Bug reports and technical issues

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^^
Yeah, mixed them up, sorry.

and the independents are always part of the scoreboard Oo
(so are the natives)
You can disable them, which should be the default setting.

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.
If you are the worst enemy of someone who's more powerful than you, the resulting negative modifier will also be displayed as bad relations.

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.
If everything else fails, turn off the scoreboard.
 
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.
It's caused by losing contact with another civ. Regain contact with them and the everything will become normal again.
 
If you are the worst enemy of someone who's more powerful than you, the resulting negative modifier will also be displayed as bad relations.

I am the strongest civ in the whole game in terms of military strength, so there is now one more powerful and besides I am no ones worst enemy at that moment when the stability check was made.
 
The new BUG DLL scoreboard is awesome, but I've lost the stability indicators & UHV completion counters. WAD?
 
In addition, when you meet a lot of civs, the scoreboard goes beyond the top of my screen.

Remove dead civs from the scoreboard, first of all.
 
The new BUG DLL scoreboard is awesome, but I've lost the stability indicators & UHV completion counters. WAD?
Nope, although I'm currently unsure why this has happened.
 
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 :/

It did indeed go back to normal after a few turns, thanks. It happened in the middle of a congress - someone was awarded a city and hey presto everything went back to normal.
 
not really...you can also demand them via trading companies....also making capitols "invulnerable" would allow for yet another exploit.
sure, if they demand yours it is annoying, but you don't have to comply, do you? :)
the only city I can think of, which should be of limits is Amsterdam (if owned by the Dutch) as that civ usually immediately collapses without it (civs with no cities in their core -> gone)
 
It appears that when attempting to chop a forest with a stack of three workers,
even if it will chop in one turn, the third worker will not chop unless you manually select them to do so.
Not gamebreaking, but quite momentum draining.
Try it with one of my worker stacks, I believe it's reproducible.
 

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This should be the effect of BUG's pre-chop feature. Whenever you build something on a forest (or order to chop it) the workers will stop when there is one turn left and you have to order them again to completely remove it.

You can disable this behavior if it bothers you.
 
yeah, it seems that that is intentional, helping you to "pre-chop" more easily. It also informs you how many hammers you're about to get at that point (1 worker-turn away from finishing chopping that forest)

I don't know, but that can be adjusted somewhere/one should be able to adjust that somewhere ;)
 
not really...you can also demand them via trading companies....also making capitols "invulnerable" would allow for yet another exploit.
sure, if they demand yours it is annoying, but you don't have to comply, do you? :)
the only city I can think of, which should be of limits is Amsterdam (if owned by the Dutch) as that civ usually immediately collapses without it (civs with no cities in their core -> gone)

What about just original capitals (and only for congresses, not trading companies)? That would remove any exploits without getting ridiculous results such as the Vikings taking Paris...
 
Don't worry, I will rewrite Congresses before the next release.
 
I don't think civs should immediately collapse when they lose all of their core, it makes defeating large empire too easy and often guarantees Dutch collapse at the hands of the French or Prussians.
 
I'm getting a ton of BUG module errors with 629. Attached is a screen but do you also need a log or something?
 

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& this is what I get when opening victory conditions.
 

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I'm playing Version 1.11 and was doing the UHV of Babylonia. On Turn 92 I got a crash to desktop. I suspected that Merceneray's were the root of the problem, and reloaded an older Save where I didn't buy them. After that I had no crash. Unfortunatley in the process of reloading an replaying I lost the autosave.
 
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