Bug reports and technical issues

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.
:yup:
 
Maybe the "can use foreign roads" should be limited to your own core. I think the promotion should make conquering your core easier. Conquering other areas shouldn't be made easier.

Also, I think 100% bonus is a bit too much. I think 50% is better. (maybe even 25%) The defending civ should have a small chance to win. A knight with a 100% bonus wins every fight against contemporary units.

The promotion of FFH only adds a strengthbonus in your cultural border. So it doesn't help conquering cities in your core, as you don't control that tile with culture. It will only help you fighting enemy units that enter your borders. Which are only leftover units. So I don't think that code from FFH will be very useful.
EDIT: Oops, I misread. The code that wears out promotions can used ofcourse.
 
If the newly spawning civ loses, they should be reduced to a minority, but still have occasional revolts for some time.

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:

"We have finally managed to crush the insurgent nation of <x>. Most of their forces have been defeated, though we still fear that occasional uprisings may be a threat to stability in the region in the near future."


Maybe the "can use foreign roads" should be limited to your own core. I think the promotion should make conquering your core easier. Conquering other areas shouldn't be made easier.

That was meant for core.

Also, I think 100% bonus is a bit too much. I think 50% is better. (maybe even 25%) The defending civ should have a small chance to win. A knight with a 100% bonus wins every fight against contemporary units.

Yes. How about 50% in core and 20% in historical? This could help bring about swift invasions (such as the Rashidun Caliphate).
 
It's not very relevant right now because I won't start with it in quite some time. There'll be a dedicated thread when I do.
 
I don't know. Currently I'm only filing stuff as "in this version" and "later".
 
I don't know. Currently I'm only filing stuff as "in this version" and "later".

hF4B09EE8
 
Hey Leoreth, I've had a few issues over the past few days. To be specific, during seemingly random points in the game during turn transitions, the game will crash, and reloading the game and trying again results in the same problem. Figuring python exceptions might be the cause, I enabled them, and got these messages upon loading the game:

Spoiler :

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Ending the turn results in a crash with no exceptions or error messages for me.

The same thing is also happening to me with Prussia, crash upon ending the turn, no error messages.

And one last, unrelated question: the AI seems unwilling to buy slaves under any circumstance in the latest revisions? Is this intentional? The era seems to be irrelevant, the AI simply not buy slaves.
 

Attachments

Will fix the Python issue, not sure right now if it is the cause of the crashes though.

I think I changed the slave trade AI a bit and might have made a mistake. Does happen for all AI civs or only specific ones? And can you put them on the trade table or are they in red text?
 
Will fix the Python issue, not sure right now if it is the cause of the crashes though.

I think I changed the slave trade AI a bit and might have made a mistake. Does happen for all AI civs or only specific ones? And can you put them on the trade table or are they in red text?

They are in red text, because "We don't want to trade this now...".
 
Okay, I'll check as soon as I have access to the game again.
 
I just checked into the map bug. I have the same problem in the RFCA mod but oddly enough only in games where the in-game score is over 2500. In a few of my DOC games the map is actually showing. But in most of the games *( 20 or so out of 24 ) the map isn't showing just the color shading. I'm not sure even now what is causing this.
 
I just checked into the map bug. I have the same problem in the RFCA mod but oddly enough only in games where the in-game score is over 2500. In a few of my DOC games the map is actually showing. But in most of the games *( 20 or so out of 24 ) the map isn't showing just the color shading. I'm not sure even now what is causing this.

Exactly the same with me.
Example from SoI: When I win as an early game civ (Abbasids, Samanids), I can see the map clearly; but as later game civs I can't.

Screenshot:
Spoiler :
kP5OvcJ.png


So far I've had this problem in DoC, SoI and FFH2.
 
Build the TCompany with the GEngineer in Edinburgh and run max gold. Next turn, choosing the '600 gold' option does nothing.
 
Exactly the same with me.
Example from SoI: When I win as an early game civ (Abbasids, Samanids), I can see the map clearly; but as later game civs I can't.

Screenshot:
Spoiler :
kP5OvcJ.png


So far I've had this problem in DoC, SoI and FFH2.


Ugh ! I swear this is so irritating ! One of the fun things I like to watch is the world evolving on that victory screen. :(
 
Build the TCompany with the GEngineer in Edinburgh and run max gold. Next turn, choosing the '600 gold' option does nothing.
This is likely related to the Python error that has just been reported.

I'll have a look at the victory replay screen, although I can't promise too much if it's a common problem of many mods.
 
This is likely related to the Python error that has just been reported.

Yes, I've disabled Python popups by the way. Most likely all TCs are bugged, as the Portuguese asked for Winburg but never got any troops too.
 
Yes, it's the method that places the units.
 
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