At long last: 1.21 released!

Eternal 'Waiting for other civs" is a bug present even in default BTS. It cannot be fixed without breaking Mac compatibility.

Yes, sadly I'm all too familiar with how annoying that is, going back generations of Civ. Just that it never seemed to happen in v.20, or even one or two iterations before that. Happened just after Drekar's appeared the last time, which makes sense if it;s mostly naval units.



Build the same Great Temple in the same city again and again?


No, I was building them in different cities-- but with a Spiritual Civ capitol churning out Great Prophets you can keep building them in city after city and triggering Golden Ages. I am a fan of Golden Ages in general, but this seems too easy.
 
If it's being left in for now, then it should probably provide a free Cemetery instead of a Well, as the current incarnation of the latter is now supposed to be location-restricted.

Not sure a cemetery is the right choice here, will have a think about it.

Here is the crash report and the saved game.

I do a couple of things, then try to end the turn and it crashes.

Same type of crash as the one you posted previously. It seems to be related to whether a plot has a suitable defender. I'm presuming a particular unit has a setting or combination of settings that this check isn't coded to handle. No luck isolating it yet.

Yes, sadly I'm all too familiar with how annoying that is, going back generations of Civ. Just that it never seemed to happen in v.20, or even one or two iterations before that. Happened just after Drekar's appeared the last time, which makes sense if it;s mostly naval units.

My suspicion is that the Pirate unit is the chief culprit, due its combination of hidden nationality and coast-only movement. I meant to disable it for 1.21 but forgot. Will be disabled for the next version, so we can see if it reduces the frequency of the bug.

No, I was building them in different cities-- but with a Spiritual Civ capitol churning out Great Prophets you can keep building them in city after city and triggering Golden Ages. I am a fan of Golden Ages in general, but this seems too easy.

Gah! Great Temples are meant to still have the 'X number of Temples' requirement, but they don't. A Great Temple in every city would indeed be too many golden ages!
 
Here is the crash report and the saved game.

I do a couple of things, then try to end the turn and it crashes.

Finally solved! The problem occurs when there are a full 18 players in game already and a multiple city civil war occurs. Basically, due to a missing check it's trying to create a new player overtop of the barbarian player, which BTS doesn't like one bit. Check added, problem solved. I've attached the fixed file, unzip, and use it to replace the existing one at /History Rewritten/Assets/Python/CivilWar.py.
 

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Just a quick question, how often are Civil Wars supposed to happen? it seems like they happen somewhere almost every turn.

Yours
cpease61
 
Just a quick question, how often are Civil Wars supposed to happen? it seems like they happen somewhere almost every turn.

In the same civilization, not too often unless you seriously over-expand, neglect culture, or your cities are just too unhappy and unhealthy. Each time one occurs, all the cities in the civilization that didn't rebel get reset to 'Stable'. Across all civilizations it's quite common to get several civil wars clustered close together though, especially on larger maps.

Always tuning to be done though of course, all the testing in the world can't compare with people playing full games with different settings. Rough goal is 0-2 per era, per civilization, becoming more common as the game progresses. More than 2 per era in the same civilization is a problem, unless that civ has drastically over expanded.
 
Picking the "Advanced Start" option when playing the Huge Earth Map generates an error. Something about start locations not being defined (screenshot failed, so I can't be more specific).
 
Picking the "Advanced Start" option when playing the Huge Earth Map generates an error. Something about start locations not being defined (screenshot failed, so I can't be more specific).

The starting points mod doesn't allow for later era or advanced starts. Just the ancient starting units at certain locations.


The error is a mistake on my part, harmless though. Fixing it won't make starting points work on advanced start however, the author of that component has deliberately disabled that and indicated that it's potentially impossible to make it work. Taking a look, It seems like the UI part of the advanced start mode is handled in Python but all the logic parts (including start area selection) are handled in the DLL or even the exe. Unless I'm missing something, then indeed it is impossible.
 
Climate change isn't giving any notifications, at least to me.

is it occurring by one of your cities or an AI city? It currently only displays a message/alert to the player whose city was affected.
 
The French civ has two cities named Marseille one is the French spelling (Marseille) and the other is the English spelling (Marseilles).

This confuses the civic advisor, which doesn't show certain things properly when it tries to see what the second of the two cities is doing.

I assume this is because what ever is parsing the names only goes so far with the names.

There is a similar problem with the Khemer Civ, although this isn't so much because of repeat names as because there are so many Ankor Name cities.
 
My cities.

I've just tested this several times and I'm seeing the message and tile warning marker without fail. Really not sure what's going on here.

Another thing: Enterprising gives +1 cargo space to ships, but that goes away if they're upgraded.

I may have to redesign that bonus as a free promotion as there's no way to detect when a unit is upgraded.

The French civ has two cities named Marseille one is the French spelling (Marseille) and the other is the English spelling (Marseilles).

This confuses the civic advisor, which doesn't show certain things properly when it tries to see what the second of the two cities is doing.

I assume this is because what ever is parsing the names only goes so far with the names.

There is a similar problem with the Khemer Civ, although this isn't so much because of repeat names as because there are so many Ankor Name cities.

You may see this from time to time with some civs, let me know when you do. It happens where a civ has entries in both the old and new city naming systems. I delete a city from the old list when I add it via the new system, but I'm bound to have forgotton some here and there. The Khmer city list is still the Firaxis default one, it's a mess. Will get around to remaking it one day.

What's the problem with the civics advisor? Do you mean the Domestic Advisor?

Gustavus Adolphus' greeting message is missing text. Says "Greetings, I am [OUR NAME]..."

Ah yes, fixed, cheers.
 
I may have the name wrong but basically if you have two names that are too similar an you bring up the advisor it shows the production of the earlier city when the later city is picked, also, if i remember correctly, the garrison doesn't show properly
 
I may have the name wrong but basically if you have two names that are too similar an you bring up the advisor it shows the production of the earlier city when the later city is picked, also, if i remember correctly, the garrison doesn't show properly

Ah I see what you mean, I can see how that could happen. Irritating limitation in BTS's table code. I've rewritten the Domestic Advisor completely for 1.22, so I'll see if I can find a work around. If not, hopefully the problem will disappear over time as each city list is revamped further.
 
It appears that if a civ is eliminated, but a new one is generated to replace it (presumably either due to a civil war or the creation of a colony), the new civ inherits the dead one's culture even if it's on the other side of the planet!

In the screenshots below, the Sioux wiped out the Mayans, but not too long afterwards there are again a full 18 civs and the old Mayan cities have a majority Russian! culture.
 

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