Bug reports and technical issues

Not sure if this is a bug or an error with installation. When I end a game, the victory map doesn't show in the replay. Instead I just see areas shaded by the color of the civ. How do I rectify this ? I've noticed the same problem with RFCA so I'm not sure if its a bug for this mod. Other normal base BTS games don't have this problem or for that matter in Sword of Islam mod which I installed.

So you see the colors of the civs' territory, but don't see the underlying terrain map?

yes exactly that.

I've got this problem too. In SoI I get that error half of the time, but always in DoC.
 
I played v1.11. Is it solved in recent SVN version?

I can't upload it right now, but I can do it tomorrow.
Okay, if you're on v1.11, give me some time to check if it has been fixed already.

A save might not be necessary then.
 
It seems like this part of Victory.py is the problem


if iGameTurn == getTurnForYear(1960):
bestCity = self.calculateTopCityCulture(18, 37)
if bestCity != -1:
if bestCity.getOwner() == iAztecs and bestCity.getX() == 18 and bestCity.getY() == 37:
self.setGoal(iAztecs, 2, 1)
else:
self.setGoal(iAztecs, 2, 0)
else:
self.setGoal(iAztecs, 2, 0)


and the calculateTopCityCulture fuction is given as:


def calculateTopCityCulture(self, x, y):
iBestCityValue = 0
if gc.getMap().plot(x,y).isCity():
pCurrent = gc.getMap().plot(x,y)
else:
for iCiv in range(con.iNumPlayers):
if gc.getPlayer(iCiv).isAlive():
pCurrent = gc.getPlayer(iCiv).getCapitalCity().plot()
break
if (pCurrent.isCity()):
bestCity = pCurrent.getPlotCity()
for iPlayerLoop in range(gc.getMAX_PLAYERS()):
apCityList = PyPlayer(iPlayerLoop).getCityList()

for pCity in apCityList:
iTotalCityValue = pCity.GetCy().countTotalCultureTimes100()
#iTotalCityValue = (pCity.getCulture() / 5) + (pCity.getFoodRate() + pCity.getProductionRate() \
# + pCity.calculateGoldRate())) * pCity.getPopulation()
if (iTotalCityValue > iBestCityValue and not pCity.isBarbarian()):
bestCity = pCity
iBestCityValue = iTotalCityValue
return bestCity
return -1


Which does not find the most populous city, but takes culture, food and production into account.

Spoiler :
mUFdkG2.jpg


I won the game when I made the great art work at Mexico city.
 
I don't know if this is a bug or not but I every time I try to end turn and get to 1900AD as Indonesia, I hear the war horns and then get a CTD. Whenever I've gotten CTDs from DoC before, I could fix it by trying again but not this time. Could this just be a corrupted game or something, or a bigger issue? Here's the save file from right before I end turn in 1898, in case you want to take a look.

Really I just want to finally finish this UHV.
 

Attachments

I'm not sure if this is a bug or just the game working as intended, but I'll report it here anyway. I decided to start a new campaign as the Ottomans after the most recent SVN update, and evidently the starting stack is not intended to be used in a turn one conquest of Byzantine-held Constantantinople! After ending the turn, I suppose Trabzon was the only independent city in the Turkish core, so it became my capital. Similar scenarios have given me a starting capital in Chersonesos.

Is there some way to force Konya to be the Ottoman starting capital? This strikes me as the most viable choice for both historical and gameplay reasons.
 
I don't know if this is a bug or not but I every time I try to end turn and get to 1900AD as Indonesia, I hear the war horns and then get a CTD. Whenever I've gotten CTDs from DoC before, I could fix it by trying again but not this time. Could this just be a corrupted game or something, or a bigger issue? Here's the save file from right before I end turn in 1898, in case you want to take a look.

Really I just want to finally finish this UHV.

I got CTD too as Indonesia but it was around 1500s before Iran spawn.
I can't provide a save, though.
 
Which does not find the most populous city, but takes culture, food and production into account.

Spoiler :
mUFdkG2.jpg


I won the game when I made the great art work at Mexico city.
In fact the method only takes culture into account, since the rest of the method has been commented out. But still, thanks for looking that up, the error has since been fixed in the SVN.

I don't know if this is a bug or not but I every time I try to end turn and get to 1900AD as Indonesia, I hear the war horns and then get a CTD. Whenever I've gotten CTDs from DoC before, I could fix it by trying again but not this time. Could this just be a corrupted game or something, or a bigger issue? Here's the save file from right before I end turn in 1898, in case you want to take a look.

Really I just want to finally finish this UHV.
Will look at it.

I'm not sure if this is a bug or just the game working as intended, but I'll report it here anyway. I decided to start a new campaign as the Ottomans after the most recent SVN update, and evidently the starting stack is not intended to be used in a turn one conquest of Byzantine-held Constantantinople! After ending the turn, I suppose Trabzon was the only independent city in the Turkish core, so it became my capital. Similar scenarios have given me a starting capital in Chersonesos.

Is there some way to force Konya to be the Ottoman starting capital? This strikes me as the most viable choice for both historical and gameplay reasons.
Well, in general the largest city becomes your capital after a flip. Theoretically that could be changed to something like central location.

But I also noticed weird behavior in the Ottoman start, especially that independent cities seem to be flipped one turn before player-controlled cities. Not sure why that happens, but I also don't want to play with the spawn mechanics too much because I intend to rewrite them from scratch in the next version anyway.
 
I'm already dreading it but the mess has to go.
 
Let's see how it turns out first ;) The major goals are:
- tidier and more transparent code as always
- different rules for different types of spawns
- less determinism: spawns can be prevented, even though it will be hard
- removal of the unit flip mechanic
 
Let's see how it turns out first ;) The major goals are:
- tidier and more transparent code as always
- different rules for different types of spawns
- less determinism: spawns can be prevented, even though it will be hard
- removal of the unit flip mechanic

:band::band:


You doing all the hard work and us celebrating :D
Three cheers for you :hatsoff:
 
There'll be a replacement to allow them to defend their core territory in case you refuse the flip, however.

Currently I'm thinking in terms of a slightly weaker version of the free win against barbarians mechanic against everyone in their core territory for the first 10 or so turns.
 
A promotion like morale or something that all civs' starting army should get, but only applicable in their core. Thus it would be really hard to fight them. Hows this:

Morale
+100% combat strength in core territory
+25% chance to convert defeated units in core territory to their cause.
Wears off after 15? turns
 
Yeah, +100% strength and being able to use foreign roads would be a good start.

And a promotion that is later removed is probably the best way to handle that.
 
Yeah, +100% strength and being able to use foreign roads would be a good start.

And a promotion that is later removed is probably the best way to handle that.

It's a great idea.
You can borrow the code for promotions wearing out from FFH2.
Also, the new civ should get a majority culture in cities that have refused to flip, and there should be occasional revolts.
 
lol after 15 turns trying, and doesn’t really successful, you got a message “the rebel has lost their morale and motivation to fight against you!” :lol:
 
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