Bug reports and technical issues

They do IIRC. Byzantium for example, you spawn inside Constantinople and you'll have negative expansion stability. Of course 2 turns later there's the flip.
 
@Aline

go into settings and switch those options off, then switch them on again, and your problem will be solved

switching to a new civ always resets to default, so do this whenever you switch civs

That works ^^

Anyways i do no longer get the popup to switch civs once i switched ingame, is there a wordaround for this aswell?
 
Theocracy is not working properly. AIs (e.g. India) probably wouldn't want to spread their religions to my cities, but I can do it with my own missionary.
Spoiler :
oUPk2.jpg


By the way, Leoreth, did you forbid China to have Silk Route again or did you just modify the area it spreads to? It no longer spreads to China controlled Beijing.

And there's no Protestant Holy City if you reach Printing Press and do not convert? I mean the Holy City not the shrine.
Spoiler :
3JoV7.jpg
 
I didn't change anything to Theocracy ... this is just how the effect works, apparently.

And I've excluded Beijing, yes.

No Protestant holy city is definitely not intended.
 
I didn't change anything to Theocracy ... this is just how the effect works, apparently.
No, it wasn't like this before, I'm pretty sure. The spread religion button should be grey.
 
Game freezes on you [goes to the spinning globe thing, then never leaves that], save included, repeatable by simply pressing next turn.

Year is 1712, Germany, 4000BC start with no changeovers.
 

Attachments

A few bugs:
The viking great scientist's do not have the option to build an academy.
Several times, while playing as greece, byzantium did not spawn.
Not sure if this is a bug, but why do the peak 2w of Constantinople, reappear in 600ad start?

Else great modmod, really enjoyable :)

Ill provide python exceptions shortly, and I am using newest version
 
A few bugs:
The viking great scientist's do not have the option to build an academy.
Several times, while playing as greece, byzantium did not spawn.
Not sure if this is a bug, but why do the peak 2w of Constantinople, reappear in 600ad start?

Else great modmod, really enjoyable :)

Ill provide python exceptions shortly, and I am using newest version
Thanks for noting the Viking academy problem. Also, the maps are not completely mirroring each other, I'll fix that.

How large was Rome in your game where Byzantium didn't spawn? If they're confined to Italy, it's likely they won't.
 
Well Rome was fairly small.
It is cool if byzantium spawn is related to rome size, but i was unable to find any information confirming that, so i assumed byzantium just spawned like any other civ :)

Nvm. found
# Byzantium now spawns if Rome is alive and controls at least two cities outside of its core
 
CityNames, you can call assignName instead of renameCities in onCityAcquired. This allows wierd city to be placed and still get real names later on.
I am not sure why rhye made non historic cities ruin city-names for all eternal.
Example: founding constantinople as babylon gives constantinople a random babylonian name. Due to rhyes rules, capturing constantinople as any civ will never rename the city, which is kinda wierd.
 
For some reason I was unable to declare war on the independents, playing as the romans. Tried waiting 10 turns+ to see if it was some kind of cease fire-bug, but that wasn't the case either. I have no vassals btw, if that should be of any relevance.
 
For some reason I was unable to declare war on the independents, playing as the romans. Tried waiting 10 turns+ to see if it was some kind of cease fire-bug, but that wasn't the case either. I have no vassals btw, if that should be of any relevance.

I can't declare on independents either.
Spoiler :
IUGi0.jpg


Edit: Many turns later I can declare war on them though.
 
This seems to be an unintended side effect of the protection for recently spawned civs. I'll upload a fix soon.
 
Hello! I can't play this mod. Anyone has had this bug please? When I run the mod =>



I'm looking for a solution if anyone knows how to fix this problem...
 
Haven't you asked this already? I can only repeat what has been said in the other thread: the mod doesn't have French language, so you'll have to change your language settings to English to play it.
 
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