Bug reports and technical issues

Looks like a merge thing.
 
Well, if you want to play a war game then Persia is the best:

*Conquest of Babylon
*Conquest of India
*Greek conquerors
*Roman conquerors
*Parthians (inside borders)
*Asvakians (inside borders)
*Turkics
*Byzantine spawn
*Arabian big spawn
*Seljuk conquerors
*a LOT of Seljuk conquerors
*Mongol spawn
*Mongol conquerors
*Mughal spawn
*Turkish spawn
*English east indian company

I know all these are intended, but maybe is too much?
 
Perhaps Parthians shouldn't spawn if Persia is alive? It doesn't really make much sense, seeing as what they wanted to do was restore the Persian Empire after the Greek conquest.
 
The Achaemenids fought the Parthians too.
 
Not quite sure if this belongs here, but anyway. Is there any reason I can't play some civilizations depending on the starting date?
 
Well, you cannot play as civilizations whose spawn is in the past and do not exist on the starting map. Since respawns are not deterministic, there is no way to offer an autoplay option until one occurs, not to mention that this would be impossible to balance.

(That you cannot play as scripted respawns is related to how the autoplay currently works, which I might be able to change later on for all scenarios where the civ they are replacing is already dead from the start (such as the Aztecs for Mexico in the 1700 AD scenario), but that requires some effort.)
 
Oh, ok. That makes sense. Silly me. But still there are some strange cases, like Italy, which I can't play in 1700 AD (shouldn't I be able to?).

Unrelated question, but maybe you will be able to help. My game is in Spanish, but I must change the language to English in order for mods text to work properly (If I don't, there's no text at all). When I do it there's no problem, but when I enter the game again the language is still English, but loading a mod causes the text to dissappear. There's a solution, since exiting the game and entering again shows the text in Spanish and the only thing I have to do it's change it to English again, but it's very annoying. Any solution?

Thanks again.
 
Oh, ok. That makes sense. Silly me. But still there are some strange cases, like Italy, which I can't play in 1700 AD (shouldn't I be able to?).
Italy in 1700 AD also falls into the situation I mentioned before. It doesn't exist in 1700 AD and its spawn is in the past so there is no autoplay. Not saying that offering a 1860 spawn for Italy in the 1700 AD scenario is impossible but it requires additional effort.

Unrelated question, but maybe you will be able to help. My game is in Spanish, but I must change the language to English in order for mods text to work properly (If I don't, there's no text at all). When I do it there's no problem, but when I enter the game again the language is still English, but loading a mod causes the text to dissappear. There's a solution, since exiting the game and entering again shows the text in Spanish and the only thing I have to do it's change it to English again, but it's very annoying. Any solution?
Where do you set the language? If it's the settings file you might want to set it to write-protected so it isn't reset all the time.
 
Well, if you want to play a war game then Persia is the best:

*Conquest of Babylon
*Conquest of India
*Greek conquerors
*Roman conquerors
*Parthians (inside borders)
*Asvakians (inside borders)
*Turkics
*Byzantine spawn
*Arabian big spawn
*Seljuk conquerors
*a LOT of Seljuk conquerors
*Mongol spawn
*Mongol conquerors
*Mughal spawn
*Turkish spawn
*English east indian company

I know all these are intended, but maybe is too much?

Maybe the Parthians should only spawn when the Persians have collapsed?
 
I do it directly ingame. How can I set it to write-protected?

Why does that happen? Is your game the steam version? If so, perhaps Steam allows you to set the preferred language directly on the game too. If not, try locating the CivilizationIV.ini (it's under My Documents\My Games\Beyond the Sword on my machine, but I still use Windows XP), right-click to select properties, and set it to read-only. But first ensure it's set to English of course, the line for that is Language = 0
 
Indian UP is a bit underpowered already, it's probably better to leave it that way.
 
2 specialist related things:

- If you hoover over the button "settle great artist", you don't see the :) in "Actual bonus".

- Indian specialists don't show that they provide 1 extra :health: when you hoover over them.
 
ADDEND:This is an old one from the 600Ad scenario, in fact I think I've seen it in the regular game's 1000AD scenario too:
Spoiler :
attachment.php

The horse pasture near Trapezounta has a convenient forest too, impossible through regular means since pastures and forests don't mix, is it intended as a tiny aid to the Byzantines?
Also, there's also clams there in the 3000BC scenario, but those are missing in 600AD and 1700AD
The clams being missing is intended. It's for balance reasons. Many a resource either doesn't exist in later starts, or doesn't actually exist at that spot at the beginning of the game. They can be removed and added at any point by script. Like coffee down in Ethiopia..The forest and horses is most likely intentionally placed.
 
The Indian UP also provides :health: to the citizen "specialist". Intended?

Even more. Free specialists, as well as settled GP don't provide a :health: bonus. Only the specialist you hire in the slots do.

Also, if you could hire a slave (hypothetically) with slots, it would also get the :health: bonus. Now it can't give a health bonus because the only way you can get them is by settling them in the city, which would make them count as free specialists, which don't provide the health bonus as described above. But if free specialists would get the health bonus, (ergo the bug above is fixed) slave will also provide the health bonus.
 
Even more. Free specialists, as well as settled GP don't provide a :health: bonus. Only the specialist you hire in the slots do.
That however is intentional.
 
So I'm playing as the Babylonians on a Viceroy/Marathon game. All is going well, I control the core of Persia, my core, and part of India, but stability is still stable. The problem is, at 840 AD, without change, my game always crashes when I hit the next turn button.

When I get home, I'll attach my save. This is either the newest SVN or in the last five.
 
Got some errors:

Spoiler :

Running taoism as state religion.
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 672, in onBeginPlayerTurn
  File "Victory", line 2529, in checkPlayerTurn
  File "Victory", line 3768, in checkReligiousGoal
TypeError: getTaoistHealthTurns() takes exactly 2 arguments (1 given)=
and this one... not sure to what it is related
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 641, in onBeginGameTurn
  File "RiseAndFall", line 1247, in checkTurn
  File "RiseAndFall", line 1749, in initBirth
  File "Stability", line 591, in completeCollapse
  File "Stability", line 492, in secedeCities
AttributeError: 'NoneType' object has no attribute 'isAlive'
 
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