Bug Reports and Technical Issues

No, they should be persistent as well.
 
Upon capturing Kolkata, the first Tibetan UHV (acquire five cities) triggers for me. I only control 4 cities (though I had conquered and then lost Delhi before). Is this working as intended?
 

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Yes, it's intentionally "acquire" not "control". It's fine to lose cities before completing the goal, they still count.
 
I switched to 1.17.0.
Has the conditional changed for the Turkey spawn?
  • I made sure that the Turks never got further south than Bakhri (Balkh) and they never conquered a single tile west of Susa (Shush), I actually defeated all their stacks in the same turn whenever they appeared in the near east.
    • IIRC, how far the Turks get, was set to determine the conditional prereq of Turkey's spawn
  • I made sure to be SOLID especially in the year 1160-1190, but also to be stable in the century before and after that time span.
    • i.e. solid around 10 turns before the possible rise. According to the documentation, that is the point where stability checks are made
  • I missed the notification (turn 244->245 / 1230->1240) about the Ottoman Beylik rising while fighting the advance of the strange horseless Mongol foot-invasion
  • so I got blindsided when they appeared in the center of my eastern core area and razed my fourth-most populous city and home to several of my wonders, into the ground out of nowhere.
How is Byzantium supposed to prevent the Ottoman spawn? Do I have to remain solid throughout 1160-1300? Do I have to be solid both around 1170 and 1240? Do I have to shrug off losing half of my core area for a successful Byzantium game?
 

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Starting a 1700 AD map Germany game and despite just spawning, changing civics still triggers anarchy.

I switched to 1.17.0.
Has the conditional changed for the Turkey spawn?
  • I made sure that the Turks never got further south than Bakhri (Balkh) and they never conquered a single tile west of Susa (Shush), I actually defeated all their stacks in the same turn whenever they appeared in the near east.
    • IIRC, how far the Turks get, was set to determine the conditional prereq of Turkey's spawn
  • I made sure to be SOLID especially in the year 1160-1190, but also to be stable in the century before and after that time span.
    • i.e. solid around 10 turns before the possible rise. According to the documentation, that is the point where stability checks are made
  • I missed the notification (turn 244->245 / 1230->1240) about the Ottoman Beylik rising while fighting the advance of the strange horseless Mongol foot-invasion
  • so I got blindsided when they appeared in the center of my eastern core area and razed my fourth-most populous city and home to several of my wonders, into the ground out of nowhere.
How is Byzantium supposed to prevent the Ottoman spawn? Do I have to remain solid throughout 1160-1300? Do I have to be solid both around 1170 and 1240? Do I have to shrug off losing half of my core area for a successful Byzantium game?

IIRC they always spawn if the human player controls cities in Turkey. I guess if you really wanted them to not spawn you could gift/abandon these cities to the AI before the check is made, but I don't if Constantinople is itself concerned.
 

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  • Frederick AD-1700 Turn 321.CivBeyondSwordSave
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Hi,
I have base game installed no modules at 1.17 (according to in game 'game details') installed. Running in the steam beta mode.

I'm running into a problem of frequent crashes with no error codes or anything? No rhyme or reason I can find and if I load up a save from right before it crashes I can play for another few turns then get a crash. It's not like they always happen on the same turn. Any advice?
 
Might be memory issues. Have you tried the memory patch for Civ4? It's linked in the Welcome to DoC thread. Other than that, try only running minimal applications in the background while playing the game.
 
Cheers, seemed to work. While I'm here, this city in south western Iberia didn't flip to anyone. Feels like it should've gone to Portugal
 

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    Not Flipping Rome.jpg
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Is the path accurate? It's possible that this issue is related to the Russian language version of the game, in which case I will not be able to debug it.
 
I have the same issue - although the game, the path and steam are all in English. It might be connected to system's language - not to the mod anyway as there is the same issue without the mod. I just got used to not having autosaves.
 
bild_2023-03-12_125759278.png


Clean install, what is the problem here? Using Steam.
FIXED: The solution is to just put in in the C: Beyond the Sword Mods, not the Documents one.
 
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The Four Incan Regions in Mesopotamia?
 

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  • Screenshot 2023-03-11 at 11.51.05 PM.png
    Screenshot 2023-03-11 at 11.51.05 PM.png
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When acquired 5 cities, Sultanate of Delhi changes to Ghorid Empire dynamic name. Historically the Ghorid Empire ended by the time the Sultanate of Delhi rises.
Screenshot_26.png

The ability Infiltrate Player's City doesn't inform how much espionage points the player gains when using it.
Screenshot_25.png
 
The Four Incan Regions in Mesopotamia?
Do you have any way of checking what this looked like earlier in the game? Did it show a different owner? Do you have a save from before that owner collapsed?
 
Do you have any way of checking what this looked like earlier in the game? Did it show a different owner? Do you have a save from before that owner collapsed?
Unfortunately no my autosaves have been replaced and the one quick save I have still shows the Arabs. From what I remember every Civ that should have taken that region did when I played as Ethiopia, minus Persia never had it. It was: Babylon then Arabia then the Seljuk Turks then the Mongols and then that image is from the rise of the Ottomans. I can check later if my final save still shows it that way, if that would help.

Edit: I thought I had the Arabs save...I don't
 
Unfortunately no my autosaves have been replaced and the one quick save I have still shows the Arabs. From what I remember every Civ that should have taken that region did when I played as Ethiopia, minus Persia never had it. It was: Babylon then Arabia then the Seljuk Turks then the Mongols and then that image is from the rise of the Ottomans. I can check later if my final save still shows it that way, if that would help.

Edit: I thought I had the Arabs save...I don't
@Leoreth would that end save help? I don’t think it would tell you much…
 
Unfortunately not. What I think happened is that the last civilization you saw own Baghdad before losing vision of the city collapsed some time after. Then when the Inca spawned, they used the slot for that civilization. This causes the colour of the territory to change to the Inca colours, even though they never controlled this territory, and it would disappear as soon as it gets back into your vision.

What is meant to happen, and usually does, is that when a civilization collapses its revealed but currently not in vision territory changes colour to gray, to avoid this confusion. I would like to find out why this didn't happen this time, but without a save from before that collapse I can't.
 
I can’t confidently declare a bug outright but I have reasons to suspect Berlaymont isn’t working as intended. There aren’t any previous reports in this thread I was able to find, but I also know non-trivial changes to DPs in particular and diplomacy have been made in the last year so.

The simple issue is that after building it I observed no change in “No Gain” denials. I’ve done some cursory testing so far to eliminate as many factors as possible (attitude, existing AI deals among each other, vassals, era, etc) to no avail. I can only say that much.

EDIT: So I was able to produce a situation in which finishing Berlaymont resulted in several civs expressing willingness to sign pact. Forming only one with any of these caused the others to then refuse again.
 
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