Rise from Erebus 1.30 Bug Thread

Thanks for such a quick reply. I am going to re-download. The installer I used was downloaded on my 64-bit Win7 machine and this is a 32-bit XP (running on a powerbook). Everything is uninstalled now. I loaded Kael's original FFH2 last night to make sure it all works and played a few turns with no problems.

BTW: I have been playing the various version of RIFE since it has come out. I was reluctant to load 1.30 because you rebalanced some of my favorite spammable strategies (like fort building). But last week I loaded it on my desktop and I had probably the best most intense game I have ever played.

I don't know how you guys tweaked the AI but the improvement is obvious when you play on emperor level. I'm never playing at lower levels again. So much more interesting than Civ5...

I hope they release the DLL source for 5 so that people can start making total conversion mods again.
 
These memory allocation failures are really ticking me off! If I use 25 or more civs I get it on turn 3. The mod is best using more because it adds a lot of wars and on 20 civs I go through 160 turns then it randomly pops up. I know it has to do with RAM, but is there any way I can fix this?
 
These memory allocation failures are really ticking me off! If I use 25 or more civs I get it on turn 3. The mod is best using more because it adds a lot of wars and on 20 civs I go through 160 turns then it randomly pops up. I know it has to do with RAM, but is there any way I can fix this?

Short of getting a new graphics card: lower graphics settings, use less civs, play on smaller maps, etc. This question seems to get asked alot on here, so you might want to do a little searching around the forums before bringing up these kinds of questions in the future.
 
No problem, hopefully you can fix your ctd issue and get back to playing some RiFE soon.:thumbsup:
 
I don't know if these are bugs or intentional, but reporting them here just in case.

I had a few weird things happen with Baron Duin Halfmorn in my current game:

1) My Duin defeated and captured Kithra Kyriel. Even though I wasn't following FoL, Kithra Kyriel didn't abandon me. Instead, he remained with my forces as (initially) a Ravenous Werewolf, and eventually worked his way up to Greater Werewolf. I don't know if it's intended for the Werewolf promotion to override religious restrictions, nor do I know if this happens with other religious heroes (or top-level priests), or Royal Guards, for that matter, but thought I should report it.

2) Later in the game Duin defeated and captured Acheron as a Ravenous Werewolf. (I was playing as the Khazad and weakened Acheron with a barrage from my Dwarven Cannons before hitting him with Duin.) Problem was Acheron couldn't move. I haven't captured Acheron in a really long time, and when I have it's been with a Beastmaster with the Subdue Beasts promotion rather than capturing him as a Werewolf, so I don't know what's supposed to happen with him after capture. Just thought I'd report it in case this is not intended.

3) Finally, defeating Acheron gave Duin enough XP to reach Level 15, so I had him lead an expedition to the Ring of Carcer to liberate Brigit. He was able to enter the Ring of Carcer, but I didn't get Brigit as a result. Does the Ring of Carcer work differently in RifE compared to vanilla FfH2? Or is there some problem with Duin being the liberator?

Hope this is helpful info.
 
2) Later in the game Duin defeated and captured Acheron as a Ravenous Werewolf. (I was playing as the Khazad and weakened Acheron with a barrage from my Dwarven Cannons before hitting him with Duin.) Problem was Acheron couldn't move. I haven't captured Acheron in a really long time, and when I have it's been with a Beastmaster with the Subdue Beasts promotion rather than capturing him as a Werewolf, so I don't know what's supposed to happen with him after capture. Just thought I'd report it in case this is not intended.

That actually happens with all units who capture acheron, I think valkrionn said its a bug with the variable leash promo. The other two sound like bugs to me though.:hmm:
 
The first is intended.

Not sure on the third.

Thanks. I can see the logic underlying the first, but not sure why a Level 15 Duin (or any werewolf) shouldn't be able to liberate Brigit when entering the Ring of Carcer. Whatever you end up deciding, obviously, it's your mod, just wanted to report what happened, in case you hadn't been aware.

Looking forward to 1.4, of course.
 
Well, I said "not sure" because I know the FF team changed the UF; Could you give more details on what it looked like?

IIRC, brigit is literally part of the improvement model now. And after being freed, the improvement no longer shows her. So if she wasn't there, someone beat you to it.
 
Well, I said "not sure" because I know the FF team changed the UF; Could you give more details on what it looked like?

IIRC, brigit is literally part of the improvement model now. And after being freed, the improvement no longer shows her. So if she wasn't there, someone beat you to it.

I unfortunately don't have a screenshot, but the Ring of Carcer looked like a crystalline/ice almost dome-like thing. That must be the FF change, since that's not how it looks in vanilla FfH2. After Duin entered it, the structure disappeared, but no Brigit. My recollection is that the first unit to enter the Ring and free Brigit also destroys the UF, but maybe I'm wrong. Maybe someone did beat me to it, but I haven't been able to go through the Event Log to confirm that, sorry.
 
I always have a pop-up before I start the game saying an infoclass file for the mekaran controlling trait is missing. Does this happen to everyone using the latest svn version or just me?
 
Back
Top Bottom