Bug reports and technical issues

My SVN is currently on 1.9 to debug the savegames that were posted, so I can't check what's wrong right now. I'll take care of that later.

Edit: I've fixed the tech trade trading company crash. The problem was essentially that all elements of a trade deal are handled step by step (i.e. if civ A trades a tech for another tech and a world map, then first A's tech is given to B, then B's tech is given to A, then the map is handed over, then a peace treaty is signed). The problem was that the effects of each part are handled immediately, i.e. when Economics arrives in France the units are spawned and the war is declared before the other parts of the trade are handled. Since the code doesn't expect the diplomatic conditions to change while it handles a trade deal, it comes to a crash at some point (still don't know where exactly).

Circumventing that wasn't easy, but now in every step of the trade execution it's checked whether you're at war with the other side and if so, peace treaties aren't signed anymore. I'll commit a fix to the SVN later (v1.9 players must live with the bug, unfortunately).
 
I don't think the spawn of Portugese Singapore is working as intended.

Portugal briefly gains one tile of cultural control on the Singapore tile. Then the Portuguese units spawn. But by the time the next Indonesian turn comes around, Indonesian culture is back and Portugal never got a chance to found the city of Singapore.

Is this what was supposed to happen?
 
And the from city slave problems continue...

Spoiler :
orsyv.jpg


On another small note, are the Azores meant to count as a different continent than Portugal, as I am unable to build a settler there.
 
And the from city slave problems continue...

Spoiler :
orsyv.jpg
Oh sorry, already fixed that but forgot to commit it.

On another small note, are the Azores meant to count as a different continent than Portugal, as I am unable to build a settler there.
From the mechanics yes. I think I should rework the whole "different continents" thing.

I don't think the spawn of Portugese Singapore is working as intended.

In the attached save (v1.9), upon hitting end of turn, Portugal briefly gains one tile of cultural control on the Singapore tile. Then the Portuguese units spawn. But by the time the next Indonesian turn comes around, Indonesian culture is back and Portugal never got a chance to found the city of Singapore.

Is this what was supposed to happen?
That happens to the AI sometimes, not sure why exactly. Maybe it's better when the AI gets to found the city immediately instead of being gifted a settler to found next turn.

I'm not sure if this is a bug or not but why does the Spanish pikeman spawn 1NW of Marseilles?
It is flipped. I don't know where it comes from :crazyeye:
 
From the mechanics yes. I think I should rework the whole "different continents" thing.

Well, the real problem is the conquerors cities not colonizing all of the Americas, right?

Why not change the mechanic to, if possible, conquered cities cannot produce settlers for 10? turns (normal speed, 15 in epic, 30 in marathon) after revolt from city capture.
 
Well, the real problem is the conquerors cities not colonizing all of the Americas, right?

Why not change the mechanic to, if possible, conquered cities cannot produce settlers for 10? turns (normal speed, 15 in epic, 30 in marathon) after revolt from city capture.
I don't want cities on different continents to produce settlers before you have Astronomy, no matter how long you hold them.
 
Slave does not work. My last SVN update was this morning. My game is England/Epic/Emperor. I bought my slave from Mali, but it seems that he can't build a plantation or join the city.
 

Attachments

Will commit a fix for that soon.
 
Shouldn't National Wonders be razed upon capture of a foreign city?

Why is there still an Interpol in Constantinople (which I just captured)?

Spoiler :
attachment.php
 
Academies and Interpols, which are built by GPs, don't get destroyed and shouldn't either.

The problem is that while you can have unlimited academies, with Interpol that's not the case (IIRC).
 
I've played several Mongol games recently, and it looks like razing cities is not contributing to the "Raze 7 cities" goal. It doesn't show up in the counter, just remains at 0/7. I've tried just razing 7 anyways and it did not complete the goal.
 
I've played several Mongol games recently, and it looks like razing cities is not contributing to the "Raze 7 cities" goal. It doesn't show up in the counter, just remains at 0/7. I've tried just razing 7 anyways and it did not complete the goal.


had the same issue. razed 3 or 4 without it counting any. i stopped playing before i got to seven though
 
A useless pop-up telling us which technologies are to respawning Egypt. Last SVN update.
 

Attachments

  • Immagine.jpg
    Immagine.jpg
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Oh, forgot to take out the debug stuff before committing. Good news is Egypt's respawn techs should be fixed now :)

I think I'll autofound Buddhism before the Korean spawn.
 
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