Bug Reports and Technical Issues

My time remains wasted.
 
My time remains wasted.

After going out of your way to ruin Central Planning and add pointless non-civilizations like Canada you have lost every right to complain about inefficient use of your time.

Also it was supposed to be a joke. Woosh.
 
This is a thread with a constructive purpose. Thanks for respecting that in the future. Reply not necessary.
 
Came across an issue trying to play Iran on v1.13.

Loaded up as Kongo, save at 1495 included, switch to Iran when prompt happens.

Become Iran only to find my capital as a ruin. No other city is the new capital.

I try to double click the ruins, and it brings up the city screen for Isfahan, my ruined, but still there, capital.

So yeah something is screwed up there.

EDIT: Playing a few more turns after the screenshots made the city reappear...
 

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It's as old as that respawn mechanic, I never managed to get rid of it. As soon as there is autoplay for everyone that won't be an issue anymore.
 
Units are said to be unable to enter TXT_KEY_FEATURE_MARSH and the base terrain's name in the game is now TXT_KEY_TERRAIN_WETLAND. In fact now that I'm looking at it, there's lots of TXT_KEY_somethings all over the place, such as for Catholicism and Protestantism and literally all corporations.

Also to this day there are a lot of useless "Strategy Guides" in the Civilopedia, all of which refer to BtS or even Vanilla. Not a bug technically, but redundant nevertheless.
 
Thanks for fixing my reported python bugs so promptly!

I forgot to report another one, but I didn't have a clue why it happened until now: sometimes when checking a player's data in platybuilder, this error pops:
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 699, in handleInput
  File "CvPlatyBuilderScreen", line 1964, in handleInput
  File "WBPlayerScreen", line 91, in interfaceScreen
  File "WBPlayerScreen", line 278, in placeReligions
RuntimeError: unidentifiable C++ exception
ERR: Python function handleInput failed, module CvScreensInterface
Turns out this only seems to happen if the player in question has zoroastrianism available in one of his cities. The player data screen in that case is incomplete, with the tech availability and progress screen unavailable for editing. In my game indeed it only seems to happen if trying to check Iran or Mongolia's player data since they are the only ones with zoroastrian presence in some of their cities.
 
Okay, will look into it. There'll probably be a couple of issues of this sort with Platybuilder, it's written for vanilla BtS so in some places the code is bound to be incompatible like this.
 
Just put Zoroastrianism in an arbitrary city and look into its owner's player screen, it's easy to reproduce.
 
Okay, it's fixed now.
 
Uh oh, again problems with Taoism and Russia. This pops when checking victory conditions having Taoism as state religion:
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 305, in showVictoryScreen
  File "CvVictoryScreen", line 207, in interfaceScreen
  File "CvVictoryScreen", line 1604, in showVictoryConditionScreen
  File "Victory", line 2076, in checkReligiousGoal
  File "Victory", line 2711, in calculateShrineIncome
NameError: global name 'iTempleOfSolomon' is not defined
ERR: Python function showVictoryScreen failed, module CvScreensInterface
It gets cut at the 'Moderation' goal (combine the Miaos' :3 shrines income to 40 gold... that's no moderation, that's plain greedy!)

This is when checking victory conditions as Russia:
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 305, in showVictoryScreen
  File "CvVictoryScreen", line 207, in interfaceScreen
  File "CvVictoryScreen", line 1583, in showVictoryConditionScreen
  File "Victory", line 3324, in getUHVHelp
TypeError: getNumFoundedCitiesInArea() takes exactly 2 arguments (3 given)
ERR: Python function showVictoryScreen failed, module CvScreensInterface
 
Also fixed. Keep em coming ;)
 
Does anyone else gets "get text" warnings right after starting the autoplay in 3000 BC scenario?
 
Using latest revision, cities seceding on a new civ flipping the human player's territories is failing whether I allow or refuse it with this:
Code:
Traceback (most recent call last):
  File "CvEventInterface", line 29, in applyEvent
  File "BugEventManager", line 260, in applyEvent
  File "BugEventManager", line 592, in rnfEventApply7615
  File "RiseAndFall", line 294, in eventApply7615
TypeError: getConvertedCities() takes exactly 3 arguments (4 given)
ERR: Python function applyEvent failed, module CvEventInterface

Another thing I noticed, the Temple of Solomon is no longer autobuilt on spawning Phoenicia, so, I guess that's intentional and it will be up to Persia, or whoever comes after to build it? Wait a sec, now that I think of it, in my game Egypt managed to capture Jerusalem before Phoenicia spawned!... It has to be that, right?

And another thing I noticed a while back, so maybe it had been dealt with. When a civ resurrects (%s1 cities have declared their independence from their foreign domination!) it seems to get its cities back with pretty much all buildings allowed by their techs, I guess to put them quickly back on their feet. But this mechanic had some inconsistencies:
- Libraries where always missing despite them getting Universities if they had Education tech.
- If they lacked Divine Right, Pagan Temples would appear even if the city had a religion, even together with temples!
- They got buildings normally impossible to build otherwise, like harbors in non coastal and dikes in non next to river cities.
Spoiler :
considering that last point... it might be good if the requirements of those buildings were just something like "requires a water mass in city radius" or "requires a river in city radius" so that they could still be built and allow better city placement without missing a few of the bonuses from coastal or rivers.
 
Spoiler :
considering that last point... it might be good if the requirements of those buildings were just something like "requires a water mass in city radius" or "requires a river in city radius" so that they could still be built and allow better city placement without missing a few of the bonuses from coastal or rivers.

Eh, I'm not so sure about that. Cities on rivers or coastal should be better than those that aren't.
 
So I was playing as France in the 600AD scenario and was dumbfounded to be notified that the Great Sphinx had been built in a far away land. Which turned out to be the Incas.
It also reminded me of the problem about the Great Sphinx not obsoleting, and apparently that is still the case. After conquering Tiwanaku as France while having discovered Drama, my Great Prophets can create great works despite the sphinx being supposedly obsolete.

Another thing I've noticed is that new cities are getting much less free buildings than in previous versions. As in, colonial civs get no free harbors nor forges anymore in their new cities in the renaissance, just a granary, which usually means those new size 4 colonies can't sustain their initial population and they quickly die off in the surrounding unimproved terrain. It feels like the free buildings tiers have been shifted back an age, as in, no free buildings in the medieval age, just a free granary in the renaissance, and I suppose that the full free building collection now comes in the industrial age? Is that intended?


Finally this is not really a bug, but with the new city name manager overlay in the world builder, one can notice many spots over the sea, peaks or other unsettable terrain with city names for some civs, perhaps leftovers from the original Rhye mod or from other worldmap redesigns. Most noticeable is that all European civs seem to have a low priority settler map in the scandinavian region with several tiles that paint a very different picture of it, I suppose from back when that entire area was redesigned.
I suppose this is very low priority since it's not like they are ever going to settle there other than the Vikings, which are fine as it is. Still, it feels kinda like unfinished content, and could be interesting to have corrections for Roman domination games or the like.
I suppose this belongs in this thread, but while I'm here, can this new tool be used to directly edit the map, fix those inconsistencies and export the results for writing them in the python files somehow?
 
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