timid Animals simply limits how it enters, not what it does.

And I'd understand that. and have escorts for the three workboats that have been ninja'd so far by sea sea serpents that have entered(not forced into by cultural expansion or lair spawns) my territory from 2-3 tiles away and raid my seaports in an island map, which is really annoying. They're not captured either because I checked their nationality.:(

I'm not trying to blame anyone here but they are somehow getting into my borders and annoying. Furthermore they are all beast units and I've seen 6 in the last 30turns near my borders alone. If this is going on all over I'm not surprised that even the lanun have been unable to create a navy(I have seen only 1 ai ship in 500turns) in a mostly water game....
 
The races (Elven, etc.) do not appear to be in the civilopedia index. You have to find a link to it to see the entry on Elf, for example.

Racial promotions, like all other promotions, are in the 'pedia under "Promotions."
 
Back
Top Bottom