Rise from Erebus 1.30 Bug Thread

Unfortunately that doesn't seem to work in RifE, Loki will simply teleport to another empty tile. Afaik the only way to get rid of Loki is to destroy the Balseraph civilization. The Mind III spell might work as well, never tried that.

And never play a game against the Balseraphs with "require complete kills" enabled...
 
He cannot. He can actually coexist in a tile with enemy units.

So I found out when I was amazed he got into range of a fireball without an escort.:ack:
Maybe, he could be picked up by a unit like a piece of equipment, and then destroyed in the pyre of the Seraphic?:mischief:
 
And never play a game against the Balseraphs with "require complete kills" enabled...

Wait, didn't he just point out a really major issue with Loki? I think the easiest solution would be to kill Loki when the Balseraph loose their last city...
 
Yep. Issue, with a fairly simple solution. :lol:

World builder?

edit:
But how do you kill him if you can't engage him in combat, and you can't destroy the balseraphs unless you completely destroy all their units? You just said he can coexist with enemy units without being destroyed and require complete kills makes it hard to destroy the civilization...
 
I'm not sure if this is a bug. I have a Khazad dwarven fortress whose commander repeatedly goes to Cernunnos. The fortress is adjacent to the Baer of Lacuna. Is this a game feature?
 
I'm not sure if this is a bug. I have a Khazad dwarven fortress whose commander repeatedly goes to Cernunnos. The fortress is adjacent to the Baer of Lacuna. Is this a game feature?

You probably have a hidden animal unit like a spider nearby that is capturing your fort. Try moving a hunter to your fort or going into WB.
 
I had a problem that left this mod unplayable, all my games were stuck trying to resolve a turn sometime well before turn 100. This was after I updated to rev 264. I went back to 261 and still had this problem. I reinstalled and re-updated and it still did this. Put it back to 259 and the problem appears to be gone now, but I have only played one game so far. Completely spaced out on making saves though.
 
I've never understood how the Training Yard works. It says you can train melee units until 10 XP but I've never managed to do that after building it. Is this a bug or am I missing something?
 
I've never understood how the Training Yard works. It says you can train melee units until 10 XP but I've never managed to do that after building it. Is this a bug or am I missing something?

Melee units stationed in the city with the training yard slowly, passively gain experience at a rate of about .25 per turn until they hit 10.
 
I just loaded up the civipedia after not playing RiFE for a while and noticed the mekaran order and all their units are missing from the civipedia, 32 civs are in the civipedia. I'm not sure what I could have done to cause this because I literally haven't touched civ in weeks and it was working fine(the last mod I played was final frontier)...:confused:
 
So it is in a module...I'm missing it for some reason. I guess I must have accidently deleted it when I was uninstalling some other mods.
 
I can't research mining or mysticism as the mekaran...actually I'm not sure if anyone else has either since I haven't seen any switched to Godking notifications lately either...

I've had 6 jotnar citizens born on epic in the first 13 turns of the game.
 

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Building improvements time reduction by technologies does not work, what's the problem?
 
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