Bug reports and technical issues

Just saw HRE capitol in Vienna in my Spain game.

On the subject of the Holy Roman Empire, after becoming Austria post-1700, it becomes rather weak and backwards, instead of the world power it was. it usually either collapses or gets conquered, in my experience. I'd buff the land they get after 1700 AD with some dynamic resources, maybe.
 
I haven't seen the Holy Roman Empire switch its capitol to Wien in ages, like it used to do. I think in fact I may not have seen it happen since the northern Europe map changes were made. I haven't seen Stockholm become the Viking capital in ages either; usually it ends up being Kalmar in my games.

I assume you are in 1.11, as this has been fixed in the latest SVN. Indeed it was due to the European map changes.

Here is a file with the fix for 1.11. It will also make it such that Frankfurt will flip to the Prussians when they spawn, since it will not be the capital of the HRE. You can see where it goes after unzipping. Merge all folders and replace the file.
 

Attachments

Every civ in the game has a minus -2 with me for being worried about their rivals being my vassals. This is definitely a bug.
 
Yeah, it's rivals in the most general sense, i.e. "other civs in the game". You just get a negative relation modifier when acquiring too many vassals.
 
I know that's not the problem, but I've managed to build it in Alexandria.

Maybe you didn't have enough esp points in when you tried it the first time. You also need at least 10 esp points spended to the civ you want an embassy of before you can build the embassy.
 
Python exception.
SVN rev 620.

It happens in autosave 1757 AD.
(I also uploaded an autosave before that. I don't know if the python exception occured before or after the autosave)

The most annoying thing is that I can't click it away. So I can't play on. :mad:

Fortunately, I do can play on. I just turned the scoreboard of. So the pythex didn't happen, as there was no scoreboard. Still, that doesn't mean is shouldn't be fixed.

I did play on and encoutered the following.
China ask if I was so friendly to give them astronomy. I didn't, but I offered that tech and asked what they would give for that. They offered Drama, Horseback Riding and Patronage. (and 30 gold). I accepted. But immediately, China collapsed. Savegame (2 turns before this actually happened included. I think it's reproducable)
 
When playing as the Aztecs, I got some free techs out of the blue. I do have build the Internet, which could possibly the reason for this, but I thought you only get the techs when you completed it.
If you play 1 turn further in the autosave (I choose to research Composites next), you get Advanced Flight for free. And when I finished Composites, I got Laser for free.
With this autosave, I could only reproduce the free advanced flight. I didn't recieve Laser for free when I tried to reproduce that.
I do have an autosave the turn I got Laser for free, But that autosave was made after I got the tech. So I don't think it's really useful.
Maybe this has something to do with the reason why some civs are unhistorical advanced sometimes.

Also, a bug in the UN resolutions texts. (Screenshot)

I'm on SVN rev 621 BTW.
 
okay, this is weird...

I just started a game as Iran and my capitol looks like this:

Spoiler :
rfcdoc-iran1.png


rfcdoc-iran2.png


On the world map there is no city there, only ruins :eek:

Also:
- why isn't Iran available from the civ-selection for the 600AD-scenario? There's no Persia here anyway (and a respawn between Seljuks and Mongols doesn't make much sense)
- why doesn't Iran have any of its UU in its starting stack?

also the UP-description is misleading, I was hoping for a much cooler "all religious buildings give a bonus" instead of the boring "state rel-buildings give a bonus"
 
Saving and reloading should solve the city ruins problem.
 
AI China didn´t build anything in the 1700AD start
 
Traceback (most recent call last):
File "BugEventManager", line 401, in _handleDefaultEvent
File "CvRFCEventHandler", line 597, in onBeginGameTurn
File "RiseAndFall", line 1205, in checkTurn
File "RiseAndFall", line 1702, in initBirth
File "Stability", line 595, in completeCollapse
File "Stability", line 499, in secedeCities
RuntimeError: unidentifiable C++ exception

It isn't important, since it affects only a displaying message.
 
Yeah, this exception has been baffling me for some time.
 
Maybe you missed it, but why doesn't collapsing actually collapse your empire, or even make a city or two secede? This is a game-breaking bug.
 
You may want to read this. It's a little outdated, but the general principles still apply.
 
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