Bug reports and technical issues

In a report, Mongolia had 90 core population and 101 periphery (and thus expansion stability of 2).
 
Bug in Russian UHV screen.

I didn't get one when I didn't have a communist friend. But when Persia became one, I tried to check the UHV screen and got the error.

EDIT: It seems the bug is not related to communist friends, but the Friendly attitude in general. I also get this bug when I only have 1 friendly civ which doesn't have the central planning civic.
 
Is there a way to get stability working, if, you're in a game where it isn't working due to an exception or so?

Also: could you please let civs only be reborn if the stability of the owner of that civs core is -1or lower? This would prevent annoying Babylon-rebirths 2 Turms After you're conquered Thema as persia and other nonsense
 
Sup gais. I made my own altered 600AD scenario and started up a game of Brazil on Marathon. It said I had to wait for the AI to auto-play four hundred and something turns, so I waited. About 150-200 turns in, the end-game clock that appears when the end-date is looming came up. It reached zero in the Middle Ages and Kublai won the time victory (I looked in WB, he was a giant).

Also, the game runs incredibly laggy all of a sudden and when I load games I don't get a screen with a bar. I don't see the connection, but it started during the Brazil load... maybe going into WB did it.

EDIT: Hmm, forgot all about that stability bug... I abandoned the game a while ago though.
 
You should take this to the modding Q&A thread.
 
OK, done. Framerate bug appears to be a separate issue, I just have to put it in windowed mode temporarily.
 
It's impossible to switch to Mongolia. If you click the "Yes" button, you become the Aztecs.
 
In file RhyesAndFall.py line 938. It should <iBrazil or iNumTotalPlayers or something like that.
 
SVN 621. RhyesAndFall.py line 1762:

if iCiv == iMughals:
if pIndia.isAlive() and utils.getHumanID() != iIndia:
if pIndia.getCapitalCity().getName() == "Pataliputra":
oldCapital = pIndia.getCapitalCity()
cityList = PyPlayer(iMongolia).getCityList()
newCapital = cityList[gc.getGame().getSorenRandNum(len(cityList), 'random city')].GetCy()
newCapital.setHasRealBuilding(con.iPalace, True)
oldCapital.setHasRealBuilding(con.iPalace, False)

The new Indian capital is a... mongolian city. :D
 
this is a really minor thing but it irritated me somewhat:

rfcdoc-tradingcorp.png


it probably is just a rounding thing, where once it rounds up and once down, but it still seems weird
(if you don't want to calculate it: the total gold implies I really get 10 gold from the trading corp :) )

I just want to make sure that the maintenance costs are not somehow added to the income or so

edit: hm no, it is something else entirely. By 1850 I get +16 from corporations according to my gold income while the trading company only supplies me with 9 (the only other corp present is steel at +2 hammers, nothing else)

ah, and I almost forgot:

the display for the whipping button: if you sacrifize an odd number of citizen it displays correct unhappiness & duration, however if you sacrifize an even number it adds 5 turns to the duration of the unhappiness (only on the displayed value on the whipping button, once you whip you get the correct duration added to the top of your city screen)
 
Not sure if this is a known issue: Playing as Russia (600AD / Epic / Emperor), I got this weird slowdown around 1784. The list of nations and scores at the bottom right have disappeared too. I tried going back a 5-6 turns but the same thing happened on the same turn.
 
it happens when the AI does something stupid (yeah, I know, very specific^^).
the AI then seems to get stuck calculating something which causes this extreme slowdown.
it is sort of known, however I don't know of any real countermeasures. Usually everything goes back to normal after a few turns. However in my experience games which suffer from this effect once often get it again.

edit: okay, apparently I remembered wrong :/
 
There shouldn't be any non-terminating loops in the game code.

Are you sure this is AI related, and not the interface?
 
come on, seriously?

rfcdoc-foreignstability1.png


everyone except for the independents likes me and I get -4 for bad relations? I don't get it.
Also: My vasall Japan is stable but I somehow I don't get a bonus for that anymore :(


also, it seems the Porcelain Tower really works....somewhat:

rfcdoc-porcelain.png

(from 2 cities in Dutch-China^^)
the difference between the 2 is, that one is coastal (with custom house) and one isn't.
Does the custom house cause this difference?
 
Why are the independents even part of your scoreboard?

Overseas trade routes on their own don't have a trade yield bonus. You need to have a Customs House to make more.
 
overseas gives +100 (see left side), foreign only gives a bonus with the custom house - or the text is screwed up.

anyway the Porcelain Tower works in a way that I am okay with^^

and the independents are always part of the scoreboard Oo
(so are the natives)

I am playing SVN without any changes to/personalisation of the bug-interface.
But that doesn't answer my concern: what determines "bad relations"? AI diplo modifiers don't seem to be it.

also: have you seen my wishlist in the suggestion/svn-discussion thread? I'd already be glad if you went through them "nay/ maybe/ have to think about it/ no way in hell"

and finally: sorry, I thought I remembered reading somewhere here "the scoreboard-disappears and everything comes to a grinding halt" was connected to AI loops not interface bugs.
Since I sometimes suffer from this as well, I'd also love to know what to do in that situation to get rid of the problem.
 
and the independents are always part of the scoreboard Oo
(so are the natives)

...Since when? I've kept up to date with the SVN since before the official 1.11 release, and the Independents and Natives have never been on the scoreboard for me.
 
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