Bug reports and technical issues

Well, the Mughals could be at war with an Independent faction by going after an Indy city in India then go after cities in Central Asia that are aligned with the same faction.
 
I was telling you (Leoreth) that this happens consistently.
It doesn't happen just naturally, like with Greek Kyiv and a couple others,
but I've experimented and anytime you can accelerate/force a civ collapse,
you can be sure that any civ is ready to swoop in to the spoils.

I've seen:
Ottoman Spain
French Greece
Russian Anatolia
Spanish France

Hell, in one of my last games, France expanded all the way to Kyiv.

I think it has something to do with how AIs perceive Independents as opposed to other civilizations.
Or simply just an Independents' growth rate, which is more static and not as powerful as an average civ's.

All that aside, I do not think we should change this.
 
The reason exactly what Caesar Augustus said: the AI will be at war with one of the independent factions as long as one of their cities is stable for them.
 
I've finally managed to track down the WB crash bug. It's a little embarrassing because proper handling of null pointers should really be obvious to any programmer :mischief:

Have to clean up the mess I've made searching for it, then I'll commit.
 
I've just verified that they shared a common reason. Report again if there are still problems.
 
I've modified CvGameTextMgr.cpp to show the Safavids UP (extra culture and science for state religion buildings) when it applies in the building info texts. Of course I need the city you're currently in to check if you're even respawned Persia. The problem was, I didn't think of the situation where you're displaying a building while you're not in a city, i.e. civilopedia or WB interface, where pCity was NULL and the DLL crashed because I called a method on it.

The tech crashes occured for the same reasons: the techs mentioned all unlock buildings, which were likely moused over, which resulted in a crash when the game tried to get the help text.
 
Unless there's been a commit in the last hour or so, I'm still getting WB crashes.
 
I'm fairly sure I committed it ... but now it must certainly be up. Check if you're at revision 178.

That last commit also included two fixes that 3Miro allowed me to borrow from RFCE: one fixes a bug that let the AI have its settlers run in circles and never get to their intended location, the other should get us rid of the problem of large stacks that can't be moved over large distances (which also seemed to stop the AI from using large armies). Neither 3Miro nor I are sure at the moment if this works out, though.
 
Isn't that settler-running-around bug exactly what I showed you earlier in the main thread, discovered by Karadoc, which I reposted there? Or was there ANOTHER bug?
 
I found another bug.

This time related to trades.

Asoka pings me up wanting to trade 20 Gold and The Wheel for Writing.
I see if I can negotiate but after finding out he doesn't want anything else, I find myself
unable to return to his original deal he offered me.

Second time being that he allowed me to trade Writing for The Wheel+Fishing.
I wanted to remove Fishing from the list but oddly enough, he refuses to trade me ONLY The Wheel.
 
Isn't that settler-running-around bug exactly what I showed you earlier in the main thread, discovered by Karadoc, which I reposted there? Or was there ANOTHER bug?
I think that's the same problem.

I found another bug.

This time related to trades.

Asoka pings me up wanting to trade 20 Gold and The Wheel for Writing.
I see if I can negotiate but after finding out he doesn't want anything else, I find myself
unable to return to his original deal he offered me.

Second time being that he allowed me to trade Writing for The Wheel+Fishing.
I wanted to remove Fishing from the list but oddly enough, he refuses to trade me ONLY The Wheel.
You were playing as China, right? And were both offers initiated by Asoka, or was the second on your initiative?

I'm currently trying to make China less likely to benefit from tech trading, seems as if I didn't cover cases where the AI starts offers.
 
I have encountered a bug playing Byzantium. Solomons temple doesn't work. I have got catholic shrine and over 20 cities converted, and counter stops at 20. I have also Jerusalem, so it should go to 40. Am I missing something, or is it indeed I bug?
 
Using newest SVN update starting 600 AD with vikings I did not recieve any works on third turn (which I should get)
When I played it from 3000BC i did receive these workers. did do nothing strange, both times start founding oslo.

Think bug is caused by the fact that in 3000BC works spwan is at year 575 which is before 600 AD. If script adapting is too hard, maybe just giving the workers on spawn would be a good solution
 
I have encountered a bug playing Byzantium. Solomons temple doesn't work. I have got catholic shrine and over 20 cities converted, and counter stops at 20. I have also Jerusalem, so it should go to 40. Am I missing something, or is it indeed I bug?
This is at 1.73, right? I'm already aware of the problem, and it's fixed in the SVN versions and will be contained in the soon to be released 1.8.

Using newest SVN update starting 600 AD with vikings I did not recieve any works on third turn (which I should get)
When I played it from 3000BC i did receive these workers. did do nothing strange, both times start founding oslo.

Think bug is caused by the fact that in 3000BC works spwan is at year 575 which is before 600 AD. If script adapting is too hard, maybe just giving the workers on spawn would be a good solution
This has always been this way, although it's no problem to give them some at start in the 600 AD scenario.
 
Got a python error relating to the reformation when loading a 3000BC start as America, ver 183

line 664 in rfcevents
lines 308 315 323 in reliigions

Also, the game crashed when I went to go to the worldbuilder on the first turn, this may be unrelated to DOC though
 
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