A New Dawn Bug Reports and Feedback

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There's half your problem instantly - 2 Mb RAM.
 
Btw i probably should have said this sooner but the error messages goes "The application has asked Runtime to terminate it in an unusual way"
 
The first one :

A stack of modern ships with fusion transports full loaded of land units (+ one great commander) is on an enemy fishing boat (North of the Sumerian city of Lagash (in purple))
I decide to destroy the fishing boat with a fusion destroyer from the stack. Obviously the fishing boat disappear.
What is unexpected is that all the units loaded on the fusion transports disappear with !!!
View attachment 258527


The second one :

This is the Second time I experience this bloody bug. I assume it's a well known. I report Anyway ! It occurred 2 turns after the bug described above.
I press the "next turn button" and the AI code seems to loop forever !!!
The graphic animations and sound don't freeze but never the next turn is reached.
That is a real killing bug.
View attachment 258528


The third one :

It appears to be a kind of bug to me.
Just load a guerrilla or a mercenary infantry in a transport helicopter.
Then pass through tiles with land units on a friendly land
All the units will be killed, canons and workers will be yours !!!
It seems to be a too easy way to make ravages without any fight.


For all of the reports above :

Rise Of Mankind2.91
A new dawn 1.73J
Windows 7 (64b) - E8400 - 4 Gb Ram - HD4850 - Catalyst10.6

A New Dawn.log :

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Early Buildings} ANM {Historical Wonders} {Better RoM} Guilds {Modern Corporations} {Black UI} {Blue Marble Terrain} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

Install Directory:
C:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows


End of report


By the way, very big thanks to Afforess and all the modders who turn the superb BTS on an gorgeous game and sorry for my unperfected english writing.
 
Python error when multiple cities revolt :

Spoiler :
attachment.php



Save game attached. Just click next turn and select "Accept" for the revolt.
Using Patch J


A New Dawn.log:

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Early Buildings} ANM {Historical Wonders} {Better RoM} Guilds {Modern Corporations} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Standard

Version:
1.73

Install Directory:
C:\Users\Matt San\Program Files\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Vista
 

Attachments

Having an issue with beta9 (custom install, all options selected): my game will instantly crash to desktop once I try to cancel open borders. File attached below.

Also, in a beta 8 game before, I got -16 :mad: for ignoring "help for war"-request - isn't that too much?! It should stop after-4 like the +4 cap for good trade, I think.
Spoiler :
attachment.php

The "...waiting for..." loops- I experienced in beta8 (nooo the plague is back) are hopefully gone in beta9.

A good thing to report: the AI is gettting smarter to kick the leading AIs butt. In this game 7 Ai dowed the leader the same turn. Pretty early in the game btw.

Spoiler :
attachment.php


Last but not least I guess in beta 7 I saw AI city "defended" by 2 generals for quite some time...

Spoiler :
attachment.php
 

Attachments

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  • Civ4ScreenShot0116.JPG
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So I've been away for a bit, and just finished installing 2.92 fresh. I also installed the latest 1.74beta9 w/Formations and Blue Marble.

Check out my city icons:

CityIcons.png


Unhealthy = Happy.... Anyone else getting this?

I don't see any obvious differences in the interfaces xml or dds files between in 2.91/1.73 and 2.92/1.74b9.
 
A New Dawn 1.74 beta9:

For the tech machinery the AI offers 35 coins, even though it is worth 1911 science. Difficulty level is deity but the trade penalty should not get that high.
 
A New Dawn 1.74 beta9:

For the tech machinery the AI offers 35 coins, even though it is worth 1911 science. Difficulty level is deity but the trade penalty should not get that high.

Could it be that the AI only has 35 coins to trade? :p
 
No, it had more coins. But it does not happen always. Normally offers are more reasonable.

Another trading issue: AI offers one resource for my marble. I barter and ask what I get for marble and the AI gives me basically everything which is not red: 4 resources (including the original offer + all its gold)

State Church does not seem to allow building of Seminary.
 
No, it had more coins. But it does not happen always. Normally offers are more reasonable.

Strange. Next time that happens, an auto-save from right before would be helpful.
Another trading issue: AI offers one resource for my marble. I barter and ask what I get for marble and the AI gives me basically everything which is not red: 4 resources (including the original offer + all its gold)

That's a design flaw (or feature) in BTS. The AI can only offer you 1 to 1 resource trades, even if it values the resource a lot.
 
CityIcons.png


Have just confirmed that this is definitely a 1.74b9 issue, as the base 2.92 is fine.
 
I've never seen it before, and you are the only report of it occurring. Have you modified your files in any way, or are using any other modmods?
 
Nope, this was a new install of 2.92 w/1.74b9, nothing else installed.

I'll try reinstalling all of Civ 4 again and see if that fixes it.


EDIT:

Yay - that fixed it.

Now I don't have to see how happy my scouts are anymore :p

scout.png
 
Minor cosmetic bug:

The link of the word "factory" in Civilopedia entry for Improvement: Workshop where it say that the workshop grows into "factory" is linked toward the building factory, instead of toward improvement first of the factory series.
 
There is nothing I can do about it; it links via descriptions, not XML names. I asked EF about it, but the linking code is mostly in the EXE.
 
When I attack a single unit and it withdraws, the contested hex remains empty. Shouldn't my unit occupy the hey from which the enemy withdraws?
 
There is nothing I can do about it; it links via descriptions, not XML names. I asked EF about it, but the linking code is mostly in the EXE.
you could add some invisible character to the name such that they differ. this fixes the problem although not in a clean way.
 
Random event that creates spices isn't giving me the resource, does let me plop down an empty plantation though.

edit: Once I researched naturopathy it showed up, might be another event that needs tech requirement set differently
 
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