View Full Version : Bug Reports
Gunner Jul 08, 2006, 06:52 PM I just found a bug to report so I figured that I'd make a new thread for that topic. Bugs have been pretty rare in Rhye's Catapult so far, but I still think it would be a good idea to have a thread for them just in case.
Beginning in the year 890 AD, I have started to recieve the attached message at the start of each turn. I've kept on playing the game so far with no obvious repercussions. I literally just found this bug, and I haven't taken any time at all to look at it, so I'm not sure if it is going to be really easy to fix or what. Just thought I'd want to make it known :)
http://img80.imageshack.us/img80/8043/civ4screenshot00071po.th.jpg (http://img80.imageshack.us/my.php?image=civ4screenshot00071po.jpg)
Dionysius Jul 08, 2006, 11:05 PM first: excellent mod.
second:
there appears to be a few bugs.
1. cuzco is working peak tiles.
2. germans ,frenchand spanish had praetorians, and my garrison in berlin vanished.
3. for some reason the only non-worker unit china had in the beginning was catapults. later saw more varied troops.
4. probably not a bug, but japan keeps all units in the capital exept for one in each city.
Arkaeyn Jul 08, 2006, 11:48 PM first: excellent mod.
second:
there appears to be a few bugs.
1. cuzco is working peak tiles.
2. germans ,frenchand spanish had praetorians, and my garrison in berlin vanished.
3. for some reason the only non-worker unit china had in the beginning was catapults. later saw more varied troops.
4. probably not a bug, but japan keeps all units in the capital exept for one in each city.
1 and 2 aren't bugs. When new Civs appear, they culture flip units and cities. If you refuse to let the city flip, the units in that city switch over to the new civ, turn-by-turn.
Also, the Inca's special power is the ability to work peaks.
Gunner Jul 10, 2006, 08:21 AM Just wondering Rhye, but have you read this yet? Its really annoying for me to have to click that popup each turn (I know I could just turn python errors off, but then I wouldn't be able to catch any others). I'm into the 1400's now and its still going.
I'm also curious as to whether anyone else has encoutered this error in their testing, or do all of you not have python errors turned on?
Elhoim Jul 10, 2006, 10:36 AM I don´t recieve that kind of pop-up, playing with Rome and in the 1500s.
Gunner Jul 10, 2006, 12:01 PM Did you turn python errors on in the config file?
OzzyKP Jul 10, 2006, 08:48 PM As the Americans the game locked up once the first immigration pop-ups happened.
Rhye Jul 11, 2006, 06:51 AM Just wondering Rhye, but have you read this yet? Its really annoying for me to have to click that popup each turn (I know I could just turn python errors off, but then I wouldn't be able to catch any others). I'm into the 1400's now and its still going.
I'm also curious as to whether anyone else has encoutered this error in their testing, or do all of you not have python errors turned on?
it's fixed
Rhye Jul 11, 2006, 06:51 AM As the Americans the game locked up once the first immigration pop-ups happened.
really? do you have a save right before that event?
OzzyKP Jul 11, 2006, 07:47 AM This is the best one I've got. I could manipulate the mini-map and maybe click on the menu options. But I couldn't move my units or do anything on the main map.
btw the placement of French cities in the new world was spectacular. They settled at New Orleans and St. Louis, right where the French settled historically. I was surprized to see several French units & settlers in the interior, were they placed there by an event? Or did they actually ship them over? Also the Spanish settled at Havana. Good job.
Now if only I can convince Napoleon to sell that land to me..... :)
the file:
http://www.oneandfour.org/files/civ/AutoSave_AD-1665.Civ4SavedGame
Elhoim Jul 11, 2006, 03:55 PM Hey Rhye, in 0.90 the cities near Roma don´t flip after a few turns of the founding of the city. It is a bug or a undocumented change? Building a Roman empire will be harder now ;)
Rhye Jul 11, 2006, 05:12 PM it's a bug.
Rhye Jul 11, 2006, 05:43 PM This is the best one I've got. I could manipulate the mini-map and maybe click on the menu options. But I couldn't move my units or do anything on the main map.
btw the placement of French cities in the new world was spectacular. They settled at New Orleans and St. Louis, right where the French settled historically. I was surprized to see several French units & settlers in the interior, were they placed there by an event? Or did they actually ship them over? Also the Spanish settled at Havana. Good job.
Now if only I can convince Napoleon to sell that land to me..... :)
the file:
http://www.oneandfour.org/files/civ/AutoSave_AD-1665.Civ4SavedGame
No event, they shipped their units there after my "suggestion" :cool:
The savegame works correctly.
But I know the bug you're mentioning, it has happened to me too. I noticed that clicking on options, saving, and reloading fixes the problem.
But I don't know the cause yet
Elhoim Jul 11, 2006, 10:25 PM Rhye, I also have the "no flipping bug" with America. The nearby english cities won´t turn. (As a matter of fact there is one at one tile of distance of my starting position that didn´t turn). Also barbarians and enemy units are unnaffected.
Gunner Jul 11, 2006, 10:42 PM No cities are flipping for me either as America in .90
There is a minor gramatical typo in one of the World Congresses popups. When you aren't selected it says "... only wait their decisions ..." which should instead say "... only await their decisions..."
This isn't really a bug, but I don't think the Appalachian Mountains in the Eastern US should be peaks. Believe me, I've been to them many times. There were many famous battles in the US Civil War fought inside them.
Ghostofkuji Jul 12, 2006, 01:14 AM Long time listener, first time caller.
I am really enjoying following the progress of this mod!
I found a few things that need changing. Not bugs per se, just changes to text, etc...
When playing as the Greeks, the intro pop up says "The sun rises on 200BC...", except that the Greek start year is 1800BC.
Also, the icons for Mathematics and Code of Laws are the same.
Sorry it's not much of a bug report but I'll try and test some more for you later.
cece84 Jul 12, 2006, 01:50 AM bug report on 0.85:
wine resource on water tile near coast(in california).
Rhye Jul 12, 2006, 04:21 AM all bugs (except Ozzy's one) fixed, thanks
cece84 Jul 12, 2006, 06:55 AM 0.90:
playing as england.. while waiting the start the system informed me that christianity has been founded in 560 AD... mmm .... maybe it's just a case or a bug???
Rhye Jul 12, 2006, 07:36 AM why should it be a bug?
Blasphemous Jul 12, 2006, 08:02 AM Rhye, when you say fixed, does that mean for the next version, or did you already upload the fixed version?
Gunner Jul 12, 2006, 09:04 AM It seems that the city naming for the US (specifically the East Coast) is a bit messed up.
First of all, Baltimore is misspelled Baltimora. And the tile which is marked to be named Baltimora would be much more accurate as New York.
I also saw a English city named Boston on the Eastern Coast of Canada.
The English don't have any city names for the Southeast US. Its kinda weird seeing cities like Hastings down there.
Playing as the US I periodically get a message of the left side of the screen which says TXT_KEY_IMMIGRATION.
NateDawgNY Jul 12, 2006, 09:08 AM Agree with Elhoim about the Roman cities not flipping. Tried it on two different starts just to check and neither barb city near Roma flipped.
Rhye Jul 12, 2006, 09:37 AM Rhye, when you say fixed, does that mean for the next version, or did you already upload the fixed version?
for the next version.
OzzyKP Jul 12, 2006, 09:54 AM No event, they shipped their units there after my "suggestion" :cool:
Great job. :goodjob:
SilverKnight Jul 12, 2006, 11:07 AM 0.90:
playing as england.. while waiting the start the system informed me that christianity has been founded in 560 AD... mmm .... maybe it's just a case or a bug???
We've been having this discussion for a long time. Christianity is generally founded AD, sometimes a few centuries AD. This is historically correct, as well. The New Testament stuff might have happened around 0 AD, but Christianity as a strong :religion: didn't appear until later.
And a majority of people (so far) seem to prefer a more liquid system for the founding of religions rather than coding them to be founded at a certain date (which also happens, if no one gets the appropriate tech).
Silvernight
Rossiya Jul 14, 2006, 12:47 PM at the end of a congress, nothing happens. the game doesn't end the turn, the screen doesn't go blank. it's bad.
jbfballrb Jul 14, 2006, 03:23 PM was it intentional that australian aborigines gave me the secrets of Astronomy, or was it just a case of accidentally letting astronomy be a goody tech?
addit: I found this in the regular XML also, so I guess it was intended by firaxis
HÄI Jul 14, 2006, 03:27 PM at the end of a congress, nothing happens. the game doesn't end the turn, the screen doesn't go blank. it's bad.
Happens to me too. Save and reload.
Rossiya Jul 14, 2006, 03:31 PM Happens to me too. Save and reload.
must be a bug that rhye could sort out though?
HÄI Jul 14, 2006, 03:33 PM must be a bug that rhye could sort out though?
Yeah, I guess. Seems sort of random, my little bro plays the mod and doesn't suffer from the bug.
Rhye Jul 14, 2006, 05:22 PM was it intentional that australian aborigines gave me the secrets of Astronomy, or was it just a case of accidentally letting astronomy be a goody tech?
I don't even know where to set it a goody tech
Blasphemous Jul 15, 2006, 06:45 AM I've uncovered a very annoying issue which isn't exactly a bug but is definately unintended. Until years are shown, the game saves one autosave for each age. Needless to say, this doesn't make autosaves very useful. The simple solution, which would also be a great help in other things, is to have the year number replaced with turn number, with era displayed in the same place but not actually counting as the year.
abman Jul 15, 2006, 12:15 PM Possible bug: I was playing the Persians, and when the Arabs appeared, both Arabaya and Jerusalem wanted to flip. I let both go. However, only Arabaya flipped. Jerusalem stayed mine.
Also I agree turn number should be shown along with the Age. That is a good compromise.
Rhye Jul 15, 2006, 12:26 PM Possible bug: I was playing the Persians, and when the Arabs appeared, both Arabaya and Jerusalem wanted to flip. I let both go. However, only Arabaya flipped. Jerusalem stayed mine.
Also I agree turn number should be shown along with the Age. That is a good compromise.
which version was that? 090?
jbfballrb Jul 15, 2006, 01:34 PM Possible bug: I was playing the Persians, and when the Arabs appeared, both Arabaya and Jerusalem wanted to flip. I let both go. However, only Arabaya flipped. Jerusalem stayed mine.
Also I agree turn number should be shown along with the Age. That is a good compromise.
this same thing happened to me, and I know I'm playing 093
also, why did Greece collapse the turn before I was to take Athenai? Spate and Athenai both suddenly were razed.
Arkaeyn Jul 15, 2006, 02:19 PM Yeah, collapses need to be tweaked. Make the old cities barbarian or something.
abman Jul 15, 2006, 02:21 PM Its .093. Here's a save from a couple of turns before they appear.
Rhye Jul 15, 2006, 06:19 PM Yeah, collapses need to be tweaked. Make the old cities barbarian or something.
don't they turn barbarian?
Arkaeyn Jul 15, 2006, 06:21 PM I haven't seen one in the most recent version, but no - instant razing.
Rhye Jul 15, 2006, 06:33 PM Possible bug: I was playing the Persians, and when the Arabs appeared, both Arabaya and Jerusalem wanted to flip. I let both go. However, only Arabaya flipped. Jerusalem stayed mine.
Also I agree turn number should be shown along with the Age. That is a good compromise.
thank you, spotted the bug.
Bolleque Jul 16, 2006, 02:05 AM Scientific Method did not disable Monasteries. I had Free Religion and still could have sent Missionaries.
Arkaeyn Jul 16, 2006, 02:25 AM don't they turn barbarian?
Scratch that. In the game I'm playing now, the Aztecs attacked the Americans, took three cities, and the rest went barbie.
The Americans were the first civ to fall. Bizarre.
jbfballrb Jul 16, 2006, 04:52 AM don't they turn barbarian?
is there a way to stop them from razing the cities, which they seem to do sometimes? its really frustrating to be about to add another city youve bled for to your nation and see it just vanish
Rhye Jul 16, 2006, 06:00 AM Let's try the next build with barbarians that don't raze cities at all.
Blasphemous Jul 16, 2006, 08:49 AM Let's try the next build with barbarians that don't raze cities at all.
Sounds sensible. Razing cities is a very rare occurrence in history. It's also extremely unfun to be right outside a city that's on your border and huge and full of improvements when your enemy collapses and the city gets razed.
mitsho Jul 16, 2006, 10:21 AM Current game of mine as the English: The German Capital was Chartres! Why didn't it rename? It was roughly in the place of Berlin. Probably the French founded it and then it quickly jumped over to the Germans...
Am I correct that the citynamesmap are just for certain regions? Because my English cities in Norway and the Netherlands were at first named Cambridge and Hastings and etc. ... ;)
Otherwise, the game is going along very nicely, whole Europe (and Mali and the Aztecs) is Christian, the Arabs are the Islamic world leader... Therefore I might think a little more religious dispute in Europe would be nice, so I would suggest adding a few more religions (or replacing them).
mitsho
jbfballrb Jul 16, 2006, 10:38 AM the map is only for the nation itself and its historic colonies, i.e., spain will have its spanish cities accurate, the caribbean and south american cities accurate, but if they found a city, say, in south africa, it will pull it from the standard list
Rhye Jul 16, 2006, 11:01 AM aye, it's impossible to set names for egyptian cities in Australia, for example
mitsho Jul 16, 2006, 11:50 AM Yes of course, but I thought (to this date) that thus a city in Western Australia would always be names Perth for example. But I understand this solution also ;)
m
Arkaeyn Jul 16, 2006, 12:56 PM There's a minimod out there that has razing cities set to take a turn for each population point of the city. I think that's a better solution than just No Razing.
V. Soma Jul 16, 2006, 01:11 PM test of 93, I as Rome did not accept the flip of Gades and had war with Spain. Through a long war and with a French allly I captured Zaragoza amd then Madrid...
...and then in 1-2 turns, Spain collapses, while she had 2 cities left (Leon and Cadiz), is that collapse OK?
and yes, collapsing cities were razed...
Rhye Jul 16, 2006, 02:22 PM yes that was ok except cities being razed.
Bolleque Jul 17, 2006, 12:42 AM What about Monasteries? Has anybody had the same problem?
jbfballrb Jul 17, 2006, 04:44 AM you should still be able to build missionaries in cities with monasteries, just not new monasteries
Wilhelm II Jul 17, 2006, 05:31 AM While playing Germany with 0.93 I noticed some weird things:
- Roman garrison units usually don't flip (in Aquilaea and Budapest) while a whole Greek invasion army stationed in Budapest once did (Rome and Greece were currently at war when I spawned)
- when Rome collapsed in one game, the Sistine Chapel build in Roma vanished, while other buildings including a courthouse still were pesent in Roma.
Is this intended? I think it isn't that bad that a world wonder gets destroyed, just think of the Great Library or the Collosus in real life, but then again why would a courthouse (as a governmental instition) survive a collapse?
- Another minor thing: Apulum/Kronstadt (the city on the iron resource by mountains) usually doesn't flip (which makes it a Roman enclave in German land and strange look since Aquilaea and Budapest usually are full fleged 5ers or higher, while Apulum is still size 1 or 2)
Anyway great mod!
Rhye Jul 17, 2006, 07:04 AM - Another minor thing: Apulum/Kronstadt (the city on the iron resource by mountains) usually doesn't flip (which makes it a Roman enclave in German land and strange look since Aquilaea and Budapest usually are full fleged 5ers or higher, while Apulum is still size 1 or 2)
Anyway great mod!
fixed, thanks
HÄI Jul 17, 2006, 07:24 AM - Another minor thing: Apulum/Kronstadt (the city on the iron resource by mountains) usually doesn't flip (which makes it a Roman enclave in German land and strange look since Aquilaea and Budapest usually are full fleged 5ers or higher, while Apulum is still size 1 or 2)
In my game Budapest was size 15 and Apulum (held by Rome) size 4, so I had to go and rescue it from the filthy German hands as Russia. :D
The congress will probably steal it though. :mischief:
Wilhelm II Aug 03, 2006, 02:25 PM Playing 0.97.
When playing as Germany newly build gunpowder units have the commando promotion (as it should be with blitzkrieg), but when I upgrade macemen, longbowmen to gunpowder units like grenadiers, riflemen they don't have the free commando promotion. Is this intended?
Barak Aug 04, 2006, 11:45 AM in 1.00 cities that flip to arabia did not get their UP.
Rhye Aug 04, 2006, 12:15 PM that UP is for conquered cities
McA123 Aug 04, 2006, 12:26 PM i started up a game as France in 1.00, and on the second turn, after Bordeaux had flipped to me, there were 3 archers, an axeman and a worker on an ice square at the very bottom of the map, probably part of the antarctic. Bordeaux was also empty, so i think they might have been the garrison. I have the save here. Just thought it was a little weird.
Rhye Aug 04, 2006, 12:52 PM i started up a game as France in 1.00, and on the second turn, after Bordeaux had flipped to me, there were 3 archers, an axeman and a worker on an ice square at the very bottom of the map, probably part of the antarctic. Bordeaux was also empty, so i think they might have been the garrison. I have the save here. Just thought it was a little weird.
unfortunately i can't understand the cause without a save earlier of that date. Any autosave?
McA123 Aug 04, 2006, 01:32 PM Unfortunatly, no, but as it didn't happen the next 2 times I tested France, I think it was just a fluke, so don't worry too much about it.
McA123 Aug 04, 2006, 02:36 PM OK, it happened again. I haven't got the save from the turn before, but I DO have the save from 2 turns before, (the start save) once again, it's as France and the units from Bordeaux are on an impassable ice square in the antarctic.
UglyBoy Aug 04, 2006, 03:05 PM The same thing has happened to me as Rome when Panormus flipped and I managed to repeat it. I tried to get you a nice before and after save but this time it didn't happen so now I've lost the auto saves. Very strange :confused: I'll try a couple more times.
Gunner Aug 04, 2006, 08:40 PM I got a bug playing as Russia where I recieved two Horse Archers on turn 210, the turn Mongolia is born. They are placed on the same tile that most of the Mongolian Keshiks are born on.
Here is the save on that turn (210) and the nearest autosave which is two turns earlier (208).
Elhoim Aug 04, 2006, 09:22 PM EDIT: Some things were different as I remembered. These are the actual facts.
Okay, I have some bugs to report from v100:
1- Playing as Rome, France declared war to me, so I convinced Germany, Spain and England to attack Louis. Very soon his cities were conquered by Germany: Bordeaux (it was the capital), Paris and Aix-la-chapelle, but my culture was overwhelming in that area. So Bismarck offered to gift me Paris :D, but the other two cities also flipped in a capital flip way. I have a save before this, just end the turn and he will offer it.
http://www.bigfilez.com/o.php?file=elhoim_Bug-1.zip
2- Problems with Congress: First, I chose to participate. Then I bribed Bismark with 75% of my 500 gold. He accepted. Then the Congress worked well until it was my turn to choose. I think all votes were NO. I chose Cartagena. It was rejected. The next one was Mongolia asking a Japanese city, which resulted in a yes. But all votations after that showed that result, instead of the correct one. Here is a save before that Congress, just end the turn.
http://www.bigfilez.com/o.php?file=elhoim_Bug-2.zip
Second, I used the save from point 1 (bug-1 file). Bribed Bismark with 25% of my 2500 gold. He rejected it :confused: . As you can see, it was more gold than the last time, but it seems he looked at the %. If it is like that, be very careful because that can be exploited, as I can drain my coffers before a bribe and offer 75% of a small amount of gold. Well, it seems that the refusal of Bismark changed the Congress. It was in another city, but this time, no result was shown after the votes, only in the last one, which was my request.
3- These are small issues. Bordeaux appears on top of a corn, perhaps you would want to move it. Also check in my saves the mongolian city of Khanbaliq. There are there lots of workers that haven´t been doing anything for ages, and there are things to be done around. Perhaps they are inside because of enemy units, now I think, but I doesn´t seem that there are many enemies around. Check it out, perhaps it´s a bug due to the new AI or perhaps not. Also I still haven´t see any civ rebirth, even though 6 civs are out and I have a large empire and have discovered the required techs. Also the ones killed by barbarians haven´t gotten back up yet.
Well, that´s all for now! Hope it helps! :goodjob:
UglyBoy Aug 05, 2006, 03:11 AM I've managed to recreate it. Panormus flipped and then I get archers in Antarctica. Here's a before and after save pair.
Elhoim Aug 05, 2006, 06:27 AM I edited my post. One thing that was strange was that I could ask in the congress for Washington. :crazyeye:
laska666 Aug 05, 2006, 06:29 PM Hi Rhye
I am a great supporter of your work since civ III, just recently I found bug on 1.01
Playing India, I built two cities, west from delhi. When Persian civ starts archer in my south city disapeared and archer in north city, being almost finished deasapeared too, sometimes warrior, being there already is lost. I will try attach save just before persians start. Weird things happend. Of course I refused fliping of my both cities.
Regards
Dav
Aeon221 Aug 05, 2006, 07:33 PM As a result of a power outage, I had to reload an autosave. It ended up being the turn immediately prior to the W.C. event. The first time through, everything went smoothly (except that those dirty AI barstards tried to gank two of my cities! WAAAAAARGH!). The second time through, the same message about the Malinese getting some Spanish city kept playing. I believe I have the proper save, but on ne sais pas. El Save! (http://www.civfanatics.net/uploads12/AutoSave_AD-1739_Turn_304.zip)
McA123 Aug 05, 2006, 08:35 PM Laska, that's not a bug. If you refuse to let your cities flip then the units inside of it have a chance to flip for a certain period of time. I can't remember what the % chance is though. A message comes up saying "Some of our units have joined the enemy cause" or something like that.
laska666 Aug 06, 2006, 07:10 AM Thanks McA123, I just did not have any massage coming up so I thought that`s a bug, now I know it wasn`t, still to play India is realy tough...
rgds
Bolleque Aug 06, 2006, 03:35 PM 1.00 - some problem with Congress. Unfortunately I have not kept a save :(
Congress voted my city to be given away and nothing happened. I was not asked if I accept - the game just proceeded.
Another thing maybe not pure bug but playing on Viceroy - in XX century all civs uses Galleons - including myself. Technology progress seems to be slow.
Rhye Aug 06, 2006, 05:32 PM 1.00 congress is buggy.
Update to 1.01
Bolleque Aug 06, 2006, 11:46 PM Another thing - many wars are declared but no actions follow it (like Allies in 1939 ;) )
E.g. China declared war on India (me) immediately after first contact. Because of geografical conditions it was not possible to send more than a scout. After peace treaty it happened once more - war with scouts :D
Bolleque Aug 06, 2006, 11:47 PM Another thing - many wars are declared but no actions follow it (like Allies in 1939 ;) )
E.g. China declared war on India (me) immediately after first contact. Because of geografical conditions it was not possible to send more than a scout. After peace treaty it happened once more - war with scouts :D
McA123 Aug 07, 2006, 05:51 PM Bug in 1.01.
Playing as Arabia, As-Sur (I think that's the Arabian name, or Tyros or whatever it's called), the city above jerusalem flipped to me, like normal. The garrisson however, did not. It stayed barbarian. So there are 3 barb archers inside of the city. I don't have a save of RIGHT before, but i have one from like 2 turns, and one from the turn it happened.
McA123 Aug 07, 2006, 05:57 PM On the next turn, the archers just moved out. Nothing weird happened afterwards.
But a few turns later, after I captured the former Egyptian capital (Egypt had collapsed) the other nearby Egyptian cities flipped over to me (dunno if that's intended or not), but once again, the garrison stayed barbarian. I don't know if they'll just leave this time.
Turn it happened and 2 turns before saves included
jbfballrb Aug 08, 2006, 01:29 PM that same thing happened to me....
looking in python, it appears that the unit flip thing is commented (self.FlipUnitsInCityBefore and self.FlipUnitsInCityAfter are commented)(those might not be exact, but close), although I'm not sure if thats intentional, since i dont understand everything in that
i attached the saves from turn 141 (the turn before the attack, where my troops moved next to thebae) and turn 142 (actual save, after the attack)
Gunner Aug 08, 2006, 01:39 PM But a few turns later, after I captured the former Egyptian capital (Egypt had collapsed) the other nearby Egyptian cities flipped over to me (dunno if that's intended or not), but once again, the garrison stayed barbarian. I don't know if they'll just leave this time.
The same type of thing happened to me as the Russians. The Arabians had just collapsed and I proceded to conquer Mecca, which flipped one of the barb cities to me, but it still had its barb garrison in it. The next turn they just walked out and retook the city from me.
Rhye Aug 08, 2006, 06:00 PM fixed now, thanks.
They were commented because when a city is traded, all the units should change owner.
If for some strange reason sometimes it doesn't happen, I'll just reactivate the manual method
Blasphemous Aug 11, 2006, 04:50 PM I don't know if this has been reported before (way too tired to go over the several pages of unread posts here), but earlier when I was playing Rome (my current game, where I pushed east) I conquered Tyrus, and shortly after I was asked if I want to let it flip to the newly-spawning Arabs. I said yes, but nothing happened. I ended up gifting it to them a bit later since their culture surrounded it.
Should I post a save? I put aside an autosave I believe to be from about when it was supposed to flip.
Rhye Aug 11, 2006, 04:53 PM yes, post it
Blasphemous Aug 11, 2006, 04:59 PM Okay, here it is. I hope it's from the right turn, I put it aside a few turns after the city should have flipped.
McA123 Aug 12, 2006, 11:29 AM The Antarctica bug is back in 1.08 it seems! Playing as Rome, the garrison from Panormus (2 archers) flipped and wound up in Antarctica. I have a save from the turn and an auto from 2 turns before.
Elhoim Aug 12, 2006, 11:34 AM Wow McA123, you seem to have very bad luck with that bug!
EDOM Aug 12, 2006, 11:46 AM The Antarctica bug is back in 1.08 it seems! Playing as Rome, the garrison from Panormus (2 archers) flipped and wound up in Antarctica. I have a save from the turn and an auto from 2 turns before.
Yes, it is back, I faced it, too. Just when I was about to report it, I saw McA123 already has. So all I have to add is the screenshot.
135536
Rhye Aug 12, 2006, 12:02 PM ?? I just checked your save, it didn't happen!
McA123 Aug 12, 2006, 12:45 PM Wha? If it didn't happen then I've gone crazy. Did you check the save from the turn it happened? I know that i deleted the units on that turn but I thought i saved it before I did... I guess I'll check the save and see.
Edit: I checked the save from the turn it happened and the archers are there, alright. Bottom leftish corner of the map. It makes italy look like it's in the top right corner for that reason. I don't have the autosave anymore though.
EDOM Aug 12, 2006, 12:54 PM if someone likes to check my saves: it sure happened!
135539
135540
Rhye Aug 12, 2006, 02:21 PM another attempt, another good result. No bug.
EDOM Aug 12, 2006, 02:37 PM another attempt, another good result. No bug.
Sorry for bothering, but I am positive about that bug. I started a second game playing as Romans in 1.08 again and found my archers from the flipped southern city all the way down on the south border of the map, ready to freeze to death...
I guess it's not a feature, so I'd call it a bug.
If you say it only happens occasionally, then I would be willing to start over again and again until eventually the troops will stay in Italy. But with a 100% record of 2 Antarcticas on 2 tries, all that is holding me back from going back playing HOF istead of RFC is my unwatched Stargate episode which I recorded yesterday and am going to watch now... But if this bugs stays unconfirmed, then I won't give RFC another try until the next version will be released. (Apparently I will be crying until that day, because I just love playing your mod (already played ROCX back then))
Game on!
OzzyKP Aug 12, 2006, 03:33 PM In my 1.01 game the AI has sent lots of units and settlers to South Africa and Iceland (and probably other places I haven't seen) and won't settle a city. There are Mongols, Aztecs and Incans in South Africa, and Persians, Russians, & Mali in Iceland.
All have multiple settlers and units. I guess they keep dropping off additional settlers, but never use them.
Blasphemous Aug 12, 2006, 04:16 PM EDOM, is it possible there is something about your installation of the game and the mod that is different from what Rhye has, causing a bug to appear on your rig every time but never on his?
jbfballrb Aug 12, 2006, 04:24 PM I think this is a bug, or at least I hope it is. Playing as Rome, I'm struggling against all the barbs, but have only lost Carthage. Arabia spawns, the game asks me if Aelia Capitolina can leave, so I say "Sure, I'll get it back later." Then my turn opens up, and I've lost Tyrus (As-sur now) AND Aelia Capitolina, and Persia has lost Babylon. Also, my units flipped too. Shouldn't the units be removed from the territory, and shouldn't Tyre and Babylon be out of the Arab's flip zone?
Save from the turn it happened and the auto save from the turn before attached.
addit: I guess Babylon might now be in the flip zone, but I dont think Tyrus is, and it still should have asked me about Tyrus. This is 1.08, btw.
Rhye Aug 12, 2006, 04:46 PM there is only 1 request, that relates to ALL the cities in the area.
In the case of Arabia, it recenty comprehends Tyre and Babylon too.
Then, 1/3 of your units flips, and the rest will keep flipping later (still with a 1/3 rate (threshold at 66%)).
So...no bug
jbfballrb Aug 12, 2006, 05:22 PM aha, ok. Sorry about that, I guess I missed the one popup thing.
McA123 Aug 12, 2006, 05:43 PM Well, I only played the one Rome game, but I verified my save and the archers were in antarctica... I'm not saying Rhye is lying or anything like that, but I'm 100% sure that it happened. Unless this is all some crazy dream or something, but I'm preeeeeeetty sure that that's not the case.
EDOM Aug 13, 2006, 01:15 AM EDOM, is it possible there is something about your installation of the game and the mod that is different from what Rhye has, causing a bug to appear on your rig every time but never on his?
On the contrary: since the RFC readme said it needs an untouched cIV, before installing 1.08 I uninstalled Civ IV and Warlords, deleted all remaining folders and made a plain fresh installation of the game. Then I also installed Warlords and HOF .006 and RFC 1.08. Nothing else was done to the installations.
Meanwhile I gave Rome a 3rd try and again I find two warriors down at the pole (must be horror standing there with barenaked upper body parts).
@McA123: Could you please give Rome another try and see if it happens to you all the time, too?
@all: Could anyone please try Rome, too? I would even like to hear that the Antartica thing did NOT happen to other players, so that I get more sure that there must be something wrong on my side.
btw: When I played Rome, I:
- founded Rome right were the settler started
- used the workboat on the fish west of Rome
- put the 4 Praetorians on the galleys and sailed them south
- moved all archers from Rome NW, leaving it unoccupied
- moved the 2 workers NW building a road to the stone
- started building Pyramids in Rome
- started researching mathematics
maybe you could do the same moves just for comparison
Blasphemous Aug 13, 2006, 01:24 AM Just a crazy thought: have you tried reloading from the same save you posted? I don't know the inner workings of the game, but I would imagine something may possibly change with a bug like this upon loading, and since Rhye loaded from the save the game might have fixed it at that point.
EDOM Aug 13, 2006, 01:41 AM Just a crazy thought: have you tried reloading from the same save you posted?
I am a big fan of crazy thoughts, so I gave it a try:
First I loaded the savegame from turn 86 (after the flip with troops already in antarctica) -> no change, troops still down south.
Second I loaded the savegame from turn 84 (i.e. Rome starting save, no units moved yet), played two turns and -> again, freezing archers on ice.
Meanwhile I also tried a 4th time, with leaving troops in Rome, capturing Carthago and Leptis Magna on turn 85 ->still the Panormus troops showed up in Antarctica after the flip in turn 86. So I don't think that taht bug was triggered by my maybe strange unit movement...
Blasphemous, could you please give Rome a try yourself and report? Thanks in advance.
Blasphemous Aug 13, 2006, 04:00 AM I will give Rome a try for the Pax Romana challenge anyhow if I get a chance, but I have family over from the States and I'm busy as all hell, so I'm not too sure I'll have the time.
Rhye Aug 13, 2006, 04:01 AM i tried again and nothing, as usual.
There is one thing you can do:
immediately after the broken flip, backup your log file stored in
"C:\Documents and Settings\....your name...\My Documents\My Games\Civilization IV\Logs\PythonDbg.log"
and post it here.
Rhye Aug 13, 2006, 04:51 AM !!! It happened, only following exactly what EDOM did! :confused:
Blasphemous Aug 13, 2006, 05:47 AM I tried, without following his exact steps, and it didn't happen.
EDOM Aug 13, 2006, 05:58 AM Now that is what I call crazy: I was just about to abandon 1.08 and wait for the next version, when I read rhye's posting asking for the python log. So I started my 5th game with Rome to get the log, but, surprise surprise, the Antarctica bug did not happen. So I gave it a 6th, a 7th and an 8th try -> no bug appearances anymore.
Then I came back here to post my observations and see the bug happened to rhye himself meanwhile. Wow...
Well, I hope you got your pythonlog from your game and will find the source for that strange behaviour eventually.
I will try to build a Roman Empire now... ;)
Blasphemous Aug 13, 2006, 06:10 AM EDOM, make sure to check out the Pax Romana checklist to see if you can achieve a historical Roman Empire in time.
McA123 Aug 13, 2006, 10:04 AM Well, I can't remember exactly what I did, but I usually start my rome games by moving my praetorians into galleys and sending them to Athens, moving my workers to the iron, and moving all my archers up to Mediolanum.
Rhye Aug 13, 2006, 10:22 AM doesn't matter now, I've already killed the bug
Elhoim Aug 13, 2006, 10:38 AM Great Job! :goodjob:
EDOM Aug 13, 2006, 11:10 AM doesn't matter now, I've already killed the bug
@rhye: so there really was one and I am NOT crazy? what a relief... (althgough I still think something is wrong with me sometimes ;) )
@rhye: no pressure, just for curiosity as I am new to this subforum: you said you killed the bug, when would that fixed version propably be available for download?
@Blasphemous: Check your private message inbox and delete some, so that the system will let me send you my message. :p
Blasphemous Aug 13, 2006, 12:37 PM EDOM, I cleared up room in my PM inbox, but I'd prefer if you send me an email through the forum instead, since Gmail doesn't limit my inbox space (and I check my email very often).
Rhye Aug 13, 2006, 02:24 PM there was a bug and actually there IS a bug, because I haven't found out the true reason. But I just made it not show up.
Next version will take some more days, to add something else to it than rather just a bugfix
Elhoim Aug 14, 2006, 12:18 PM Just for the record, the Roman-Antartica bug happened to me too. But I found a roundabout that mayhap will help you in tracking it down. In a game that the bug is present, going back to the first turn I appear as Romans and not uncovering the fog of war that hides the city effectible fixes the bug. If the city is in you FOV, the bug happens.
Rhye Aug 14, 2006, 02:19 PM I know I know, but I don't care anymore :)
Elhoim Aug 14, 2006, 03:46 PM Cool! :goodjob:
OzzyKP Aug 14, 2006, 04:11 PM GPP information within the city is lacking. When you mouse over the GPP bar, you see the percentages, but you don't see the total you are producing and the modifiers the points have.
OzzyKP Aug 14, 2006, 04:16 PM Also, sometimes it won't let me offer a trade with the AI. I have the diplo screen up with France, and I click on my side to offer crab, or a tech, and it shows up in the trade box below for half a second before clearing. It just keeps doing that when I click on it. I can trade with Germany no problem.
Edit: Trouble trading with Germany (and everyone else) too. I offer crab, and they have excess gold per turn which I want. But when I click on their side to select gold, it doesn't show up. So all I can do is click on their trade goods, which don't interest me.
Elhoim Aug 14, 2006, 04:21 PM This was more funny than a bug, but when I captured Athens, a lion appeared in Sparta :crazyeye:
OzzyKP Aug 14, 2006, 06:08 PM Also, when you are invited to the Congress, "participate" is spelled wrong in the pop up.
OzzyKP Aug 14, 2006, 06:21 PM And I don't know if this is a bug or intended behavior, but while playing as America random AI keep claiming and winning my cities in the Congress that are no where near their borders and are no where near anyone's borders really - i.e. far in my interior.
Wasn't this reported earlier as a problem with the immigration?
The Mali just took Rapid City, and the Inca just took Toronto... :(
Rhye Aug 14, 2006, 06:29 PM Also, sometimes it won't let me offer a trade with the AI. I have the diplo screen up with France, and I click on my side to offer crab, or a tech, and it shows up in the trade box below for half a second before clearing. It just keeps doing that when I click on it. I can trade with Germany no problem.
Edit: Trouble trading with Germany (and everyone else) too. I offer crab, and they have excess gold per turn which I want. But when I click on their side to select gold, it doesn't show up. So all I can do is click on their trade goods, which don't interest me.
1. I had to remove that info because after the modifiers it was shown incorrect.
2. About trade, I don't know, as I have never changed anything
Conqueror Worm Aug 15, 2006, 09:40 PM I played as China. I built a city in what would later become Mongul territory early in the game. When the Mongul civilization was born, i was asked if I wanted to seed the city and nearby cities to them in order to avoid war.
When I said yes, they took my capital Beijing, founded in my proper stating place, as well the the city I had built in Mongul territory.
When I said no, all my units in the these two cities started disapperaring turn by turn, one, two, three or four at a time, until they were nearly defenseless. If I took all the units out of the city radius I was able to keep them, but alas then could then not defend said cities from the Monguls.
I built the city in Mongul territory early in the game in order to draw barbarians off of Beijing.
Is this a bug. Will this happen anytime you build in a future civs territory? And to take my capital as well as the offendingly placed city. And disappering armies!
Otherwise, great job and a lot of fun. Wont be building in other folks territory for awhile, but am curious as to whats up.
Elhoim Aug 15, 2006, 10:08 PM It´s a feature. I think that for 10 turns some of your units will flip to the enemy´s cause. Check for messages.
Rhye, about the flip pop up, can you name all the cities in it? Because sometimes I don´t care about some cities flipping but I do care about others. For example, when the Arabs appeared in my Roman game, they asked for Aelia Capitolina. I didn´t care if they took it, but my city in the Suez cannal was traded as well, which I didn´t want to give.
McA123 Aug 16, 2006, 12:56 PM I don't think your capital should have gone to the mongols...But I've never played as China or Mongolia, so meh.
Conqueror Worm Aug 16, 2006, 04:07 PM Okay. I understand the disappearing units concept now. But to have them disappering out of my capital city when I refused their demands,or to have them take my capital when I acceptated their terms, seems a bit harsh. I thought perhaps this was a bug, possibly due to the fact that I placed that early city somewhat where I expect the Monguls actual starting position may be.
Also, I was able to eventually fortify enough units from the outside to defend Beijing well enough in the end, after much pilliage by the hordes, but would have much rather just seeded the original offending city as a peace offer without having to lose my capital as well. Really, the capital must be non negotiable you know.
But as I said, I will be very careful about placement of cities in future AI territroy from now on.
Elhoim Aug 16, 2006, 04:13 PM Which version are you using? The capital flip shouln´t be happening in the last one...
Stellan_87 Aug 20, 2006, 08:33 AM I found a strange bug of some kind... when the malinese declare their indipendence from me ( rome ) some of my troops is moved to the top of a mountain and the others join the malinese ( as they should? )
Wouldn't it be nice if all the civs got a uniqe description when the start display "dawn of man " apears just before you start playing?
Lets say you play as rome, then you can read about Romulus and Romos and so on ...
Perhaps ancient wonders and great culture, jungle and such could give you a tourism income?
McA123 Aug 20, 2006, 08:43 AM I don't understand what you mean by that "bug"...
But, yes, it would be cool to have a unique message for all Civs, but I think Rhye's a bit busy with some other things that need to be put in. A good idea for later, I'd say.
Arkaeyn Aug 20, 2006, 09:43 PM It might make sense for the Chinese capital to start at Chang'An/Xian. That way the Beijing flip isn't crippling.
cece84 Aug 21, 2006, 01:44 AM bug???
playing as greeks, took jerusalem and ur... then arabia spawns, asked my cities (mmm not really sure if they asked me!) but... i refuse and they don't have declared war on me! (no flpping units!) (i have a a +2000 culture in jerusalem, they are afraid of this?)
Rhye Aug 21, 2006, 05:39 PM bug???
playing as greeks, took jerusalem and ur... then arabia spawns, asked my cities (mmm not really sure if they asked me!) but... i refuse and they don't have declared war on me! (no flpping units!) (i have a a +2000 culture in jerusalem, they are afraid of this?)
In 1.15? Do you have a save?
McA123 Aug 21, 2006, 05:42 PM Once, in a much, much earlier version I was playing as England, and I had a sizeable Canada set up, and when America spawned, New Haven and Toronto were within the flip area. They were my two best cities in North America, so I said no, hoping I'd be able to fend off the Yankees. Anyways, the very next turn, America asked for peace. I accepted, and while any units within the area flipped to America eventually, I got to keep the cities and didn't have to go to war. This was a long time ago, so I have no save. it's just that his mentioning a similar situation that reminds me of it.
cece84 Aug 24, 2006, 02:14 AM sorry rhye, no save :(
another bug: same game as Greeks. Conquered Rome. First time they clain independence 2 of my units (near panormus) has been put on a water tile (near africa)
Danchops Aug 26, 2006, 09:54 AM I was a big fan of RoC and RoX back in the Civ III days, so when I saw news of RFC today, I immediatly downloaded and installed it. Unfortunately, when I start a new game as the Egytians, immediatly upon loading I get a message saying "You have been defeated." It then takes me through the endgame screens (among other things, informing me that I have the governing prowess of Dan Quayle.) No city appeared, I was unable to do anything at all. Is this a bug or am I perhaps doing something wrong?
Gunner Aug 26, 2006, 10:15 AM You're almost definitely doing something wrong. Is there anything in your custom assets folder? If so make a copy of it and then delete the original one. Also make sure you are playing it with Vanilla Civ4 rather than Warlords.
McA123 Aug 26, 2006, 07:38 PM I just downloaded 1.19, and after loading it up, I realized something was wrong. Multiplayer wasn't blacked out, and when i went to single player and selected "scenarios", all of the regular choices were available along with Rhye's and Fall of Civilization and the map at the top was called "Di Copia" something. I could also select the quick start button, none of the options that are normally blacked out were. I don't know if it's the version or if my Civ 4 is just being stupid. It tends to do stuipd things all the time.
Surtur Aug 27, 2006, 05:30 AM I just downloaded 1.19, and after loading it up, I realized something was wrong. Multiplayer wasn't blacked out, and when i went to single player and selected "scenarios", all of the regular choices were available along with Rhye's and Fall of Civilization and the map at the top was called "Di Copia" something. I could also select the quick start button, none of the options that are normally blacked out were. I don't know if it's the version or if my Civ 4 is just being stupid. It tends to do stuipd things all the time.
Just rename the "Rhye's and Fall of Civilization.ini" which you find in the mod folder to "Rhye's and Fall of Civilization_119.ini".
Rhye Aug 27, 2006, 02:35 PM Just rename the "Rhye's and Fall of Civilization.ini" which you find in the mod folder to "Rhye's and Fall of Civilization_119.ini".
NO! NO!
http://forums.civfanatics.com/showthread.php?t=183934
jbfballrb Aug 27, 2006, 05:38 PM In my game on 1.19 as America, the Aztecs fell before I spawned. St. Augustine too fell to barbarian onslaught, and flipped to me, netting me three galleons and three archers. I loaded up two rifles, two grenadiers, a cannon and a catapult and shipped em off to Mexico, taking Chichen Itza and Tikal easily (rifles v. archers = murder). Then I loaded the remaining units up and landed them outside Tenochtitlan, and a few turns later took it. This flipped two cities farther north to me, the way it does when the capital flips. I suspect that this may come from the Aztec palace not being destroyed when they fell (possibly the two northern cities got taken, leaving three to the Aztecs which eliminated them?) and thus having the city still tagged as a capital. That's probably wrong though. The autosave is really big, so it may take a bit to download.
http://h1.ripway.com/jbfballrb/AutoSave_AD-1751Turn308.Civ4SavedGame
Rhye Aug 27, 2006, 06:42 PM no need for the save, I know what to fix, thank you.
Appren Aug 28, 2006, 05:50 AM Bug? I, playing as Persia, was in a war against India. After I took the capital I decided to sue for peace, to recover since I was also in a war against Egypt. Asoka offered me a city (mumbai) for peace, and I accepted, but the very next turn he/she/whatever again declared war against me, I thought you couldnt declare war as long as the peace treaty lasts? Bug or AI cheat? :confused:
I reloaded an autosave and played the turn again, same result.
Reloaded again, waited one more turn to ask for peace, and then they did not immediately attack. Attached save is before asking for peace, if I load the game and get peace as described, they will attack me again the turn after.
Tboy Aug 28, 2006, 06:03 AM Don't know if this has been mentioned before, but when I tried to load this mod with Warlords, it came up with the loading screen, and then closed the program and went to the desktop for some reason. Has anyone else had this bug, and is there anything I can do to stop it?
EDIT: I have the latest version of the mod.
EDIT: Just realised it's only for vanilla civ4 for now... anyone know when it will go warlords?
jbfballrb Aug 28, 2006, 06:47 AM It will go to Warlords when the vanilla version is finished, IIRC
NeverMind Aug 28, 2006, 07:54 AM A player in russian civ-community permanently gets this "You have been defeated!!!" message right after starting a game for any nation. It's strange, he doesn't experience any problem playing RFC 1.01, but later versions dont work for him.
It's not a problem of wrong installation or CustomAssets conflict, as he tried his best to launch the mod with any possible configuration. Any ideas how could we solve this issue?
Here is python log:
sys.path = ['ASSETS\\PYTHON\\SYSTEM\\email', 'ASSETS\\PYTHON\\SYSTEM\\encodings', 'ASSETS\\PYTHON\\SYSTEM\\wx', 'ASSETS\\PYTHON\\SYSTEM\\wx\\build', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', 'ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', 'ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', 'ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', 'ASSETS\\PYTHON\\SYSTEM']
sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}
sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module CvRFCEventManager
load_module CvEventManager
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module Consts
load_module CvMercenaryManager
load_module PyHelpers
load_module Popup
load_module MercenaryUtils
load_module MercenaryNameUtils
load_module math
load_module pickle
load_module SdToolKit
load_module cPickle
load_module CvConfigParser
load_module ConfigParser
load_module CvPath
load_module _winreg
load_module CvModName
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvRFCEventManager", line 5, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvMercenaryManager", line 13, in ?
File "<string>", line 52, in load_module
File "MercenaryUtils", line 16, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 26, in ?
File "<string>", line 52, in load_module
File "CvPath", line 115, in ?
File "CvPath", line 98, in _getUserDir
File "CvPath", line 105, in _getInstallDir
File "CvPath", line 86, in __getRegValue
WindowsError: (2, '')
load_module CvAppInterface
Rhye Aug 28, 2006, 07:59 AM no idea, if he's the only one to get this error, something's wrong with his own civ installation
Surtur Aug 29, 2006, 06:04 AM Found another bug in my last game as India. In turn 176 I was asked if I want to take over the spawning Germans. I refused because I wanted to switch to England. In the same turn I was asked to take over England. I agreed. However I got the control over Germany and not England.
I never got asked twice a turn to take over a spawning nation before. Maybe there lies the problem?
The mercenary system also seems a bit weird. Camel Archers, Knights and Keshiks are available around ~200 AD. I bought 1 Keshik and easily could take a city from Persia because at that time we only had Swordsmen, Archer etc.
Also China bought explorers long before anyone discovered Compass.
ween Aug 29, 2006, 09:11 AM I've played three times and every time I try to switch to a different civ I CTD.
My custom assets folder is empty and I'm useing 1.61.
Any ideas?
Barak Aug 29, 2006, 11:26 AM Found another bug in my last game as India. In turn 176 I was asked if I want to take over the spawning Germans. I refused because I wanted to switch to England. In the same turn I was asked to take over England. I agreed. However I got the control over Germany and not England.
I never got asked twice a turn to take over a spawning nation before. Maybe there lies the problem?
The mercenary system also seems a bit weird. Camel Archers, Knights and Keshiks are available around ~200 AD. I bought 1 Keshik and easily could take a city from Persia because at that time we only had Swordsmen, Archer etc.
Also China bought explorers long before anyone discovered Compass.
I noticed this once also when playing as China....i was offered Arabia and Spain in the same turn...680 AD
Rhye Aug 29, 2006, 01:48 PM fixed, thanks
fenceman Aug 29, 2006, 01:55 PM I was playing a game as persia, i conqured all of the middle east and egypt, and helped to collapse the romans and greeks, by 620 AD my empire was far too large to support my economy, so i decided to switch over to the Arabs, but the game crashed, i loaded the game and tried again, and the same thing happened again.
fenceman Aug 29, 2006, 02:43 PM Okay, same game as before (except i kept playing as Persia) I got my ass kicked by the arabs and barbarians, so i waited and switched to france. It didn't crash this time, but now the game is being really wierd. First i noticed france had a normal cultural borders, but there were only ruins, no cities! Upon closer examination i realized that there were in fact cities, but they had the graphics of ruins :confused:
Rhye Aug 29, 2006, 05:24 PM can you post the save of before the switch?
McA123 Aug 29, 2006, 07:48 PM I just won a game as America, and after watching the histograph, I noticed that it says
A new Civilization is born: Arabia in 660 AD
and
A new Civilization is born: Spain in 670 AD
So i checked the start dates in the Civ choosing screen and the dates were 620 and 720 AD respectively. Which is the spawn date?
Edit: Oh crap. I just remembered that in the latest version AI Civs spawn within a few turns of the set start date. I'm such an idiot sometimes.
Bolleque Aug 30, 2006, 05:34 AM I played Rome and invaded France. Capital was in Bordeaux :eek: - I mean graphic and garrison as well. But when I captured Paris, Bordeaux and other cities surrendered to me. It was RFC 115 - viceroy.
I also think that I should have choice to accept or not cities wanting to join me. AI creates very dense city network. I prefer to raze some of them instead of conquer.
Surtur Aug 30, 2006, 06:55 AM Bordeaux seems always to be the capital of France.
Just a question, Rhye:
What I posted here The mercenary system also seems a bit weird. Camel Archers, Knights and Keshiks are available around ~200 AD. I bought 1 Keshik and easily could take a city from Persia because at that time we only had Swordsmen, Archer etc.
Also China bought explorers long before anyone discovered Compass. is this a bug or intended?
In my last game I could hire cavalry when everyone still has knights. I think you should only be able to hire mercs from other civilizations. I don't like mercs coming up long before anyone has the corresponding technology.
-edit-
or did you already fix this? Then I apologize ;).
Bolleque Aug 30, 2006, 07:22 AM I did not deny that Bordeaux is a capital. Problem is that capturing Paris made effect of capturing capital although capital was elsewhere.
Blasphemous Aug 31, 2006, 09:49 AM The capitulation effect is based on historical capital locations by tile, not on actual game capitals.
Bolleque Sep 01, 2006, 01:07 AM This is a bug, isn't it?
Blasphemous Sep 01, 2006, 02:06 AM This is a bug, isn't it?
It's not a bug, it's just the way the game is programmed. It's good because that way when barbarians control a capital location you can still conquer the whole area quickly.
Ravellion Sep 02, 2006, 07:59 AM Still playing 119, but I did find a bug that may or may not be fixed in 124.
I was playing as the Romans, the Chinese ressurected, and I got contact with the Mongols... but I suddenly had 4 axemen, 1 worker and 1 archer in South East Asia.
http://img161.imageshack.us/img161/1363/strangeromanspawnmu2.jpg (http://imageshack.us)
Save attached.
Rav
Galileo44 Sep 02, 2006, 04:07 PM I tried to open a game, but every time it starts in 3000BC and it says "You have been defeated" and ends the game. Help?
Ravellion Sep 02, 2006, 07:42 PM Still playing 119, but I did find a bug that may or may not be fixed in 124.
I was playing as the Romans, the Chinese ressurected, and I got contact with the Mongols... but I suddenly had 4 axemen, 1 worker and 1 archer in South East Asia.
It happened once more in the same game: again when Chinese cities threw off their barbarian yolk.
Rav
McA123 Sep 02, 2006, 08:28 PM I tried to open a game, but every time it starts in 3000BC and it says "You have been defeated" and ends the game. Help?
Could be a conflict with your custom assets folder; a lot of people have had that problem.
Tboy Sep 04, 2006, 02:11 PM I've just downloaded v124 and started a game as England, when I realised I had a catapult in a pretty odd place:
http://forums.civfanatics.com/uploads/49904/misplaced_catapult.JPG
Just wondering why exactly it's there?
BTW, this is on the very first turn when I hadn't moved anything.
valrond Sep 04, 2006, 02:16 PM V1.24
Started as Spain, a few turns, and a CTD on turn 166. I tried reloading but it crashed again.
Galileo44 Sep 04, 2006, 04:53 PM I have no idea what could be causing it, I haven't changed anything:confused:
Rhye Sep 04, 2006, 05:08 PM savegames, please
Flamegrape Sep 06, 2006, 07:39 AM (I also posted this in the FAQ thread. (http://forums.civfanatics.com/showpost.php?p=4495723&postcount=145) Perhaps it should go here.)
I don't know if this is a bug. During my game as the Egyptians, the Persians settled the location of Mekkah and built the city of Arabaya. Subsequently, the Arabians never appeared. Is this supposed to happen?
The game gleefully grabs huge handfuls of cities away from the player whenever a new civlization appears or when a revolution occurs. (Something I hate.) Are AI players completely immune to revolutions and the effects of newly born civilizations?
I want to know the intentions of the mod-makers before I bother to upload a save game.
Bolleque Sep 09, 2006, 01:43 AM Viceroy - 124
First time I played Japan. When I started there was a lion in Japan :confused: :crazyeye: :eek: but it represented... :egypt: Yes! Egypt!!! And it made Egyptian diplomacy. I talked to Hatshepsut via her ambassador - the lion :rotfl:
Blasphemous Sep 09, 2006, 08:51 AM Flamegrape, AI cities flip to newborn civs. If I'm not gravely mistaken, the AI can't even refuse.
And Rhye wants your savegame so he can analyze the problem directly. It's standard procedure. o_O
McA123 Sep 10, 2006, 06:47 AM Bolleque, are you sure you didn't place that there through the WorldBuilder? The default unit/civ are a lion and Egypt...
Bolleque Sep 10, 2006, 01:36 PM Hmm... I really opened world builder. I did not want to place anything but you know... **** happens ;)
Flamegrape Sep 10, 2006, 06:28 PM Flamegrape, AI cities flip to newborn civs. If I'm not gravely mistaken, the AI can't even refuse.
And Rhye wants your savegame so he can analyze the problem directly. It's standard procedure. o_O
Too late. That was four days ago. I deleted it. If I notice it happening again, I'll save the game and upload it.
Highlander_ Sep 11, 2006, 06:11 AM I've just downloaded v124 and started a game as England, when I realised I had a catapult in a pretty odd place:
Just wondering why exactly it's there?
BTW, this is on the very first turn when I hadn't moved anything.
I confirm this bug - I've got the same situation when I've played as England.
captain beaver Sep 16, 2006, 07:27 PM I just had a bug with the american spawn. I played as the french and went on to colonize Louisiana, Quebec and the great lakes, avoiding the american spawn so as not to lose a city when they appear. However, my culture grew so big in St-Louis that it took over the place where the Americans are supposed to appear. So instead, it seems they appeared in New-York (which was controlled by the British) but with no units and no tech. There was no flip of nearby Quebec. My only save game is a couple of turns afterwards, but the situation hasn't changed. While it doesn't bother me since I'm all for this weak america, you might want to check it out.
Hum, the save file is above the 500kb for a save game, and a zip file max size is even lower. How do I send it?
mitsho Sep 17, 2006, 10:17 AM I had something strange occurying the last two times I played (unfortunately it wasn't on this computer, so I can't post the savegame right now or in the next few days). Anyway, the game switched Rome and Persia. So, I had Cyrus reigning Roma, Aquileia, Panormus, etc. while Caesar ruled in the Iranian Highlands. The Civs remained the same, (cyrus didn't start building praetorians...) just the starting places switched. It happened twice, once I played as Arabia, the other I played as England*. I will provide the save once I can... ;)
mfG mitsho
*Out of the experience of this game, I want to speak for the inclusion of a Scandinavian civ. It'll just take the last empty place of Europe away and will push the civs further into colonization (including Germany and Russia).
UglyBoy Sep 17, 2006, 10:37 AM *Out of the experience of this game, I want to speak for the inclusion of a Scandinavian civ. It'll just take the last empty place of Europe away and will push the civs further into colonization (including Germany and Russia).
The Vikings are to be included when the mod becomes compatible with Warlords.;)
mitsho Sep 17, 2006, 10:50 AM The Vikings are to be included when the mod becomes compatible with Warlords.;)
Yes I know, but the question was wether to inlcude them as a full or as a minor civ (not playable, not possible to win, the Zulus for example).
mfG mitsho
McA123 Sep 17, 2006, 01:55 PM I think they'd be fun to play as... I can't see why they shouldn't be a major civ.
Rhye Sep 17, 2006, 02:37 PM savegames, please....
only if before the bug event
UglyBoy Sep 17, 2006, 03:05 PM I think they'd be fun to play as... I can't see why they shouldn't be a major civ.
I agree entirely and I was sure it was already decided they were to be included as major. Was I dreaming?
Prestidigitator Sep 17, 2006, 03:48 PM Just to recap, 'RFC: Warlords' is to include:
Babylonian Empire,
Ottoman Empire,
Viking Empire,
and the Carthaginian Empire.
...and I think Rhye said that they are the 'only' civs to be in the Warlords version, at least before the expanded version.
you guess right - there will be only Ottomans, Vikings, Carthage and possibly Babylon as playable new civs. The others will be minor.
We all now know that Babylon is going to be in, this is an old quote, just after 1 week from me starting my Mesopotamia Project.
dh_epic Sep 17, 2006, 08:34 PM No Korea, Zulu, or Celts?
Hitti-Litti Sep 18, 2006, 08:11 AM No Korea, Zulu, or Celts?
I guess so.
kairob Sep 18, 2006, 10:08 AM Can I just ask why the Zulu are being ommited? I dont want to start an argument I was just wondering what the reasoning behind the choice was...
Rhye Sep 18, 2006, 10:16 AM because they are born around late renaissance or early industrial, and unlike America, have 0 chance to win or to achieve anything better than barbarians
(we're off-topic...)
Rhye Sep 18, 2006, 10:18 AM Just to recap, 'RFC: Warlords' is to include:
Babylonian Empire,
Ottoman Empire,
Viking Empire,
and the Carthaginian Empire.
...and I think Rhye said that they are the 'only' civs to be in the Warlords version, at least before the expanded version.
We all now know that Babylon is going to be in, this is an old quote, just after 1 week from me starting my Mesopotamia Project.
it's a bit early for introducing this, but just fyi I am undecided about assigning earlier or later starting dates together with names to Ottomans and Carthaginians.
Both could start earlier if called Turks or Phoenicians. The starting location would change as well, so it's a difficult decision.
I'm 51% leaning towards Carthaginians and Turks
Crayton Sep 18, 2006, 01:10 PM (still off-topic) sorry
definately "Turks"
and I would prefer "Phoenicians" but "Carthinginians" may be simpler
kairob Sep 18, 2006, 01:15 PM were the turks united as a coherent empire in the same way the ottomans were?
UglyBoy Sep 18, 2006, 01:34 PM Not to be picky and I know I started it but we're getting miles off topic for the BUG REPORT thread. Can we hop this over to a more relevant one like New warlords civs. I'd let it slide if this was a less useful thread.
NeoT Sep 19, 2006, 10:44 AM I don´t know if it is a bug from the mod, or from the game (version 1.24).
In a congress, the russian won the city of seattle from the americans, but when the city fliped, a couple of USA frigates appeared in a hill, just outside the russian border of seattle. Here is a pic:
http://img160.imageshack.us/img160/4269/frigatesjh4.th.png (http://img160.imageshack.us/my.php?image=frigatesjh4.png)
After that, it happened the same bug, but this time to me. I won the city of seattle by war (i took it from the russians), and lost it to the russians in another congress, and after it flipped, a caravel that i had stationed in the city appeared in the same hill that the other frigates appeared. Unfortunatly i have no pic of the last one.
Aniway, this is not a very important bug, i still won without that caravel.
Prestidigitator Sep 20, 2006, 06:09 PM v. 1.30:
I'm pretty sure it is a bug, I conducted diplomacy through the Greek ambassador, but guess who? The lion!
Crayton Sep 20, 2006, 07:41 PM As the Americans I have contact civs vefore my spawn 3 times (interestingly once in each of the last 3 builds).
Japan 1703 v.1.19
Arabia 1709 v.1.24
Russia 1640 v.1.30
I've extrapolated the dates based on the "turns remaining before spawn" counter. I assume this occurs because exploring units are stationed next to the corner of the map when my place holding units are created and killed. I see no way of exploiting this so it may not be important. It happens about 1/5 of the time so it is not too prevalent. One solution may be moving this spawn spot to Greenland, away from exploring ships. :)
UglyBoy Sep 21, 2006, 04:06 AM v1.30 Attempting Greece's UHV. I built the 3 wonders and this successfully registered and I circumnavigated the globe. However gaining the 3 techs first didn't change at all. In the victory screen it still says not yet.
I checked on the world builder and I was definately the first to all 3 techs.
If you want a save Rhye tell me around about when on my route and I'll see if I've got one.
Rhye Sep 21, 2006, 06:08 AM (mentioned in another thread). It's a known bug, already fixed
UglyBoy Sep 21, 2006, 06:18 AM Hmmm didn't see anything else about the Greeks anywhere. Good to know it's fixed already. :D
Hitti-Litti Sep 21, 2006, 12:03 PM 1.30, playing as England, colonized Australia (Brisbane), US east coast (Baltimore) and South Africa (Durban). I don´t remember year, something like 1715, but I still have only one Unique Victory point, which came from circumnavigating. Bug?
Crayton Sep 21, 2006, 12:31 PM You must colonize these areas BY 1700.
Hitti-Litti Sep 21, 2006, 12:46 PM Damn, I colonized them between 1450-1600. BTW, I´m Finnish and my native languange isn´t English so does "by" mean in the year 1700?
kairob Sep 21, 2006, 12:48 PM can I also ask, by collonise do we only need one city in each?
Rhye Sep 21, 2006, 02:11 PM By means "within".
Sometimes just on city is required; but usually it's 2
Crayton Sep 21, 2006, 04:59 PM My apologies for using the preposition: BY
even in English its meaning must sometimes be taken from the context.
Rhye, any more definite requirements for "colonizing" these regions?
Number of squares? Number of cities? Number of population?
Rhye Sep 21, 2006, 05:35 PM You'd better open victory.py to see the coordinates and the number of required cities for each case
Riker Sep 22, 2006, 05:30 AM playing as mali, their UP seems to be not working. Plots with 1 trade still produce 1.
There is also a barbarian city near Morocco with I don't know how many barbarian skirmishers. There is ... at the bottom of the list and they are constantly growing, with skirm spawning south and then going there, without even attacking defenseless workers. And I expected to find some gold in their territory...
Rod Sep 22, 2006, 07:13 AM ehhm, can anybody help me, I just downloaded the version 1.30, started the map and the mod, but it is not starting . The version 1.24 ran perfectly.
This is the results of my first start ...
http://forums.civfanatics.com/uploads/51388/bug.JPG
mitsho Sep 22, 2006, 11:55 AM http://forums.civfanatics.com/uploads/37457/Persia-Rome_switch_as_Germany.Civ4SavedGame
again the same problem, Persia and Rome have switched places. It happens nearly every game of mine, most probably there is a problem with my version of the game (I'm going to reinstall it which should eliminate the problem).
anyway, I wanted to show it to you...
mitsho
Rhye Sep 22, 2006, 03:44 PM sorry rod and mitsho, it must be your own versions fault, if it happens only to you.
(actually I know what may be causing mitsho's problem...an out of date WBS)
Rhye Sep 22, 2006, 03:46 PM playing as mali, their UP seems to be not working. Plots with 1 trade still produce 1.
are you sure of this?
You can be sure if you were playing with Mali. If you were just looking through the world builder or debug mode, it won't show, but it actually is.
Riker Sep 22, 2006, 07:30 PM I was playing as Mali. I've got a screen and plenty of saves if you need them
Rhye Sep 23, 2006, 03:44 AM sure, post them
Riker Sep 23, 2006, 07:15 AM mailed to the hotmail acc
Rhye Sep 23, 2006, 08:35 AM i don't use that mail. send them to my primary mail
(see http://www.gyorsnet.com/rhye/index.php?nev=88)
Riker Sep 23, 2006, 11:01 AM done. hopefully
Riker Sep 24, 2006, 09:24 AM Playing as Alexander. First objective (the wonders) completed without problems.
The second one is still "not yet" even if I researched all the techs required first (checked in the world builder every other civ)
Surtur Sep 24, 2006, 09:36 AM Had the same problem last game. Do you have a savegame? I had auto-save turned off :sad:.
Tboy Sep 24, 2006, 09:48 AM Have annoying bug as British... it's 1730 AD, I end my turn and in the middle of the AI sequences the game crashes to desktop... I do have some units near where the Americans are about to appear, if it's any help. Here's the save file:http://forums.civfanatics.com/uploads/49904/RhyeEngland.Civ4SavedGame
Riker Sep 24, 2006, 10:12 AM I have got a savegame. I'm crash paranoid and I save almost every turn. How do I upload it heer?
NeoT Sep 24, 2006, 10:12 AM The second goal of the Japanese seems to not be working. All my cities in the Japenese islands were 100% Japanese, and the islands were all covered by my culture. But in 1700 AD, the goal turned to Not beign accomplished. Here its the save file of 1695 AD:
http://d.turboupload.com/d/1014837/Tokugawa_AD-1695_Turn_290.Civ4SavedGame.html
Rhye Sep 24, 2006, 05:13 PM I have got a savegame. I'm crash paranoid and I save almost every turn. How do I upload it heer?
it's already fixed
Rhye Sep 24, 2006, 05:36 PM The second goal of the Japanese seems to not be working. All my cities in the Japenese islands were 100% Japanese, and the islands were all covered by my culture. But in 1700 AD, the goal turned to Not beign accomplished. Here its the save file of 1695 AD:
http://d.turboupload.com/d/1014837/Tokugawa_AD-1695_Turn_290.Civ4SavedGame.html
Every TILE must be 100% Japanese
Rhye Sep 24, 2006, 05:37 PM Have annoying bug as British... it's 1730 AD, I end my turn and in the middle of the AI sequences the game crashes to desktop... I do have some units near where the Americans are about to appear, if it's any help. Here's the save file:http://forums.civfanatics.com/uploads/49904/RhyeEngland.Civ4SavedGame
it doesn't let me load it...it crashes before loading
Galileo44 Sep 24, 2006, 06:52 PM I get the exact same problem as Rod, only mine doesn't say Stone Age, it says 3000BC no matter what civ I am playing.
Tboy Sep 25, 2006, 09:39 AM My save crashes before loading? Dam... that game took me a while... oh well, better luck next game hopefully. It was probably because I had troops right near the american spawn point (I was planning to destroy them quickly).
captain beaver Sep 26, 2006, 06:23 PM savegames, please....
only if before the bug event
Ok, this time I got a crash AND a save game prior to the crash :D . This is actually 2 bugs in one. As the French, I decided to go and settle a city 1 tyle under here the Germans spawn to see what would happen. At the same time, I ws waging a war with Roma. I took Mediolanum and then my troops were about to take Emonia Iulia on the next turn. However, that next turn became very weird. I had the message "The city of XXXX wants to join the German Empire", which I was kind of expecting, and I refused. So the Germans appeared in... Emonia Iulia! The city renamed itself to something else and the 3 roman units went to german control. But beside this city and their 3 units, they had no tech and nothing elsewhere. This already happenned to me a while back with the French (again) as my north american cities' culture had taken all avalaible tyle for the American spawn. So instead, they appeared in New York (which was British) with no tech and the 3 former british units in the city.
Going a bit further, I went back to an ulterior save and instead of waging war against Rome, I remained neutral. The problematic city was still in its place. I played my turns, saving everyone of them. The save included here (http://forums.civfanatics.com/uploads/58711/Louis_XIV.Civ4SavedGame) is the last one. As soon as I hit enter, the comp begins the process of adding the Germans, but instead it crashes to the desktop.
Rhye Sep 27, 2006, 03:24 AM !! I can't open it. Crashes while loading.
Please post an earlier save
Hitti-Litti Sep 28, 2006, 12:30 PM I think this is a bug, I have noticed in several versions including the newest that Rusadir rarely gets conquered, what means that they have about 15-20 skirmishers in it.
Surtur Sep 28, 2006, 02:23 PM Well its not really a bug. The spawning native African barbarians are skirmishers. Skirmisher default AI is DEFEND_CITY. Because of this they all move to Rusadir to defend it.
captain beaver Sep 28, 2006, 06:35 PM !! I can't open it. Crashes while loading.
Please post an earlier save
Hum...
I don't understand why as it loads perfectly on my computer. It is just the turn after that makes the game crash.
Well, just to be sure, I restarted a game, made more or less the same moves and new surprise! The germans appeared right beside Aix-La-Chapelle, but with only 3 longbows and 3 swordsmen (which is, I think, the units they get if a civ refuses to give them the specified cities) and no tech.
So, here's the save before and the save right after in case you can't open the first.
If it still crashes, maybe you could try it out on your computer ? I don't know whats wrong as I'm version 1.30 (the most current one?) and I'm fully patched. Maybe it is a compatibility issue since your computer is Italian and mine canadian?
Rhye Sep 29, 2006, 05:32 AM probably it's just because my version is no longer compatible wiht yours.
But I think i've managed to fix it anyway, after checking the code
SilverKnight Sep 29, 2006, 06:05 PM In my recent England game, v1.30, there was a Spanish Longbowman and Pikeman in the German city of Wien, and they collapsed into barbarism. The city of Wien was turned to ruins! I would have destroyed it myself, but still, that sucks. The save game is too big to upload, I'll email it.
SilverKnight
Rhye Sep 29, 2006, 07:04 PM don't send it, it seems i can't load it with 1.38
NeoT Sep 30, 2006, 01:05 PM Well, i was testing v1.38, and i started a game whit egypt. The first turn i moved mi settler and my warrior north. The next turn, two of my three historical goals (the two that involve culture) were marked as acomplished, and it said that a triumphal arch was build on my capital. The thing is, i didn´t have any city, so no culture. It happens in the second turn, but anyway i´ll post the save of the turn before it happens.
Here is da save:
http://d.turboupload.com/d/1033601/Hatshepsut_Stone_Age_Turn_0.Civ4SavedGame.html
EDIT: I tested it again, and even if i build my city in the starting position, the two goals become acomplished anyway, so i think it has nothing to do whit what i did.
Rhye Sep 30, 2006, 01:22 PM sorry I forgot some debug lines on. Please re-download it or just replace Victory.py with this (fixed) one:
LBaeldeth Sep 30, 2006, 10:59 PM v1.30, England.
Histoical Victory condition: Colonize American East Coast, South Africa, and Australia by 1700AD.
When 1700AD rolled around I had Annapolis on the American East Coast, Port Elizabeth and Canterbury in South Africa, and Melbourne in Australia. The goal status remain unchanged as "Not Yet".
I meant to check it every turn from then on to see when it kicked in, but forgot once Annapolis rebelled (1733AD) as I suddenly had my hands full with uppity colonists. The next time I checked was 1830AD. The goal status was changed to "NO" (as in, not accomplished). The American rebellion was successful (temporarily :goodjob: ), and for about 100 years (35 turns?) I did not have any settlements on the east coast of North America.
It would seem that whatever the script is to check for that objective is firing off at the wrong date - sometime between 1733 and 1830.
Rhye Oct 01, 2006, 01:59 AM the script is okay - it checks whenever a city is founded (to save loading time).
It's just that 1 city is not enough in Australia.
Tboy Oct 01, 2006, 11:17 AM Bizarre bug... as soon as i found my first city as the egyptians, i instantly complete my first two objectives, but i haven't actually completed them.
Sovietof17 Oct 01, 2006, 11:23 AM China's first historical condition didn't say "NO" when I reached 1000 AD with only 1 pagoda and 1 academy.
Also, it still seems damn difficult - maybe you can lower the amount of temples required to build Academies to 3 each? Having 8 cities for china is tough :( Especially with all the barbs running amok
kairob Oct 01, 2006, 02:02 PM Well originally you were going to have to build five acadamies, so count your blessings ;)
LBaeldeth Oct 02, 2006, 10:01 PM the script is okay - it checks whenever a city is founded (to save loading time).
It's just that 1 city is not enough in Australia.
That would have been useful to know beforehand. :p Perhaps the victory descriptor could be amended to specify the number of cities needed for each region? And the same done for other civs with similar victory conditions (i.e. France, Spain)?
Crayton Oct 02, 2006, 11:31 PM I second that. I have gone into the python file to see the EXACT requirements, but it should not be "required" that you open any files.
NitroJay Oct 03, 2006, 06:39 AM I third that... I know it might be difficult to pinpoint EXACTLY how many cities are needed to "control" an area, but maybe something like "...at least 2 cities in Australia" would be easier to understand...
Barak Oct 03, 2006, 08:25 AM Playing 1.38 as english. STILL have the catapult in the antarctic.
Hitti-Litti Oct 03, 2006, 10:36 AM Started as England, and I looked at the civ list and WTF? France had founded Islam in Bordeaux! Arabia had Judaism as state religion, and Makkah was jew. Version was 1.38, and I don't have a save.
Sovietof17 Oct 03, 2006, 10:42 AM Chinese UHV victory conditions #1 and #3 do not detect if you fail them. Unsure about #2.
kairob Oct 03, 2006, 10:51 AM @Hitti-Litti Maybe rome researched devine right and then it fliped to france and name changed?, sounds unlikely though...
Barak Oct 03, 2006, 11:42 AM In 1.38 as England, When I have to settle East coast of America, South Africa and Australia by 1700, do I have to be first to settle these areas, and how many cities must I have?
I settled St John, Sydney, Port Nolloth and a city near Madagascar by 1540, but no recognition as having achieved task 2.
NeoT Oct 03, 2006, 01:01 PM In 1.38 as England, When I have to settle East coast of America, South Africa and Australia by 1700, do I have to be first to settle these areas, and how many cities must I have?
I settled St John, Sydney, Port Nolloth and a city near Madagascar by 1540, but no recognition as having achieved task 2.
You don´t have to be the first i think.
To achieve that goal i had to found three cities in north america´s east coast. Two in south africa and three in australia. I don´t know if i found more than the needed, but that´s enough i think.
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