Bug reports and technical issues

Is this what I'm supposed to alter?:
Yeah, specifically the "iHuman not in con.lNeighbors[iCiv]" part, and make sure to remove the "and" as well.

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? :/
Have you installed a custom HUD color or something?
 
Holy smokes! When I open worldbuilder I get an endless cluster of "exception not handled" messages ingame.

EDIT: It appears that WB simply doesn't work- that is, I can't highlight any tiles or do anything, but when I activate cheat mode and then enter it, the popups appear.
 
Holy smokes! When I open worldbuilder I get an endless cluster of "exception not handled" messages ingame.

EDIT: It appears that WB simply doesn't work- that is, I can't highlight any tiles or do anything, but when I activate cheat mode and then enter it, the popups appear.
Did you change something in the Python files?

No, no custom stuff of any kind :/
Are you sure? Is there a Resource folder in DoC or maybe even another mod you've installed?
 
Did you change something in the Python files?

I don't know. Was that Riseandfall.py thing in Python? I'm completely clueless. Everything I've done I've posted on this forum.

EDIT: I progressed a few turns and the issues have been resolved.
 
Yeah, as you can see by the .py ending.
 
Marrakus's values have gone crazy. The food is ultra negative, the same goes for commerce and there is an extreme overflow. Bad initialisation? Something wrong with the function that calculates food, commerce and hammers?
This bug causes the super Moors. Does anyone knows what I can do to stop this, or what's going on?
 

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I know that this is what caused the super Moors, apparently mainly preplaced cities are affected? The problem with this bug is that it cannot be reproduced.
 
Two bugs in 1.11:

Cities no longer change names when they are captured by other civs. This started on a particular turn and the cities all retain the particular language they were in since then.

I started a 1700 AD game as Spain, and no one, including me, had any units in their capitals or any techs at all.

(I have done nothing to alter DoC that I haven't posted here, so it can't be that I've messed something up in the game code).
 
Pretty sure that somehow you did. Do you have Python exceptions enabled?
 
I'm not quite sure if this is really a bug but it can definitely not be intended to be like this:

Playing as Persia after turn 100 Babylonia is "reborn" with a huge amount of advanced troops (Swordsmen and horse archers). My stability was 0 in all columns before that since, well my game basically just started and they take half my cities, some even in my core.

This is really annoying and made Persia unplayable for me as I see no way of preventing this.

Since Rome has the annoying Milan to live with, I was really looking forward to giving Persia a chance, but this is really frustrating :(
 
Pretty sure that somehow you did. Do you have Python exceptions enabled?

I don't know what that means. Are you referring to the latter or former bug?
 
Wait a second. Every civ on the scoreboard has been "stable/shaky" for a long while. And during that same period, I've been at zero stability and have not shifted at all. It might be connected to the others. This is seriously gamebreaking.
 
First post of this thread.

Sorry, I can be a doofus sometimes. :blush:

When I load my save now I get a ton of Python exception notices. Most mentioned something about an "event handler" which I didn't understand. One of them had the line of code that I edited in order to allow switching to neighboring civs (I swear to God I did exactly what you told me to and nothing more- I tripled checked), and after that I just got endlessly repeating blank messages, so I brought up task manager and got out.
 
I know that this is what caused the super Moors, apparently mainly preplaced cities are affected? The problem with this bug is that it cannot be reproduced.

Well, it reproduces in my computer :p. I noticed that Marrakus is a preplaced city and an autofounding city. Maybe the aufounding on the same already founded city on the same spot causes some problems...:rolleyes:
 
Sorry, I can be a doofus sometimes. :blush:

When I load my save now I get a ton of Python exception notices. Most mentioned something about an "event handler" which I didn't understand. One of them had the line of code that I edited in order to allow switching to neighboring civs (I swear to God I did exactly what you told me to and nothing more- I tripled checked), and after that I just got endlessly repeating blank messages, so I brought up task manager and got out.
The full exception message would help here, as well as the line you changed.

You can find the former in My Games/Beyond the Sword/Logs/PythonDbg.log, if you have enabled logging as described in the OP.

Well, it reproduces in my computer :p. I noticed that Marrakus is a preplaced city and an autofounding city. Maybe the aufounding on the same already founded city on the same spot causes some problems...:rolleyes:
Do you think a new city is created on top of an already existing city?

And if you can reproduce it, I'd really like a save from before Marrakus becomes buggy in that game.
 
First: Counting the food. The city itself produces +2:food:, however the game counts 0 food.

Next: +86786980% from what? This will cause the hammers overflow. One turn of producing commerce and voila! Super moors achieved.

Note: I erased the city from the 600AD map. In this game I encoutered this problem, in a second game anything was fine.
 

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And if you can reproduce it, I'd really like a save from before Marrakus becomes buggy in that game.

That's impossible because I'm during autoplay... :rolleyes: If autosaving was possible during autoplay I could give you some saves :D
 
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