Spawngroups not, well, spawning

Acrux

Warlord
Joined
Mar 30, 2006
Messages
141
I get few or no special spawns in any game of Rife. I've consistently had this issue for a long time, and I have no idea what's causing it. I'm using version 1.31.195. I usually play with the Improved Liches, but even when turning that off and/or using "Play Now" these still don't appear.

Interestingly, when I added Saila she does appear on Turn 4, But no other spawns seem to appear, including Orthus. Basic animals appear, but not raptors, etc., and the Horseman do appear sometimes. But the special new spawngroups, I never see (drakes, Vahua, etc.).
 
I think that did help. Are there other requirements beyond certain technologies for spawns to appear? I tested by giving myself nearly all technologies at game start, and played for a few hundred turns. Besides the lair spawns (lizardmen, bandits, some animals) the only other spawns that showed up were Hunters, Highwaymen, Centaur Archer, and one Adept with skeletons. Still no drakes, Vahua, etc. Is there something I need to do for those to appear?

Also, is the install you linked above release 296? If so, D'Tesh are still an AI playable race. They showed up in my "Play Now" game.
 
I think the problem is that the game doesn't spawn the spawngroups (or just very very few of them) is because there is a barb limit and the lair guardians and so on take precedence. Which means they take up all the space.
Saila doesn't use the spawngroup system at all, even if there is an entry for her. Because of the aforementioned problem her spawning was to unreliable with the spawngroup system.
Same with orthus and zarkhas. They both have an entry, but are still spawned directly via python. Which makes it confusing that you don'T get him. If you did a play now, he should spawn.
 
Ah, okay that is very interesting. Yes, the lair guardians were taking up much of the map, so that probably explains it. I'll try deleting all lairs in WB, and see if that helps the other spawns appear.

It seems like updating to the Beta solved the issue with Orthus et al, although I'm not sure what happened in the previous installation unless there was possibly some mod conflict.
 
Well, this is very interesting -- I had no problems during my first few test runs using "Play Now". However, when I start a customized game Orthus no longer shows up. Here are the options I have enabled:


Marathon; WorldOfErebus; Standard World Size
Advanced Start (1800 points)
City Flipping After Conquest
No Technology Brokering
Blessing of Amathaon
Living World
Wild Mana
Feral Mana
All Unique Improvements
Broader Alignments
Flavor Start
Dark Forests

I don't really feel like testing all of these individually to see which one (or interaction) is the problem; would any of these enabled cause a known issue?
 
Just to follow up -- I've done some testing, and the spawn issue seems to be connected with either Advanced Start or City Flipping After Conquest (or both together). My first guess would be Advanced Start, but I'm sure others use that option and I haven't seen any other complaints.
 
I have following no-spawn issue.
Orthus never spawns
But Archeron, Leviathan, Sailor's Dirge and the 2 Apes do spawn
Besides large amounts of Demons, Animals and Savages including Drakes and Vahuas (and these Rat-like Hunters) also spawn and respawn

(e.g. animals respawn in large wildlands fairly regularly so that you can go hunting for ages - in one game I had an army of 6 Mammoth Rider and 2-3 Elephant stables (I only convert the Mammoths) and 6-7 Dancing Bears etc. all within 100 turns on normal speed)

From your options I also play Advanced Start, but I dont use "City Flipping"

Drakes I have seen on Standard maps , Vahuas only on Huge maps

I see way too many Sea Serpents, especially because the Sea Serpents can not be effectly dealt with until very late in the game when you have the appropriate technology.
Maybe you could either reduce their stats or make them more rare, e.g. their stats could be higher than the galley's stats but any improved vessel (after galleys and triremes) should be able to take out a sea serpent?
At the moment the Sea Serpents effectively prevent Seafaring.
 
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