View Full Version : Bugs to fix and possible improvements


JujuLautre
Sep 14, 2008, 05:57 AM
Hello everyone
Since Rhye came back from Japan, he should be able to go back soon on Rand (that is, until he has an internet connection). But lots of time has passed since the release of Rand, so all ideas/bug-fixes are writen everywhere on the forum, making them difficult to find.

With his benediction, I'm opening this thread so that we can compile and organize a list of bugs to fix and possible improvements. I'll update this first post regularly with everyone's ideas, so please share !

Here is a first list of things I gathered here and there on the forum; I could not read everything, so tell me if some stuff are missing !

Bugs

Invisible resources (cf here (http://forums.civfanatics.com/showpost.php?p=7080189&postcount=1))
AI asking every turn for some stuff (a tech, a civic/religion change...) while refusal does not give any demerit point
Mongolia starting with 1/3 UHV http://forums.civfanatics.com/showpost.php?p=7080932&postcount=13
Japanese save not working http://forums.civfanatics.com/showpost.php?p=7080990&postcount=14
French UHV not working http://forums.civfanatics.com/showpost.php?p=7084686&postcount=50
Spanish UHVs sometimes are checked as fulfilled, though actually they aren't.
Great depression during a golden age?
Natives conquerors http://forums.civfanatics.com/showpost.php?p=7255909&postcount=10


UHV stuff

Scale some UHV with map size/number of civ (Japan)
Change Turkey's UHV related to new world's civ http://forums.civfanatics.com/showthread.php?t=286161


Civ spawning

Civ dye to barbs (or other civ?) just after spawning http://forums.civfanatics.com/showpost.php?p=7084005&postcount=1
Reveal map around spawn area http://forums.civfanatics.com/showthread.php?t=285071
Change culture behaviour on spawning http://forums.civfanatics.com/showpost.php?p=7101572&postcount=83


Map stuffs


Other stuff

Lack of religions in Europe http://forums.civfanatics.com/showpost.php?p=7090706&postcount=1
Give the player the possibility to have the number of players he likes on any map size (even maximum)
No camel archer barbarians for Aztecs/Incas please.


I'd like to include most things, even the debatable ones; after all, that's to Rhye to judge in the end if some changes should make the cut or not. So post! Post!

-- I notice this morning I forgot to put some credits; since I'm not wanting to real all the forum again, I'd like to thanks all the people mentioning these stuffs, whether there's a link or not :)

Changes included in Rand 1.10

Bugs

Holy cow (cows added on starting positions placed on peeks)
Maya, Ethiopia and Mali starting with only 1 settler http://forums.civfanatics.com/showpost.php?p=7080569&postcount=8
Egypt starting without slavery and HR enabled http://forums.civfanatics.com/showpost.php?p=7080588&postcount=9
Isolated barbarians http://forums.civfanatics.com/showpost.php?p=7080830&postcount=11
Conqueror on americans http://forums.civfanatics.com/showpost.php?p=7084194&postcount=43
Spawn as the roman with boats inside a lake 2-tiles from the coast: impossible to get them out
Turkey starting with 1/3 UHV http://forums.civfanatics.com/showpost.php?p=7080932&postcount=13
Dutch UHV not working http://forums.civfanatics.com/showpost.php?p=7088755&postcount=27


UHV stuff

Scale some UHV with map size/number of civ (Japan, Portugal...)
Change Russia, Germany's UHV related to new world's civ http://forums.civfanatics.com/showthread.php?t=286161


Civ spawning

Give stone/marble to some civ to help UHV (Egypt, Greece...)


Map stuffs

Make better separations between continents http://forums.civfanatics.com/showpost.php?p=7101045&postcount=1
Cereals placement could be improved http://forums.civfanatics.com/showpost.php?p=7118067&postcount=102
India, Maya and Khmer (to a lesser extent) too often starts in deep jungles with no chance of growing.
Too much corn in the old world. Ideally we should have none.
Grains on hills are okay; grains on desert/desert hills are stretching the imagination of the players too much. ((c) Brucedecatz)


Other stuff

Independant cities spawning (also helps for judaism/christianity?)


Note I did not check every change by myself, I trusted Rhye on his changelog. If some things need to be changed again, don't hesitate to share it :D

Metal Alloy Man
Sep 14, 2008, 10:28 AM
Looks good to me!:goodjob:
I also think we should be able to have all the civs we want on any map size. If this isn't possible I'd make standard the only map size and have every civ playable. It's kind of annoying being able to only have half the civs on a normal map.

http://forums.civfanatics.com/showthread.php?t=285535

Thread Here.;)

Zdarg
Sep 15, 2008, 01:40 AM
I made some UHV suggestions here: http://forums.civfanatics.com/showthread.php?t=286161
Bugs you missed:
1) Spanish UHVs sometimes are checked as fulfilled, though actually they aren't.
2) New World civs meet Native conqueror event (which is in fact cool, since natives have no horses, but still wrong).
3) Ethiopia and Mali also receive one settler only.

PinkPallin
Sep 15, 2008, 05:14 AM
As the Roman, I spawned near a 1-tile sea water lake that was two tiles from the actual coast: I had two galleys and a workboat blocked in there, with no chance to bring them out.
I also experienced a Great Depression during a Golden Age - wasn't this supposed not to happen?

JujuLautre
Sep 15, 2008, 06:10 AM
New World civs meet Native conqueror event (which is in fact cool, since natives have no horses, but still wrong).
What do you mean by this one Zdarg?

Also to everyone, for the bugs, if you have saves or links to save, they are most welcome :)

innonimatu
Sep 15, 2008, 10:01 PM
There's another small bug: the number of units of buildings required for completing quests is always huge. Some can still be done (I once built 31 triremes...) but with buildings the quests are absolutely impossible. IMO no more that 10 should be required, even on huge maps, as that's the maximum number of cities a player can reasonably maintain.

JujuLautre
Sep 16, 2008, 01:45 AM
I'm not sure this number can be changed, unfortunately. It is in fact based on the default number of players per map size, which is quite high in RFC. This is not a RFC problem.

I'll include it, but don't get too much hope on it imho.

brucedecatz
Sep 17, 2008, 11:54 AM
Shall we put balancing/flavour issues here as well? There are a couple:

1. India, Maya and Khmer (to a lesser extent) too often starts in deep jungles with no chance of growing.
2. Too much corn in the old world. Ideally we should have none.
3. Grains on hills are okay; grains on desert/desert hills are stretching the imagination of the players too much.
4. No camel archer barbarians for Aztecs/Incas please.

Thanks!

Úmarth
Sep 17, 2008, 02:57 PM
If choosing the number of players isn't feasible then I would strongly push for a (much) higher number of players on all the map sizes. I don't see why the "Large" size shouldn't have the same number of civs as RFC does, and more crowded maps would certainly make RAND feel more like RFC.

Zdarg
Sep 18, 2008, 03:34 AM
What do you mean by this one Zdarg?
Well, how to explain... When I played as Aztec, at some monent I got standard message about european conqerors arrived. And they were here. But they wasn't from any european civilization. They was Natives. Alas, I have no save.

JujuLautre
Sep 18, 2008, 05:04 AM
Comments included, thanks for Rhye :)

JujuLautre
Sep 26, 2008, 04:15 AM
Update (10 chars)

Zdarg
Sep 27, 2008, 09:25 AM
Well, I don't know if it should count as a bug or feature.
Playing as Germans, I attacked Netherlands (no bad feelings, just UHV). Took Amsterdam, raised some other badly placed city and started to bombard Rotterdam. Then, a congress was annnounced. The same turn the congress started, Dutch collapsed into civil war. Still, the Oranje was present at the congress and asked Rotterdam back from independents. I didn't object (it was much easier to deal with two Dutch musketmen than with nine units located at the city before) and they got it. So, Dutch civ ceased to exist but was still there to axe.

brucedecatz
Sep 28, 2008, 09:10 AM
I think this was mentioned elsewhere:

scale down the quests for stables/harbours/forges/libraries etc so that the players do not have to build 17 of them.

JujuLautre
Sep 28, 2008, 09:48 AM
brucedecatz > no way to change that, unfortunately; since the number to take is the standard number of civ on the actual map size. And as said in the 1.10 patch, Rhye will not change that.

onedreamer
Sep 28, 2008, 11:02 AM
Arabian UHV (same as Turkey) is still not listed.

brucedecatz
Sep 30, 2008, 11:25 AM
The cheap settler/worker bug. Sometimes the settler is as cheap as 34h. The worker hammer number is also somehow variable.

brucedecatz
Sep 30, 2008, 11:48 AM
(posted twice)...

Ambassador
Oct 04, 2008, 06:36 AM
A bug?

In my two recent games, there were around 400 AD tons of barbs outside my borders. However, they never came inside! I just could sit there with almost no military. What is it, that they won invade me like they do with the AI. In the other game I built the Great Wall, but they even sat outside those cities, which werent inside the GW.

On Map script:

A couple of games I saw a huge Asia landmass (with High Likeliness) which is totally uncommon to reallife Asia: only grasslands, smooth hills, lots of really GOOD terrain! But typical but big continents is their aridity in the middle, especially with big mountain ranges around, like in West China, Central Asia etc. That keeps the different civs (China, India, Japan one the hand and the Middle East and European civs on the other) apart from each other. I'd like to see that in RAND, too.

Meatbomb
Oct 07, 2008, 12:22 PM
no way to change that, unfortunately; since the number to take is the standard number of civ on the actual map size. And as said in the 1.10 patch, Rhye will not change that.

I would suggest then just removing these quest events. On a standard map you are NEVER going to have 17 cities - even 10 or so is a huge empire that is difficult to keep alive.

kbk
Oct 07, 2008, 02:40 PM
no way to change that, unfortunately; since the number to take is the standard number of civ on the actual map size. And as said in the 1.10 patch, Rhye will not change that.

I would suggest then just removing these quest events. On a standard map you are NEVER going to have 17 cities - even 10 or so is a huge empire that is difficult to keep alive.

I wouldn't say never. I'm pretty sure I've had had that many and been stable before on a number of occasions. That said, only the largest of large empires is going to have a chance to pull the quest off.

kbk
Oct 11, 2008, 07:19 PM
This is the one that says they have to control one Amerindians' area or vassalize them.

I had a really awesome Arabian domination game going, and in 1760 it was ruined. I had destroyed the Maya, vassalized the Inca and Aztec, and liberated Maya cities to Inca. I kept one Mayan city for myself and built the forbidden palace in it.

Spain had a single city on the west coast of the S. American continent, and received credit for their 3rd UHV. So I reloaded, and captured this city. They still received credit even though they had ZERO cities in the Americas, and certainly did not have any Amerindians as vassals (They were MY vassals).

Sorry, it was pretty frustrating, as it was shaping up to be a really fun game.

mikeemike93
Oct 13, 2008, 08:05 AM
I've noticed a number of times that, when playing on a cold world especially, that the Euros have terrible tundra starts, and circumnavigation by sea isnt possible because its blocked by ice. Also annoyed that often Euros start inland, and cant colonize because have no access to ocean

Ambassador
Oct 13, 2008, 10:55 AM
@mikemike
But why do you play in cold world, then? it's supposed to be that way ...

mikeemike93
Oct 14, 2008, 12:53 PM
well, ive noticed that playing on cold minimizes habitable territory, so it makes up for all the open land you always see in the world. Also, it tends to give a lot of the tropical civs a better start

blizzrd
Oct 15, 2008, 08:28 PM
Spain had a single city on the west coast of the S. American continent, and received credit for their 3rd UHV. So I reloaded, and captured this city. They still received credit even though they had ZERO cities in the Americas, and certainly did not have any Amerindians as vassals (They were MY vassals).

Sorry, it was pretty frustrating, as it was shaping up to be a really fun game.

Did you raze or conquer the city? Perhaps you should have razed it?

kbk
Oct 15, 2008, 11:00 PM
Did you raze or conquer the city? Perhaps you should have razed it?

Hmm, I didn't try razing it. I conquered it and liberated it to the Inca. I think its working like a number of the other control area UHVs and just automatically giving credit.

Zdarg
Oct 16, 2008, 01:43 AM
As I understand it, the Spain need to found that first city, not to keep it until end of game, so even razibf won't help.
I suppose only way to go around this (well-known) bug is to collapse Spain before 1760. If you play a domination game, it shouldn't be that much of a problem.

kbk
Oct 16, 2008, 02:38 AM
As I understand it, the Spain need to found that first city, not to keep it until end of game, so even razibf won't help.
I suppose only way to go around this (well-known) bug is to collapse Spain before 1760. If you play a domination game, it shouldn't be that much of a problem.

I'm not referring to founding the first city in the Americas, which is a separate UHV. I'm referring to the one that says something like:

Control the start area or vassalize the Inca, Aztec, or Maya.

Zdarg
Oct 16, 2008, 02:56 AM
I'm not referring to founding the first city in the Americas, which is a separate UHV. I'm referring to the one that says something like:

Control the start area or vassalize the Inca, Aztec, or Maya.Ok.
Still, I don't think razing that city would help.

Meatbomb
Oct 16, 2008, 04:50 AM
We have seen this a number of times... one civ (seems random) gets into a strange broken mode, in which it makes requests every turn, and rejecting has no ill effects.

Rhye has said he has no idea, that he didn't change anything connected to diplo... my understanding is that he has no idea why / how to fix...

Are there any here with the programming knowledge to get under the hood and look into this? In a way it isn't a game-breaker, but it is kind of irritating and slows down the game.

mikeemike93
Oct 16, 2008, 08:46 AM
I usually start as one of the earlier civs; in my most recent game, the first person I met as Rome was Babylon, and I collapsed them on the 7th turn, so the bug stops. Thats the only way I know how to get rid of it.

Meatbomb
Oct 16, 2008, 09:27 AM
I don't think that's a guaranteed solution anyways, mike. In my last game it was not the first person I met, but the Mongols... suddenly mid game, after I hadf met many civs, it flipped into "ask every turn" mode.

Rhye
Oct 23, 2008, 02:26 AM
I'd like to know the exact name of the events that cause you problems

onedreamer
Oct 23, 2008, 03:17 AM
I don't think that's a guaranteed solution anyways, mike. In my last game it was not the first person I met, but the Mongols... suddenly mid game, after I hadf met many civs, it flipped into "ask every turn" mode.

also it can happen with more than one civ. IE the bugging/bugged civ collapses, but later on another one takes its place :lol:

@kbk
you should probably post a savegame just before 1760

kbk
Oct 23, 2008, 12:37 PM
also it can happen with more than one civ. IE the bugging/bugged civ collapses, but later on another one takes its place :lol:

@kbk
you should probably post a savegame just before 1760

Fixed.

This is 1757. Play through to 1760. Spain wins a UHV after you hit enter in 1760. They should only legitimately have the first 2 UHVs (No Dutch/french/English colonies, and first to found a city). They do not have any Amerindian vassals, or any cities at all in the new world.

Note that I captured Santo Domingo, and liberated it to the Inca.

Rhye
Oct 23, 2008, 03:58 PM
thanks kbk, fixed now

Zdarg
Oct 25, 2008, 08:08 AM
Please fix Viking UHV also. Here is the save two turns after I founded Waterford on the same landmass where Mayan and Incan were born; still, New world UHV is shown as "not yet" and I haven't got the Golde age.

Rhye
Oct 28, 2008, 02:53 PM
thx, bug fixed

holy king
Nov 05, 2008, 07:17 AM
game loads untill green bar is full, then nothing... :(

Lark
Nov 05, 2008, 11:15 PM
I played some R&FR games and now I get a pair of Python exceptions every time I start BTS to play straight Civ or another mod:
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "<Rhyes_Terra>", line 18, in ?
ImportError: No module named StoredData
and
Failed to load python module Rhyes_terra

Also, the error log has several of these:
ERR: Call function getModPath failed. Can't find module Rhyes_Terra.py

They don't seem to affect the game and I could always get rid of them by turning off reporting, but I'd rather see it fixed. Do you need to do something or do I need to do something? :confused:

Zdarg
Nov 09, 2008, 01:04 AM
Pease look at this save, it's America at 1902. It says I failed my first UHV, but why? Montreal is 12 squares away from Washington. There was Japan Naha at western coast, but I razed it exactly at 1900 (and Japan shouldn't count as European anyway?)
Bug?

ZachScape
Dec 14, 2008, 03:47 PM
I think it would be better with more Independent, Native, and Celtic cities. It adds room for expansion and different starting points of civilization.

PieceOfMind
Dec 16, 2008, 09:24 AM
I just tried out playing as the Mayans. After a bit of fiddling I figured out a way to get Calendar by 600, but it's a bit disheartening when straight after gettting CoL I'm told the Temple of Kukulkan has been built in a far away land, hence I fail the second victory condition. Is this normal? Am I supposed to just go for a standard victory now?

I only ask because in this game it would be absolutely impossible to get the wonder built before then (unless someone can please beat 690AD for having it built, to prove me wrong). And so the historical victory is impossible. Do you have to just accept the historical victories are literally impossible sometimes?

onedreamer
Dec 16, 2008, 10:03 AM
The distance conditions should scale to map size, and Russian one should be toned down regardless (10 tiles is already a lot).

Rhye
Dec 17, 2008, 01:30 PM
Pease look at this save, it's America at 1902. It says I failed my first UHV, but why? Montreal is 12 squares away from Washington. There was Japan Naha at western coast, but I razed it exactly at 1900 (and Japan shouldn't count as European anyway?)
Bug?

I wrote 10 in the text and 15 in the code. So, Montreal was the problem.

onedreamer
Dec 20, 2008, 03:57 AM
Rhye do you have an ETA for RAND ? (La scimmia si sta impossessando di me).

Rhye
Dec 20, 2008, 04:27 AM
At Christmas I'll release everything (la scimmia?)

PinkPallin
Dec 20, 2008, 05:32 AM
"Cioè, bello, la scimmia, no, cioè, che tu sei lì, sei, e...".
(untranslatable... just think of an Italian junkie).

I agree, RAND is as addictive as a drug.

musicfreak
Dec 28, 2008, 02:58 AM
Hey guys, I just found this thread and I'll be working on fixing these bugs/annoyances in my RFC RAND "Improved" (http://forums.civfanatics.com/showthread.php?t=304158) project. Check it out if you'd like. I've already taken care of revealing the area around your spawn and the culture problem (at least partially... I'd like feedback). I'm working on scaling the UHVs right now. I'm assuming Rhye already has the bugs fixed so I'll wait until the next release to put those in.

Cheers.

Rhye
Dec 28, 2008, 04:30 AM
muscfreak, don't worry about balancement: you'll spend time in doing something I've already done

musicfreak
Dec 28, 2008, 04:33 AM
I just tried out playing as the Mayans. After a bit of fiddling I figured out a way to get Calendar by 600, but it's a bit disheartening when straight after gettting CoL I'm told the Temple of Kukulkan has been built in a far away land, hence I fail the second victory condition. Is this normal? Am I supposed to just go for a standard victory now?

I only ask because in this game it would be absolutely impossible to get the wonder built before then (unless someone can please beat 690AD for having it built, to prove me wrong). And so the historical victory is impossible. Do you have to just accept the historical victories are literally impossible sometimes?I've built the wonder before then, but that was purely by luck. Every other time I've played it, someone else managed to finish it first. The only thing you can do is start over and try again.

musicfreak
Dec 28, 2008, 04:34 AM
muscfreak, don't worry about balancement: you'll spend time in doing something I've already doneAlright, I'll wait then. It just seemed like a while since you posted an update to RAND so I thought I'd maybe get ahead of the game. But either way, my version is faster. :) Are you looking into the cPickle suggestion I posted?

Rhye
Dec 28, 2008, 05:13 AM
Alright, I'll wait then. It just seemed like a while since you posted an update to RAND so I thought I'd maybe get ahead of the game. But either way, my version is faster. :) Are you looking into the cPickle suggestion I posted?


http://forums.civfanatics.com/showthread.php?p=7592621

I told you to wait for a reason ;)

Fierabras
Dec 31, 2008, 05:55 PM
I've just played a game as Greece and noticed something strange:

http://i478.photobucket.com/albums/rr144/Fierabras/Civ4ScreenShot0226.jpg

Hannibal is willing to make peace with ... Napoleon? Shouldn't this be "Independent Leader"? (Rome was next door, but crashed to independents)

PieceOfMind
Jan 02, 2009, 04:36 AM
I just tried out playing as the Mayans. After a bit of fiddling I figured out a way to get Calendar by 600, but it's a bit disheartening when straight after gettting CoL I'm told the Temple of Kukulkan has been built in a far away land, hence I fail the second victory condition. Is this normal? Am I supposed to just go for a standard victory now?

I only ask because in this game it would be absolutely impossible to get the wonder built before then (unless someone can please beat 690AD for having it built, to prove me wrong). And so the historical victory is impossible. Do you have to just accept the historical victories are literally impossible sometimes?

I aplogise for repeating the question... Is it meant to be the case that historical victories are literally impossible some games? In the above example I have to say it would feel weird to have to replay the game from the start just to have another chance at historical victory, and that that chance may again be 0%.

onedreamer
Jan 02, 2009, 04:59 AM
yes it is meant to be.

Rhye
Jan 02, 2009, 11:28 AM
I aplogise for repeating the question... Is it meant to be the case that historical victories are literally impossible some games? In the above example I have to say it would feel weird to have to replay the game from the start just to have another chance at historical victory, and that that chance may again be 0%.

It may happen that they are impossible in some games, since the randomness may create situations I can't predict.
But I did my best to avoid that, and it's adviceable to upgrade to the latest patch for this reason

ZachScape
Jan 02, 2009, 10:58 PM
Here's a small bug. I don't know Julius Caesar, but when I talk to Cyrus, I can ask what he thinks about him.
http://i189.photobucket.com/albums/z311/SHARPCLAW117/RANDBug-1.jpg

musicfreak
Jan 10, 2009, 02:55 AM
Even after the new patch, I'm still getting the bug where the AI asks me for something every turn. :(

Rhye
Jan 10, 2009, 03:14 AM
what does it ask exactly?

musicfreak
Jan 10, 2009, 03:52 AM
Every turn I'd have two people ask me to convert to Christianity (Turkey and Rome). They didn't ask anything until the religion spread into one of my cities, and all of the sudden they started bombarding me every turn. Rome collapsed, but Turkey is still asking...

Fierabras
Jan 20, 2009, 05:46 PM
Babylonian UHV bug?

Isn't this (in bold) in Victory.py supposed to be the other way around, or was this intended for RFC Rand:


if (pBabylonia.isAlive()):
if (iGameTurn == i850BC):
#RFCRAND
capital = gc.getPlayer(iPlayer).getCapitalCity()
capitalX = capital.getX()
capitalY = capital.getY()
bestCity = self.calculateTopCityCulture(capitalX, capitalY)
if (bestCity != -1):
print ("bestCity.getOwner()", bestCity.getOwner())
if (bestCity.getOwner() == iBabylonia and bestCity.getX() == capitalX and bestCity.getY() == capitalY):
self.setGoal(iBabylonia, 1, 1)
else:
self.setGoal(iBabylonia, 1, 0)
else:
self.setGoal(iBabylonia, 1, 0)
if (iGameTurn == i700BC):
#RFCRAND
capital = gc.getPlayer(iPlayer).getCapitalCity()
capitalX = capital.getX()
capitalY = capital.getY()
bestCity = self.calculateTopCityPopulation(capitalX, capitalY)
if (bestCity != -1):
print ("bestCity.getOwner()", bestCity.getOwner())
if (bestCity.getOwner() == iBabylonia and bestCity.getX() == capitalX and bestCity.getY() == capitalY):
self.setGoal(iBabylonia, 2, 1)
else:
self.setGoal(iBabylonia, 2, 0)
else:
self.setGoal(iBabylonia, 2, 0)

Rhye
Jan 20, 2009, 06:29 PM
aye, I swapped them by mistake

Arkaeyn
Feb 04, 2009, 12:38 PM
Here's a bug I've noticed a couple of times. My civ spawns near a goody hut, with one of my units on the hut at the start. I get the hut (in this case, gold) before I spawn, but when the game starts, the hut is still graphically on the map.

I guess it's possible that this bug exists in RFC, but I suspect the starting locations are such that it doesn't actually happen.

Arkaeyn
Feb 13, 2009, 09:12 PM
Another bug - I CTD when I try to trade maps with Russia.

EDIT: Bad attachment, and my playing a different game deleted the autosave. Bleh.

HannibalBarka
Feb 21, 2009, 05:49 PM
CTD when I conquer Berlin. Is that a specific problem of my PC or is iut a bug? please help

musicfreak
Feb 21, 2009, 06:44 PM
Here's a bug I've noticed a couple of times. My civ spawns near a goody hut, with one of my units on the hut at the start. I get the hut (in this case, gold) before I spawn, but when the game starts, the hut is still graphically on the map.

I guess it's possible that this bug exists in RFC, but I suspect the starting locations are such that it doesn't actually happen.My guess would be that it's actually a BTS bug, but since the chance of that happening is very very small (it can only really happen in dynamic, scripted mods like RAND), no one has noticed. I don't know what Rhye could have possibly changed to have caused the bug (although I guess it's possible).

blizzrd
Feb 25, 2009, 04:13 PM
My guess would be that it's actually a BTS bug, but since the chance of that happening is very very small (it can only really happen in dynamic, scripted mods like RAND), no one has noticed. I don't know what Rhye could have possibly changed to have caused the bug (although I guess it's possible).

This happens in RFC (non-RAND) also. I have played Greece a lot in RFC and the goody hut on the W end of Asia Minor is often present at the time of the Greek spawn. Something in the code causes you to trigger the hut at the start of the turn (as you hear the tinkle of coins or warning sound of unhappy villagers or whatever), before your units appear on the map. And then when the map appears, the hut is still there, because it hasn't been cleaned up properly. Walking a unit through the tile doesn't trigger the hut again, but it does clean up the 'phantom' hut.

Arkaeyn
Mar 06, 2009, 08:03 PM
Here's a city naming bug. I'm going through the lists of cities, and discovered that the Greeks have a problem with inland colonies and port colonies. Here's part of the Python code.


...
"Mytilene",
"Arta",#(295 B.C.), ancient Amvrakia
"Kerkyra",
"-1"
),(
"-1"
),(
"Naxos",#735 BC - oldest Greek colony in Sicily
"Olbia",#also Pontic Olbia, on the Black Sea
"Alexandreia",
"Kyrene",
"Berenikis",
"Seleukeia",
"Antiokheia",
#"Trapezos",#756 BC - given to Turkey's list on the grounds that it's in the Turkish heartland
"Tyras",#in Ukraine
"Syrakousai",#Syracuse
...


Basically, this means that Naxos is the first city of the port colony list, and there are no cities on the inland colony list. End result can be seen in the screenshot, as well as preventing Syracuse, etc, from ever likely appearing.

Also, it seems odd to me that Alexandria would be listed in the inland colonies set, but that's something I'm slowly working on with improving the city names list.


EDIT: I've realized that it's more likely that Naxos and Alexandria are supposed to be on the port colonies list. The bug is more likely with Antioch and Seleucia not included on the inland colony list.

blizzrd
Mar 07, 2009, 12:40 AM
Also, it seems odd to me that Alexandria would be listed in the inland colonies set, but that's something I'm slowly working on with improving the city names list.
There were quite a number of cities founded or renamed by Alexander as "Alexandreia" or "Alexandria" (Romanised). Not all of them were on the coast and most weren't in Egypt either, but rather Persia.

Arkaeyn
Mar 07, 2009, 03:32 AM
There were quite a number of cities founded or renamed by Alexander as "Alexandreia" or "Alexandria" (Romanised). Not all of them were on the coast and most weren't in Egypt either, but rather Persia.

True, but this is actually the only place in RAND where Alexandria appears. As one of the most famous cities in the ancient world, specifically where one of Civ4's Wonders appears, it's rather important.

Ambassador
Mar 09, 2009, 04:16 AM
Just some short questions, since I started playing RAND since a few days:

Did Rhye already change the number of civs available per mapsize (all in standard)?
Was the map editor changed someway? With more food for ancient civs? With less no-food-desert around rivers?
Are ancient civs able to grow more quickly? They seem to be trapped with 2-3 pop until 400 AD!

Is there at all a new update since last autumn? Is Rhye still interested in this amazing project?

Thanks!

Ambassador
Mar 19, 2009, 12:59 PM
I hope, Rhye is still active in RFC-RAND forum...

Two proposals:
1. Make Germany more prone to instability. I never saw them collapse once in my recent RAND games. Instead, with their hellish production tweak, they go on to conquering/vassalizing the whole world with very solid stability. No way to stop them once beyond a certain level. Historically, the German states did collapse more often, leaving their neighbors time to take a breath before the next rush.

2.With RAND being so fast now and without the problem of overabundance of civs as in normal RFC, I 'd like to ad more Civs in RAND. Possibly ALL the normal RFC Civs in standard or big maps and additionally other civs like Sumerians, Hethitians, Poland, Tibet, (Byzantium), ...

What do you think?

Stoklomolvi
Mar 24, 2009, 09:02 PM
I keep getting a bug where it's not there are too many civs, but sometimes civs like France and Germany don't spawn at all. The Aztecs are dead, and Portugal never exists. Russia spawns near China instead of Europe. Et cetera.

Although, I may need a newer version...I'm not sure.

Ambassador
Mar 25, 2009, 05:30 AM
@ Stoklomolvi

This isnt a bug at all. Its meant like this. The number of civs spawning in your game depends on the map size you've chosen. The smaller the size the less civs will spawn. (If you want to have all civs in it, choose the biggest map size).


Still, I think, there's space enough for all even on standard.

-Perceval-
Apr 08, 2009, 01:00 PM
i agree for reduce the strenght of some civ and to make some civ better.
Adding all civ could be cool but add ALL the civ of civ fanatics(like polands, hungaria...) is not a good idea because of the balance, the lag ect...

Ambassador
Apr 09, 2009, 01:16 AM
@ Perceval

I agree

onedreamer
Apr 26, 2009, 03:28 AM
there is a bug in the Babylonian UHV code: the culture and population goals are inverted.
Also, Ethiopia starts with only one worker, a bit too few compared to vanilla, and maybe a coupla spearmen instead of a swordsman would be better, they don't spawn near anyone but Camel Archers anyways.

Fierabras
Apr 26, 2009, 09:15 AM
there is a bug in the Babylonian UHV code: the culture and population goals are inverted....


See post #63 and Rhye's reply in post #64

Ambassador
May 03, 2009, 12:59 PM
Possible improvement:

What about giving the Vikings two berserks in the beginning instead of two axemen?

onedreamer
May 07, 2009, 04:34 AM
India needs improvement in its start. It needs a food+health resource at least: wheat or rice. This is because India has lowered health+features unhealth (jungle) and because its starting area generally sucks. In RFC, the starting area of India is full of resources (must be the area with highest resource density on the map I think). Not so in RAND.

Metal Alloy Man
May 07, 2009, 05:35 PM
India needs improvement in its start. It needs a food+health resource at least: wheat or rice. This is because India has lowered health+features unhealth (jungle) and because its starting area generally sucks. In RFC, the starting area of India is full of resources (must be the area with highest resource density on the map I think). Not so in RAND.

Agreed, I'm surprised more people haven't commented on this.

Ambassador
May 10, 2009, 05:02 AM
Hi Rhye,

is there any possibility to tie special ressources to terrain or regions? It seems odd to me playing the Germans or English to have access to Ivory or Spices. They didn't have those in their starting regions. In fact the lack of those valuable goods was an incentive for colonization and far reaching trade. So maybe you could make Ivory/elephants available only near in a sphere in between coordinates, say, 7 plots on both sides of the equator. Or you tie spices to regions below the equator.

Metal Alloy Man
May 10, 2009, 12:51 PM
The probability of this could change with likeness as well.

Ambassador
May 10, 2009, 04:03 PM
I always play with high likeness.

onedreamer
May 13, 2009, 09:42 AM
yep, high likeliness europe has extremely high likeliness of silk (practically, 99,9% each civ will have access to it) and cotton, and likeliness for spices and elephants.

ZachScape
May 18, 2009, 06:16 PM
I haven't played RAND in a while, but are resources separated. Like Silk is left out of Europe, corn is only in Americas, yadi yada...

onedreamer
May 21, 2009, 08:46 AM
corn is normally present copiously in america but can seldom be found in other equatorial areas like Africa. Silk is abundant in Europe as we said, it should be checked up. Same for spices.
And sugar should be abundant in the caribbeans but it's very rare to find (anywhere).

ZachScape
May 21, 2009, 02:34 PM
Do you mean IRL for the corn, or in the game.
In other words, was that post agreeing with me?

I think this is a major part of world history. My global teacher even said that in her opinion, Columbus discovering the Americas was the biggest turning point in world history, on a global scale. The Columbian Exchange was when major cultural diffusion engulfed the ENTIRE world, and some of the food only found in the Americas became staples to European diets. They were introduces to potatoes (Ireland), corn (a little everywhere), tomatoes (especially for Italy) and more. The lives of Asian people grew longer was another contribution from the Columbian Trade, as it provided Asians with nutrients that they were'nt used to in their diet.

This is why I think we should separate many resources:
-Corn from Eastern Hemisphere, until the Conquerers even, like horses.
-Rice, Bananas, Cows, Pigs, Sheep from Western Hemisphere, introduces same as horses

Maybe with a mod, cocoa could be added to counter lack of resources from above.

onedreamer
May 22, 2009, 06:45 AM
Do you mean IRL for the corn, or in the game.
In other words, was that post agreeing with me?


ingame, compared to how it should be (should = IRL). I play a lot of RAND. Actually, I play only RAND ^^

The Q-Meister
Jun 09, 2009, 08:22 AM
India needs improvement in its start. It needs a food+health resource at least: wheat or rice. This is because India has lowered health+features unhealth (jungle) and because its starting area generally sucks. In RFC, the starting area of India is full of resources (must be the area with highest resource density on the map I think). Not so in RAND.

I agree totally.

We all remember how India in RFC classic was certainly no picnic and IMO one of the toughest lands to control at least until Biology. So you know things must be getting pretty bad if I'm actually wishing for the old India lands as that would be a big improvement over what we have in RAND.

I've played mutiple games as India and I would say the lands are downright terrible each and every time. India went from having a very challenging and difficult land area in classic to a near-impossible one in RAND.

EDIT: on a side note I think China too needs more food and luxury resources. Both China and India should have the potential to turn into population-superpowers.

Ambassador
Jun 15, 2009, 04:17 PM
In some of my recent RAND games the Barbarians seem to sack nearly all ancient cities. So when the medieval civs like Arabia arive there are no cities left to conquer. Only about 20 ruins of former cities. What exactly decides if a city is sacked and destroyed or not? Can the AI be programmed so as to not destroy every city they grab? Maybe only minor ones and not big cities with some wonders or not holy cities.

dragodon64
Jun 15, 2009, 09:23 PM
When I loaded up the mod for the first time, "Play Now" was grayed out. Unloading and reloading didn't seem to help. Should I re-install the mod or try something else? Also, would this be considered a "bug"?

onedreamer
Jun 17, 2009, 10:31 AM
EDIT: on a side note I think China too needs more food and luxury resources. Both China and India should have the potential to turn into population-superpowers.

I find China to be generally ok. It is one of my favourite civs in RAND. I've won with Time, Space Race on Monarch and Historical on Viceroys. It is lacking luxury resources if you compare it with RFC, or especially it is lacking the luxury diversity. With food it is generally ok, might need a restart or two but it's not hard to have big grassland flatlands with a long river irrigating them and the seldom rice or pig resource.

Metal Alloy Man
Oct 12, 2009, 12:41 AM
On a very low, large, temperate world, monarch difficulty, I keep getting barbarian Landsneckts spawning in unclaimed territory quite often. I've never seen Landsneckts as barbarians before and even stranger they never pillage, and only attack if you put a unit beside them that they know they can beat, be it with strength or number. Once they just sat on a tile in my territory with a road on it and did nothing. Also, they always spawn in groups of three. What's up here?:confused:

Here are some screenshots and a save.

titek
Mar 06, 2010, 09:53 AM
Hi,
I've played the Dutch in RAND and experienced the problem that once I entered with a galley into some barbarian territory, the game crashes. I tried to play the game without entering this territory for a while but later on, it crashed too while meeting Russians close to same part of the map.
I have civ4 complete version (which includes Warlords and Bts expansion), Civ4BeyondTheSwordPatch3.19 and played RFC_RAND126 mode.

I encountered similar problem also when playing RFC_BtS1186 as Vikings when meeting Greece.
Do you think this is a problem of the mod or of the game?

Fun-en-Bulle
Mar 13, 2010, 11:42 AM
I have recently updated my Civ IV BTS to the 3.19 version. I then updated RFC RAND to the last version I could find (1.26). I also have updated the RFC to the last version.

My problem is : Civ IV BTS works fine. RFC works fine. RFC RAND works... but does not give me the historical victory conditions. Whatever I do (I tried "play a game", "personalize scenario", etc.), it's always the same. I did not have this problem with the previous version.

Can anyone tell me how to fix this ? Maybe you can spot what I'm doing wrong ?

Thx a lot !

Arkaeyn
Mar 13, 2010, 06:08 PM
Are you playing on Very Low likelihood?

Fun-en-Bulle
Mar 14, 2010, 04:35 AM
Yes, I am. That would be the problem ? I'm trying a different likelihood immediately !

Arkaeyn
Mar 14, 2010, 08:47 PM
Yeah, Very Low doesn't work with UHVs.