Rise from Erebus 1.30 Bug Thread

I lost the Hall of Fame. I won my second game of 1/3 and wanted to see my name there on the Hall of Fame. I expected the 1.23 achievements to be gone, but nothing appeared in the 1.3 Hall of Fame.

Is my directory messed up (I used the default) or is it a bug?

Thanks.
 
I'm still getting OOS'd from ranged attacks. Not all the time, but pretty often. What logs do you need?
 
My suicide scout noticed this interesting behavior of the Mazatl paladin squads.

Probably an upgrade bug/glitch, but my concern was about the unit AI that seemed to change (when they get access to build improvements) from stomping my weak border garrisons (just archers since my army is on the other side of the world) and terraform instead. Good for me in this situation, but puts a pretty big handicap on the AI I think.

Anyways, I got a save too if you want to dig further.


Edit: next turn, the paladins acted like workers, running away from my skeleton to not become captured ^^.

What exactly is going on in that pic? Looks like they are just protecting their workers, honestly.

Illuminating light is not available to any combat types, and cannot be cast.

Will check it.

Damn. Karma is a ***** in this mod. Here I was, spawning dungeons and ruins onto my enemies with my invisible undead scouts, but then, Orge Warlord or whatever that immortal Ogre is called spawned.

It was a sweet spawn location too, right next to those demon worshippers and no other civ near by. Well after 20 turns or so, the damn thing appeared on MY borders completely ignoring any closer civilizations to attack my closest town. It was well fortified and I killed the roaming thing, but in little over 10 turns it returned, so I killed it again only to have it return in little over 10 turns over and over again. I think it resurrected at a barbarian town, can't be sure.

At this point my best offensive unit was a warrior and I had manage to kill it by zerg rushing and using my single champion unit found chilling in a dungeon, but that wouldn't hold, especially since I didn't get any xp for defeating it and it would get xp for murdering my warrior hosts send to weaken it. I *had* to resolt to WB delete unit... sigh. I hate seeing the map.

In short: No more resurrecting barbarians in the first 200 turns, pleeez!!1

Disclaimer: Yes I know I brought it on myself and it retrospect, I killed no civ by spawning critters at them.

It was respawning on the plot it originally spawned on, where you explored the lair.

Barbs will be rebalanced, yes.

I lost the Hall of Fame. I won my second game of 1/3 and wanted to see my name there on the Hall of Fame. I expected the 1.23 achievements to be gone, but nothing appeared in the 1.3 Hall of Fame.

Is my directory messed up (I used the default) or is it a bug?

Thanks.

I'm not sure exactly what you mean.

I'm still getting OOS'd from ranged attacks. Not all the time, but pretty often. What logs do you need?

I need OOSlogs from all players in the game.
 
Currently, the only city action available is sidar mist and your civ worldspell. Some worldspells have prereq techs, too.

Yeah I know that, but even once I get the prereqs I don't have the option to use any of my world spells (example: I was playing Mazatl, got the 12 guardians, and then I just couldn't find the world spell on the city screen), the icons just aren't there.
 
There is no option you can set that should do that...

City Actions show up in the production bar. For example:
CityActions_bar.jpg
 
I don't really think I can explain my problem well enough, so heres a screen:

screen1.jpg

For some reason, I don't have the Elohim world spell as a city action.

Same thing here, with the Mazatl:

screen2.jpg
 
Just tested and I can see them... Did the amurites cast Arcane Lacuna, maybe?

In the about 4 games I've played so far (and no CTDs! :goodjob:) there have been absolutely no world spells (city actions, I mean) cast by anybody, AI or myself. The option for it simply isn't... there, and I have no idea what's wrong :confused:
 
In the about 4 games I've played so far (and no CTDs! :goodjob:) there have been absolutely no world spells (city actions, I mean) cast by anybody, AI or myself. The option for it simply isn't... there, and I have no idea what's wrong :confused:

Ah. That actually makes it simple. :lol:

Run a Play Now game to clear saved gameoptions. Just let the map load, then you can exit.

Basically, options are saved by order, not by name. And that order is saved between mods (which is really, really stupid...). This means that any time you switch between mods that have different options, you'll have some odd ones enabled. Even more problematic when some options are vestigial and hidden (like the No Worldspells option).
 
What exactly is going on in that pic? Looks like they are just protecting their workers, honestly.

Two paladins and two workers are building a plantation, all four of them. In fact, these paladins behaved exactly like two 14 strength workers, including running away from dangerous strength 3 skeletons. They must have been upgraded from deep shapers or something, but that shouldn't change the AI behavior or give them access to build improvement abilities?
 
Ah. That actually makes it simple. :lol:

Run a Play Now game to clear saved gameoptions. Just let the map load, then you can exit.

Just so, my favorite golden-eyed hamster! It's all working fine now, thanks again for the help! :)
 
So you've seen him spawn after running a play now game? That would mean that you had an invisible saved option that disabled him. Which comes from switching mods... Should always run a quick play now game (just let it load the map) when switching mods, to prevent that. ;)
Sorry, I mistyped. I have not seen him since running the play now game. I tried running a play now game again and even let a second turn go by and still after 80 turns no Orthus. Has there been a change as to when/how often he spawns?
 
Sorry, I mistyped. I have not seen him since running the play now game. I tried running a play now game again and even let a second turn go by and still after 80 turns no Orthus. Has there been a change as to when/how often he spawns?

None whatsoever. So long as the option is off, he should spawn.
 
When you finish a game, you get a score and there is a name next to it. The next screen shows a Hall of Fame that lists your games, scores, etc.

I just use it to track the civs I have played as I try to play different civs. It is kinda fun to track your scores too.

I think you can call up this Hall of Fame screen from elsewhere too.

Anyway, it doesn't seem to be working in 1.3
 
When you finish a game, you get a score and there is a name next to it. The next screen shows a Hall of Fame that lists your games, scores, etc.

I just use it to track the civs I have played as I try to play different civs. It is kinda fun to track your scores too.

I think you can call up this Hall of Fame screen from elsewhere too.

Anyway, it doesn't seem to be working in 1.3

What exactly is broken about it?

Edit: Just to be clear: I tested it, and HoF is working for me.
 
Playing as Thanatos with Lord D'Tesh as another Civ in the game.
Standard size WorldofErebus mapscript with 8 Civs, No City Razing enabled.

Played from Turns 245 to 250 with no problems, but after exit to Desktop Turns 248 to 250 give CTD's when trying to load. Fairly certain that it is due to Stephanos razing a Balseraph City at the end of Turn 247, overriding the No City Razing & confusing the game engine; as I noticed that from Turn 248 to 250 that the ex Balseraph City bar was showing with no number for Pop & no name & no visible city.

Bug or CivPedia? CivPedia says Weyr is Doviello only but as Thanatos I could use a Griffon to build it.

AI. Lord D'Tesh Workers have spent approx. 230 turns building roads, no resource improvements at all. They also have an 'Army' Lord + 3 archers + 2 upgraded Watchers + 1 Worker, building roads :).

Forming a Permanent Alliance with Lord D'Tesh, you inherit his Open Border agreements & there seems to be no way to cancel them (excluding DoW).

Minister Koum event seems just to be a 'Big Bad' for AI civs as Koum gets no Techs transferred, so effectively the parent Civ just loses a city.

Must say I do prefer 1.3 to 1.23 :D
 
Got a few more python exceptions.:)

Mercurian worldspell
Spoiler :
File "CvSpellInterface", line 114, in cast

File "string", line 0, in ?

File "CvSpellInterface", line 1525, in spellDivineRetribution

ArgumentError: Python argument types
CyUnit.doDamage(CyUnit,int,int,CyCity,int,bool)
did not match C++ signature:
doDamage(class CyUnit{lvalue},int,int,class Cyunit*,int,bool)

This one happened on every turn that the Infernal were on the game.
Spoiler :
File "CvSpellInterface", line 119, in canCast

File "string", line 0, in ?

File "CvSpellInterface", line 2001, in reqHyboremsWhisper

File "CustomFunctions", line 2006, in getAshenVeilCity

KeyError 'Infernal'

Nature's Revolt
Spoiler :
I got the Kong exception in two games,and the Spider Swarm exception in one game.

Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1941, in onProjectBuilt

KeyError: 'Kong'


Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1942, in onProjectBuilt

KeyError: 'Spider Swarm'

Purge the Unfaithful
Spoiler :
Traceback (most recent call last)

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1981, in onProjectBuilt

NameError: global name 'iRel' is not defined

Also got a screen redraw exception.
Spoiler :
File "CvScreensInterface", line 751, in forceScreenRedraw

File "CvMainInterface", line 1341, in redraw

File "CvMainInterface", line 4551, in updateHelpStrings

RuntimeError: unidentifiable C++ exception

This happened after the Illians conquered Acheron's city (which was defended by only two warriors) while he was walking around with a lizardman.:lol:
I had a few units nearby,and as soon as the Illian terraforming effect kicked in,i got the error.:sad: Also,is the effect supposed to terraform instantly to tundra in captured cities?

Stags,Elephants and Mammoths don't have Hunter's Trophy.

When the Mercurians spawn,the log shows this message:
The Error: No State Name Applicable! is now know as the Mercurian Tribe

Sorry if any of those were already reported.:p
 
Got a few more python exceptions.:)

Mercurian worldspell
Spoiler :
File "CvSpellInterface", line 114, in cast

File "string", line 0, in ?

File "CvSpellInterface", line 1525, in spellDivineRetribution

ArgumentError: Python argument types
CyUnit.doDamage(CyUnit,int,int,CyCity,int,bool)
did not match C++ signature:
doDamage(class CyUnit{lvalue},int,int,class Cyunit*,int,bool)

This one happened on every turn that the Infernal were on the game.
Spoiler :
File "CvSpellInterface", line 119, in canCast

File "string", line 0, in ?

File "CvSpellInterface", line 2001, in reqHyboremsWhisper

File "CustomFunctions", line 2006, in getAshenVeilCity

KeyError 'Infernal'

Nature's Revolt
Spoiler :
I got the Kong exception in two games,and the Spider Swarm exception in one game.

Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1941, in onProjectBuilt

KeyError: 'Kong'


Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1942, in onProjectBuilt

KeyError: 'Spider Swarm'

Purge the Unfaithful
Spoiler :
Traceback (most recent call last)

File "CvEventInterface", line 30, in onEvent

File "CvCustomEventManager", line 136, in handleEvent

File "CvCustomEventManager", line 147, in _handleDefaultEvent

File "CvEventManager", line 1981, in onProjectBuilt

NameError: global name 'iRel' is not defined

Also got a screen redraw exception.
Spoiler :
File "CvScreensInterface", line 751, in forceScreenRedraw

File "CvMainInterface", line 1341, in redraw

File "CvMainInterface", line 4551, in updateHelpStrings

RuntimeError: unidentifiable C++ exception

This happened after the Illians conquered Acheron's city (which was defended by only two warriors) while he was walking around with a lizardman.:lol:
I had a few units nearby,and as soon as the Illian terraforming effect kicked in,i got the error.:sad: Also,is the effect supposed to terraform instantly to tundra in captured cities?

Stags,Elephants and Mammoths don't have Hunter's Trophy.

When the Mercurians spawn,the log shows this message:
The Error: No State Name Applicable! is now know as the Mercurian Tribe

Sorry if any of those were already reported.:p

  1. Not sure what's wrong here, honestly looks right... Hmm.
  2. Same with this one.
  3. Fixed, forgot to update that project.
  4. Fixed.
  5. Been trying to fix that one for some time, can't find the cause.
 
Just started a game with mana guardians active, in about 5 turns everyone (except me, none around me) was dead from the mana guardians walking over and taking their cities.
 
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