Bug reports and technical issues

Yes, you're right. Or more precisely, the Scoreboard code assumes that you always have contact to the master of a vassal civ and all vassals of a master civ. RFC's cut contacts violate this assumption sometimes, which is why I have rewritten the communications module to make sure this is the case again. Apparently I haven't been thorough enough.
 
When I, independently of Leoreth, decided to delete all mercenary code from the mod, I accidentally deleted one Python line that referred to the stored data - it had the "#Mercenaries, Stored Data" comment. I thought it merely referred to "mercenary component in stored data", but it was vitally functional to storing/loading all data. Everything was fine again when I restored that line. Could it be the case that either citis or Leoreth himself tired to modify something and accidentally deleted some vital line?
 
Well, with the inclusion of BUG saving the Stored Data module has been delegated to BUG, all I have to make sure now is to pass the information along, which definitely happens. I cannot verify that the information is actually saved correctly then. Seems like the most likely reason though.
 
Leoreth, thanx a lot for the latest bugfixes. :goodjob:
However, my bug detector found an other greater bug :(. When I conquer Jerusalem the program terminates, no messages available. SVN584
 
No previous save available. I supose it was triggered by Byzantin founding of Chersonessus. It was raised by barbarians some turns earlier.

P.S: Can I enable autosaving every turn?
 
You can set this in the INI file in your Beyond The Sword folder.
 
Division by zero detected. I hope I'm helping.:D
Version: SVN 584
 
Division by zero, how embarassing.

Go right back to Computer Science 101, do not collect a Bachelor degree ...
 
Do not collect 200 deutschmarks
 
Mind the tuples.

Another issue: I have noticed that when a contact is lost then the open borders agreement is lost and it isn't lost. Check how many open border agreement I have with the Vikings. In other game I have open borders agreement with Mughals more than four times :crazyeye:
 
I'm not sure if this is a bug, but i started an argentina game (actually trying the colombians again, since reloading didn't work), and suddenly got contact to congo. I just moved a frigate to the southern tip of south america, there were no congolese units visible (none were, actually), andcongo isn't a spanish vassal. Is there a mechanic i'm not aware of?

(I'll report on the colombian thing later.)

Also, i got a whole bunch of python exceptions when setting up the game. I took a screenshot of all of them, but i'm not sure what to do with them (don't wanna flood the forum with images unneccessarily). Most of them were about bugconfig, some about autolog, and one about a file in the warlords directory:confused:

edit:hm, there was a congolose caravel nearby, as i can see now, but i definitily couldn't see it in the turn before. Do caravels have a sight bonus? Or could be they just delivered a spy to the coast who could see me? (i'm assuming somehow they saw me, but i didn't see them)
 
To not spam with pictures, make sure that you have also enabled logging and post your PythonErr.log file here. It contains all Python exceptions of your last game.
 
Oh, yeah. Sorry, i'm just getting used to this...

okay, when i try to upload the logfile, i get an "invalid file" error message. It seems *.log is not accepted by civfanatics. What should i do?

edit: forget it, i converted it in a *.doc file.
 

Attachments

As for the colombians, i got the same problem as posted above again. No demanding gold per turn from others (in fact no sum of gold, either).
 
The .log files are actually plain text files, simply rename them to .txt.

The error seems to be on your side, the game isn't able to create an Autolog folder in the mod directory. Either reset your permissions or create the Autolog folder on your own.
 
The AfD didn't win the elections so it's thankfully still Euros ;)

I'm afraid I don't know much about modern German history =/
However you use a lot of alternate fuel! That's what I do
 
We're using Euros right now, we'll continue to use Euros in the future, that's all there is to say on the matter.
 
Uh, scrap all the previous thing I wrote. Let me write it again...

Turn 1280 AD, Indonesia 600 AD.
I wasn't the civilization with the highest population. It was Arabia and it's true.
At the same turn, here's the population of the most populous Civilization:
- Arabia (76)
- China (57)
- Byzantine (50)
- Indonesia (49)
- HRE (40)
- France (37)
- Mughal (32)
- England (29)

I WB some of the most populous cities in Arabia and now according to the population screen, the highest population civ is Byzantine. I then do the same to Byz and the highest population now is France. I then WB the same to France, also England and HRE to shorten the time. The highest population civ now is China. I do the same to China and now the highest population is Mughal. Only after I change the total of my population to 53, I win the #1 UHV. Note that the highest populated city in Mughals was Delhi (12) and after I WB my capital to 13, 1 more of Delhi, from originally 9 (therefore totalling 53) it checked YES.

^^ Notice the order of changes in Victory Screen and the total of all civ population as of turn 1280 AD. I count with calculator so I can't be miscalculate ._.

Note that because this is in the same turn, no more cities get conquer/get conquered. My methodology is by seeing the Victory Screen, Open WB, Close WB, See Victory Screen, Open WB, Close WB and so on...

Also when I'm trying to replicate I got the following error message:

Error in kbdEvent event handler <bound method CvRFCEventHandler. on KbdEvent of <CvRFCEventHandler. CvRFCEventHandler instance at 0x17A2E0F8>>

I can't see the UHV #2 and UHV #3. It only shows partial UHV #1.

Oh, and also, Mongolia died the turn they spawn and I saw a Byzantine Cataphract in Kara Korum that turn. Should also put this in OMG I think...
 
It seems that secessions can't happen properly. Version: SVN 585.
 
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