Bug reports and technical issues

The way you are supposed to switch civs, with the convenient popup that allows you to do that.

Well, I wanted to play as the Arabs. I started the game as the Byzzies and there was no popup.

I don't do anything when you switch civs by cheating. Which means that when you use ctrl + z and Egypt's goals are failed, they were already failed before you switched.

No, whenever I use cheats to switch to any civ whatsoever, their goals are failed.
 
Well, I wanted to play as the Arabs. I started the game as the Byzzies and there was no popup.
Likely because they're too close to each other.

No, whenever I use cheats to switch to any civ whatsoever, their goals are failed.
Yes, but their goals have already been failed before you switched. Because AI goals are automatically failed on standard settings.
 
Likely because they're too close to each other.

Why does that change anything?

Yes, but their goals have already been failed before you switched. Because AI goals are automatically failed on standard settings.

Ohhhh. OK, that makes sense. Is there a way to enable them?
 
Build an empire as Byzantium. Store all your units in the Arabian flip zone. When Arabia spawns, you get the units you placed in the flip zone as Byzantium. If you leave the cities undefended, you can take them as Arabia. So you have a free army and free cities.

There are similar strategies like this, in which you can give yourself a huge boost when you flip to the new civ. People are very creative in finding them.

To prevent all these kind of exploits, you can't switch between close civs.

In the past, you could also give the newly spawned civ all the techs they didn't have, but you did. But this exploit has been disabled. (You can't give techs to a new civ the first turn.)
 
Build an empire as Byzantium. Store all your units in the Arabian flip zone. When Arabia spawns, you get the units you placed in the flip zone as Byzantium. If you leave the cities undefended, you can take them as Arabia. So you have a free army and free cities.

There are similar strategies like this, in which you can give yourself a huge boost when you flip to the new civ. People are very creative in finding them.

To prevent all these kind of exploits, you can't switch between close civs.

In the past, you could also give the newly spawned civ all the techs they didn't have, but you did. But this exploit has been disabled. (You can't give techs to a new civ the first turn.)

I have an idea. Start a game as Japan. Do nothing. When Arabia spawns, use worldbuilder to give them tanks, as well as every city on the map. Then switch, and... hey presto! Free win!
 
Ohhhh. OK, that makes sense. Is there a way to enable them?
Yeah, open Assets\XML\GlobalDefinesAlt.xml and change the value of NO_AI_UHV_CHECKS to 0.

I have an idea. Start a game as Japan. Do nothing. When Arabia spawns, use worldbuilder to give them tanks, as well as every city on the map. Then switch, and... hey presto! Free win!
That's the difference between cheats and exploits. Both are unintended, but the latter are still playing by the sanctioned rules of the game (like placing units in your future flip zone etc.) but still against the "spirit" of the rules.
 
That's the difference between cheats and exploits. Both are unintended, but the latter are still playing by the sanctioned rules of the game (like placing units in your future flip zone etc.) but still against the "spirit" of the rules.

But that's still a much weaker reason to ban them. If I should be able to play through history, than it's in the spirit of the game that I should be able to switch sides and destroy my hard-won empires.
 
300 years is not enough for a hard-won empire though :p
 
Is there a way I could manually enable them? Also, I may be interested in learning how to mod for real.
 
I have an idea. Start a game as Japan. Do nothing. When Arabia spawns, use worldbuilder to give them tanks, as well as every city on the map. Then switch, and... hey presto! Free win!

Why needing to start as Japan? You don't need to switch civs to be able to give yourself tanks with WB.
 
Why needing to start as Japan? You don't need to switch civs to be able to give yourself tanks with WB.

I was being flippant.
 
Some small bugs:
- The Greek 3rd UHV says: Control Egypt, Phoenicia, Babylon and Persia. The line below that (which shows the areas you control or not) says Carthage instead of Phoenicia. (see screenshot)
- Hint 33 says something about the expansion categorie civic. But that categorie doesn't exist anymore.
- Civics that allow double specialist slot has the info "double [specialist]", while it should be "double [specialist] slots". (this is the case for public welfare, industrialism, tolitarianism)
 
Is there a way I could manually enable them? Also, I may be interested in learning how to mod for real.
There's a set of conditions above self.newCivPopup() in initBirth() in RiseAndFall.py.

- Civics that allow double specialist slot has the info "double [specialist]", while it should be "double [specialist] slots". (this is the case for public welfare, industrialism, tolitarianism)
I know, unfortunately the old text key didn't allow to insert the specialist name so I could only write something before it. Maybe I should rewrite this part.
 
Another bug in another game.
India, revision 615, turn 129/130.

I get a message "No appropriate deals found".
I got the message in the same game before, but I don't know at which turn.

See savegame. (It should happen the 2nd/3rd turn)
 
Ctrl+F.
 
Is this what I'm supposed to alter?:

if iCiv in [iArgentina, iBrazil]:
self.setStateReligion(iCiv)

if (iCurrentTurn == iBirthYear + self.getSpawnDelay(iCiv)) and (gc.getPlayer(iCiv).isAlive()) and (self.getAlreadySwitched() == False or utils.getReborn(iCiv) == 1) and ((iHuman not in con.lNeighbours[iCiv] and getTurnForYear(con.tBirth[iCiv]) - getTurnForYear(con.tBirth[iHuman]) > 0) or getTurnForYear(con.tBirth[iCiv]) - getTurnForYear(con.tBirth[iHuman]) >= utils.getTurns(25) ):

self.newCivPopup(iCiv)
 
I get the following bug again and again, not related to any special civ or situation, as far as I can see - anyone know what's up with that? :/

The log:
[Dec 05, 2013 - 00:25:59] Messages while processing 'Resource/Civ4.thm'

Error : Decl - ('Civ4Theme_Common.thm', Ln:401, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_Italic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:402, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size3_BoldItalic' not found
Error : Decl - ('Civ4Theme_Common.thm', Ln:408, Col:13) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Decl - ('Civ4Theme_Window.thm', Ln:3048, Col:9) Assignment source propertyId 'SF_CtrlTheme_Civ4_Control_Font_Size1_Bold' not found
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:887, Col:13) Unexpected '.' in the identifier assignment statement
Error : Syntax - ('Civ4Theme_HUD.thm', Ln:927, Col:13) Unexpected '.' in the identifier assignment statement
 
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