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I don't know whether this is a bug or an error in the Civilopedia:

I can't seem to win a Culture victory in BTS. The Civilopedia says that I should be able to do so with three cities of Legendary culture; it also says that Legendary culture is at 50,000. Three cities with 50,000 culture, however, does not trigger a Culture victory...

The only real "bug" that I can figure out is that one of the cities got to 50k via a masterpiece of modern art (converting a Great Artist for 4000 culture), or that this victory is somehow locked out in BTS. I think it more likely, though, that the Civilopedia is wrong on the amount of culture necessary for a city to be Legendary in BTS.
 
What speed are you playing at? 50,000 only applies to normal speed. Epic and Marathon take more. Marathon takes 150,000 for Legendary for each of the three cities. I don't ever play Epic but I think it takes 100,000.

Also, if you are playing BTS with espionage turned off in the options screen, that also raises the Legendary city requirement, although I don't know by how much.
 
What speed are you playing at? 50,000 only applies to normal speed. Epic and Marathon take more. Marathon takes 150,000 for Legendary for each of the three cities. I don't ever play Epic but I think it takes 100,000.

Also, if you are playing BTS with espionage turned off in the options screen, that also raises the Legendary city requirement, although I don't know by how much.

Normal speed... but with espionage (the buggiest, most ill-thought-out, least-well-conceived part of Civ IV) turned off. That might be the problem right there.

Now, would someone please help me figure out by how much that raises Legendary? And then would someone please tell the Civilopedia writers that if something varies with game options, it shouldn't be stated as an absolute in the Civilopedia?
 
I would suggest asking by starting a thread in the main General Discussion area. It gets a lot more traffic than this sub topic. After all, it isn't a bug… its a feature… even though a poorly thought out one. I know the subject has come up before in General Discussion, so someone probably remembers the answer.
 
Yes, per default because there is a Global Define set up as:
Code:
	<Define>
		<DefineName>NO_ESPIONAGE_CULTURE_LEVEL_MODIFIER</DefineName>
		<iDefineIntVal>100</iDefineIntVal>
	</Define>

The Culture Threshold (50,000 in this case) is multiplied by (100 + whatever is set as iDefineIntVal), then divided by 100.

( 50,000 * (100 +100) ) / 100 = 100,000.
 
So we've got both kinds: Dumb purposeful "feature" that's a bug* and deceptive documentation. That makes me feel so much better; so much for the Cultural Victory as a strategic option, when it's the only one that can be achieved without offensive military action unless there's a really bizarre distribution of bonuses.

* Really? Lack of "espionage" essentially halves the victory value of culture that began accruing centuries before "espionage" becomes possible? :mad: And I also noticed that it seems to be connected (possibly) to Golden Age status, which makes sense, sort of... but not that much sense.
 
And don't forget that the way it works, the no espionage option redirects points on espionage to culture, that's why they had to make the threshold higher.

Is it done in proportion? No idea. But the GlobalDefines.xml file is exactly there to allow players to adjust certain ratios.

Change the value as you want, just don't forget to keep a copy of the original file, or better create your own mod. Watch out: modding is addictive! :D
 
Yeah, I know that this forum doesn't have game creators... but given my day job, I'm not in a position to ever get a response from them, as a year of trying to do so demonstrated rather well.

I have no problem with doing a "mod" of this nature; I'm just irritated that what passes for documentation is actually deceptive.
 
I think, as games go, the Civ IV documentation is way above average. Obviously documentation doesn't sell games and particularly documenting the interactions of all possible options. But certainly finding mistakes can be irritating.
 


The Game Crashes after loading the game, I load my existing game and after a few turns, the game crashes.

I have uploaded an attachment of my game where I'm having the issues
 
Sorry, Lone Wolf, but Ashes of Erebus does not seem to be an official Firaxis Mod.

Note that there are multiple ModMods of FFH. I'm not a specialist of them, but if I were you, I would check this forum: link.
 
Game stalls "waiting for other civilizations": Irreproducible, maddening bug but I finally have a clue!

After 637 turns in Fall from Heaven II, under Civ IV, the game has gone into this "waiting for other civilizations" state and never come out. I thought this was memory leakage, but now I don't think so. My clue is that under the Civ IV task the Windows Group Policy Client has popped up. I'm thinking that this task is trying to allocate memory that Windows thinks it's not allowed, or some such. Can someone who knows more about Windows 10 than I do tell me what to do about this? My only idea is to bring up the Group Policy Manager and see if I can authorize this process to allocate more memory, or change the program's permissions some other way. I have experience this bug dozens of times, and this is the first time I have a clue.
 
Game stalls "waiting for other civilizations": Irreproducible, maddening bug but I finally have a clue!

I ran the Windows Compatibility troubleshooter. It told me the recommended compatibility was for Windows Vista SP2. I changed the program to run that way. Who knows whether this will fix anything. I don't see much else I can do. Help!
 
Game stalls "waiting for other civilizations"

Well great! I discovered a new bug! Running in Windows Vista SP2 compatibility mode the splash screen appears and never goes away, in "always on top" mode.So I can't even load the game that stalls from a save.

I changed compatibility mode to XP SP2. The splash screen still never disappeared. I'm gonna run this under native mode.

Now I'm trying running it as an admin, under native mode. It seems to lock up again.
 
Last edited:
Hey, Fanatics! Thanks for all your help! :( I got a new clue, not that you care. The game may lock up when the memory it's using approaches 1 GB.
 
I don't know if this is your problem: CIV in all versions has a problem with bad programming of memory use. It leaks into areas that it should not be using. The work around for that is to save and then quit the game whenever it starts to slow down, then restart the game and load your last save. This clears the memory map. If you have not already tried this, give it a try.
 
Hi mastrude,

Bear in mind that it's been the better part of a decade since release, so folks are not as active around these parts as they used to be. :)

You might want to try posting in the Fall From Heaven 2 bug thread. It's possible folks there might still be around and able to help you, especially if you can upload a savegame.

For what it's worth, I played a fair amount of FFH2 many years ago, and I do recall hearing about certain issues where games would freeze at a particular turn in the game. I believe the issue could usually be traced to one particular unit controlled by the AI - something about a particular combination of circumstances can lead the AI into an infinite loop.

If this is the cause of your problem, and you can deduce the unit causing the trouble, deleting that one unit should fix the problem. Of course, finding that unit is easier said than done. You'll need a savegame from the turn before the "waiting on civilizations" freeze, then use the WorldBuilder to delete AI units from different civs until you find the one causing the problem - then narrow down your search to that civ. This will require a lot of time reloading, but may help.

Similar bug reports with FFH2 which may shed more light:

https://forums.civfanatics.com/threads/game-freeze-question-for-bruenor-others.372151/
https://forums.civfanatics.com/threads/game-crashes-when-summoning-avatar-of-wrath.369805/

Hope that helps.
 
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