Rise from Erebus 1.30 Bug Thread

Hmm, might be a consequence of me making the sluga unable to move unless commanded. I'll have to check to be certain, though.

Edit: Some quick tests with the latest revision - unable to reproduce the issue - they all move at the same time, with noone left behind, regardless of movement range and number.

Could you describe the circumstances in more detail?
 
Hmm, might be a consequence of me making the sluga unable to move unless commanded. I'll have to check to be certain, though.

Edit: Some quick tests with the latest revision - unable to reproduce the issue - they all move at the same time, with noone left behind, regardless of movement range and number.

Could you describe the circumstances in more detail?

I was moving the group along an unbroken road, and one sluga is left behing after moving 6 tiles and the rest of the group is on the 7th tile. The sluga left behind is out of range of my overseer command range(he doesn't have any command range promos yet). Maybe, all of the units grouped together do not move at the same time for the entire group-move?:confused:
 
Hmm, might be a consequence of me making the sluga unable to move unless commanded. I'll have to check to be certain, though.

Edit: Some quick tests with the latest revision - unable to reproduce the issue - they all move at the same time, with noone left behind, regardless of movement range and number.

Could you describe the circumstances in more detail?

Thats what you meant right? It doesn't happen all the time and having at least a command range of 1 prevents it. I also keep getting units that are "born" with vampirism for some reason, assasins and combat overseers in particular.

edit: Oh and here is what I was talking about before, the former centeur warcamp still keeps its base influence after being destroyed:
attachment.php

I can upload a save if you need one, and there are a couple more areas just like that one too.
 

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Good day.
I've installed the CIV4 BtS 319 and Rife with patches and net 35 but interface doesnt wont to show. And the settings doesnt want to show too.
What should i do?
 
The only thing I can reccomend is a clean reinstall of civ and RiFE(if you haven't already). Can you enter the civipedia from the main menu? I couldn't access it when I was having this problem, but a clean reinstall fixed the problem for me.
 
I figure this is a bug or, at the very least, horribly unbalanced.

I had a unit explore Bradeline's Well on Turn 137 and ended up popping out a barbarian Stoneskin Ogre! That can't be right, can it? I remember reading in one of these threads that barbarian spawns were connected in some way to techs researched by the player(s), although I might be misremembering or have misunderstood that. If I'm right in my recollection, though, then this shouldn't happen: Stoneskin Ogres require Mithril Working, and there's no way any player would have come close to researching that on Turn 137.

Even if not a bug, it seems horribly unbalanced.

If it matters, I was playing as the Doviello and had a wolf explore Bradeline's Well, since none of my Scouts were able to. And it was Prince difficulty level.
 
I figure this is a bug or, at the very least, horribly unbalanced.

I had a unit explore Bradeline's Well on Turn 137 and ended up popping out a barbarian Stoneskin Ogre! That can't be right, can it? I remember reading in one of these threads that barbarian spawns were connected in some way to techs researched by the player(s), although I might be misremembering or have misunderstood that. If I'm right in my recollection, though, then this shouldn't happen: Stoneskin Ogres require Mithril Working, and there's no way any player would have come close to researching that on Turn 137.

Even if not a bug, it seems horribly unbalanced.

If it matters, I was playing as the Doviello and had a wolf explore Bradeline's Well, since none of my Scouts were able to. And it was Prince difficulty level.

I think I recall Valk saying that lairs don't follow the spawn rules.
 
Lair exploration has nothing whatsoever to do with standard spawn rules. Yes, it does need to be balanced, but it is not a bug.

Really though, it's an Epic Lair. Expect bad results to be very bad.

I know I do, thats why I didn't explore it when I had it in my territory untill I had access to tier 3 units. And mages.:lol:

I can't tell you how many games I've had messed up by epic spawns in the first 20-30turns. Maybe, you could give them a timed leash so they can't follow you back to civilization untill turn 200ish?
 
Hmm, might be a consequence of me making the sluga unable to move unless commanded. I'll have to check to be certain, though.

I don’t recall being unable to move sluga w/o being commanded when last played the Order. Is this a new modification or a personal one?

I don’t like the idea of being unable to move sluga w/o a commander. As it stands, I can build sluga in cities A and B while training a commander in city C. Having to move my commanders around to pickup stray sluga seems needlessly micromanagy to me. What’s more, I frequently deploy more sluga than I have commander slots to the front lines because I know some of my sluga will die in battle. If I needed a commander to move new sluga from my cities to the front line then I’d to build more commander units just to move around reinforcement units. Again, extra supply chain micromanagement.

An exception might be called for with the behemoth sluga because they are sort of unique.

While we are on the subject of sluga, it would be nice if they had some sort of guardsman-like ability to defend before their commanders. I’ve had occasions where my sluga have been damaged but their commander is unharmed and the computer automatically picked my commander as the defender during a counter-attack. With the commander dead after this attack, I’m left with a few useless units sitting there. It’d be cool if commanded sluga automatically defended instead of their commanders, maybe with an exception for units with marksman (assassins).
 
I don’t recall being unable to move sluga w/o being commanded when last played the Order. Is this a new modification or a personal one?

I don’t like the idea of being unable to move sluga w/o a commander. As it stands, I can build sluga in cities A and B while training a commander in city C. Having to move my commanders around to pickup stray sluga seems needlessly micromanagy to me. What’s more, I frequently deploy more sluga than I have commander slots to the front lines because I know some of my sluga will die in battle. If I needed a commander to move new sluga from my cities to the front line then I’d to build more commander units just to move around reinforcement units. Again, extra supply chain micromanagement.

An exception might be called for with the behemoth sluga because they are sort of unique.

While we are on the subject of sluga, it would be nice if they had some sort of guardsman-like ability to defend before their commanders. I’ve had occasions where my sluga have been damaged but their commander is unharmed and the computer automatically picked my commander as the defender during a counter-attack. With the commander dead after this attack, I’m left with a few useless units sitting there. It’d be cool if commanded sluga automatically defended instead of their commanders, maybe with an exception for units with marksman (assassins).

It is a reasonably recent change, yes. I did it mostly to cut down on the potential for stacking uncommanded sluga up, suiciding them one after another and replacing them with new ones (since they can be joined to the overseer and attack at once). That way, you could have however many you wanted in a stack, while only having one commander with them. Kind of goes against both the theme and the mechanics I was going for.

Giving Sluga units a Guardsman-esque ability would not at all be inappropriate, however, and I might consider making it possible to create sluga of some type in the field (though maybe a weaker type), provided you have Shapers or High Mages with your army.
 
I experienced a problem with the Doviello world spell in a recent game. The 'pedia entry says that you receive one animal in your capital for each unit you own, but I received far fewer than that, only a handful of units, so either the 'pedia is wrong or the spell isn't working as it should be. Also, after casting the spell, when I hit "Enter" to end the turn the game crashed.

This happened more than once, which is why I'm reporting it here. I reloaded from the nearest autosave, played a bit differently, then cast the world spell. Same result: received only a handful of animals and the game crashed after I hit "Enter." Did that a couple of more times with the same outcome.

It's possible that I just got really unlucky with the crashes and that they were only a coincidence, but the number of animals seems to be a genuine problem. (Or maybe I just got really really unlucky and nobody else is experiencing this.)
 
I'm getting "DEBUG - disable events" showing up in my "selected options" list once I start a game, but I'm not seeing the option to turn that off in the custom creation screen. Is there a way for me to turn that off so I can play a game with events?
 
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