Troubleshooting and F.A.Q.

The first civilization to adopt a religion as their state religion gets to choose its tenets, not the civilization that founds it.
I've had a game where one of my AI neighbors founded before I did, adopted it as their state religion, and spread it to me. I was still able to immediately reform its tenets upon adopting their religion myself.
 
Thanks Xyth!

The first civilization to adopt a religion as their state religion gets to choose its tenets, not the civilization that founds it.

In my case, religion was already adopted by the founder. So I think I didn't deserve the chance to change tenets for free. Also Nightstar reports this case.

All buildings (including wonders) double in cultural output 1000 years after being built.

Really!?!? It was a feature on BtS?
 
All buildings (including wonders) double in cultural output 1000 years after being built. I'm pretty sure that's all that's going on here; the Oracle is about 2000 years old, while the Nazca Lines and Temple of Artemis are both under that threshold.

It depends on the CommerceChangeDoubleTimes tag.
Not all buildings that provide culture has it. Academy does not.
 
All buildings (including wonders) double in cultural output 1000 years after being built. I'm pretty sure that's all that's going on here; the Oracle is about 2000 years old, while the Nazca Lines and Temple of Artemis are both under that threshold.

It depends on the CommerceChangeDoubleTimes tag.
Not all buildings that provide culture has it. Academy does not.

I forgot about this. I'll have to have a think about whether I want to remove or modify this effect. May be a bit much with how I've reallocated culture.

I've had a game where one of my AI neighbors founded before I did, adopted it as their state religion, and spread it to me. I was still able to immediately reform its tenets upon adopting their religion myself.

In my case, religion was already adopted by the founder. So I think I didn't deserve the chance to change tenets for free. Also Nightstar reports this case.

Hmm, looks like something went wrong when the Arabs first adopted Islam. Investigating.
 
Is it a bug to have a stone/marble resource for AI while using Idolatry tenet?
 

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This is not the same screenshot moment (I rewrote it accidentally), but it's the same game and the same "Idolatry stone trade" thing
 

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I've had a game where one of my AI neighbors founded before I did, adopted it as their state religion, and spread it to me. I was still able to immediately reform its tenets upon adopting their religion myself.

In my case, religion was already adopted by the founder. So I think I didn't deserve the chance to change tenets for free. Also Nightstar reports this case.

Found the problem. Fixed for 1.24.

Is it a bug to have a stone/marble resource for AI while using Idolatry tenet?

This is not the same screenshot moment (I rewrote it accidentally), but it's the same game and the same "Idolatry stone trade" thing

Looks like they don't actually have access to Stone but the Alerts module (part of BUG) isn't detecting that for some reason. Rather than fix it I'm just going to scrap the Stone/Marble penalty and replace it something different. It causes too much confusion.
 
Looks like they don't actually have access to Stone but the Alerts module (part of BUG) isn't detecting that for some reason. Rather than fix it I'm just going to scrap the Stone/Marble penalty and replace it something different. It causes too much confusion.
may be +25% (or +33%):hammers: needed for Great Wonder production?
 
may be +25% (or +33%):hammers: needed for Great Wonder production?

That's the first thing I thought of too. Equivalent, but I might go for something not as penalising as the Golden Age penalty is already reasonably hefty. Sacrifice has a Wonder-related penalty already.
 
First thank you very much Xyth for this excellent mod!

I just had my capital getting 10-to-20 extra scientist specialists each turn. It started around 1690 (ancient start), around the same time an observatory was finished in this city, and a golden age was started (UB).

The problem *did not occur* when I loaded a saved game from 1680 and quickly finished turns until past 1700. So for me this is not an issue. But if you like, I can post(or email) the relevant savegames.


disclaimer: I did lower dissent like this:

Code:
$ cd /Users/paul/Desktop/Civilization IV/Beyond the Sword/Mods/History Rewritten/Assets/Python
$ diff CivilWar.py CivilWar.py.original 
39c39
< 		self.iUnhappyDissent				= 5									# Dissent change per excess unhappiness in city
---
> 		self.iUnhappyDissent				= 20									# Dissent change per excess unhappiness in city
41c41
< 		self.iUnhealthyDissent				= 5									# Dissent change per excess unhealthiness in city
---
> 		self.iUnhealthyDissent				= 20									# Dissent change per excess unhealthiness in city
 
First thank you very much Xyth for this excellent mod!

I just had my capital getting 10-to-20 extra scientist specialists each turn. It started around 1690 (ancient start), around the same time an observatory was finished in this city, and a golden age was started (UB).

The problem *did not occur* when I loaded a saved game from 1680 and quickly finished turns until past 1700. So for me this is not an issue. But if you like, I can post(or email) the relevant save games.

Sorry for the slow response, has been an extremely busy week. My guess is that something went wrong with the Rationalism tenet. Had you adopted it? What civ were you playing?
 
Sorry for the slow response, has been an extremely busy week. My guess is that something went wrong with the Rationalism tenet. Had you adopted it? What civ were you playing?

No problem, I saw the GP glitch in 1692, loaded the 1680 savegame and have not seen any problem again (in 1788 now).

Here is some information and savegame downloads.
civ: El Cid, Spain
Tenets: Animism,Honour,Pluralism,Enlightenment,Scripture,Sacrifice
Civics (before Golden Age):Theocracy,Slavery,Warrior Code, Retribution,Regulated Trade,Citizenship
Civics (starting Golden Age):Confederation,Subsistence,Warrior Code,Liberty,Regulated Trade,Citizenship

Settings: Prince, Archipelago, Epic

I just finished the Museo Del Prado in Cordoba by sacrificing a slave (1682), and get 7 extra GP in Valencia. I only noticed 7 rounds later because an unexpected Great Scientist appeared in Valencia (which had 63 specialists by then).

The savegames can be downloaded here (please don't judge my lack of strategy):
http://herrdebby.netsec.be/civ4/
 
EDIT: never mind, it does not work, sorry.

I am no expert, use at your own risk!

I tested this one liner on my Macbook and have not had a single Memory Allocation Failure since. (It disables paging.)

Code:
sudo launchctl unload -w /System/Library/LaunchDaemons/com.apple.dynamic_pager.plist

Disclaimer: my Macbook is always off line and is only used for Civ4.
 
I have an interface bug on the city screen, here is the ss:
 

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This will happen in any city screen where the city is producing 0 culture. (newly founded, in anarchy, rebelling, etc)

Fix was posted here
 
Hi Xyth,

we've talk about this some time ago, but just to be sure it's a listed bug:

when my ship explores a tribal island that spawns barbarian ships, these keep static on the tile where they have been spawned
 
Hi Xyth,

we've talk about this some time ago, but just to be sure it's a listed bug:

when my ship explores a tribal island that spawns barbarian ships, these keep static on the tile where they have been spawned

It's on my todo list for 1.24, but I haven't had a chance to look at it yet.
 
Hi Xyth,

we've talk about this some time ago, but just to be sure it's a listed bug:

when my ship explores a tribal island that spawns barbarian ships, these keep static on the tile where they have been spawned

It's on my todo list for 1.24, but I haven't had a chance to look at it yet.

AFAIK this can be easily fixed by adding a different UNITAI to them.
For example land barb units set to UNITAI_CITY_DEFENSE tend to remain in the place they spawned on (unless they are much more powerful than their possible target)
There is probably something similar for naval units too - but I can even imagine that those barb ships got the same UNITAI_CITY_DEFENSE somehow.
 
I have encountered a problem in multiple games that is starting to prevent me finishing them, as it seems to cause the game to crash once things are far enough advanced. It's like a MAF, only it can happen upon freshly loading the game, and sometimes I can reload and get past it, only for it to happen again a few turns later. It shouldn't be to do with the computer's limitations (hopefully!), as I'm playing on a MacBook that's less than a year old and the games are standard speed/normal size. I attached a crash report and a save. I am currently unable to get beyond the current turn on the save. Thanks for any help you can provide!
 

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