Bug Reports and Technical Issues

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?

As a European civ you get more free buildings and pop in newly founded cities after the discovery of Astronomy, and I think it has always been that way. Perhaps you were playing Portugal and colonizing with Carracks?

Honestly, I think it's not good that this isn't documented anywhere. Come to think of it, I think that effect of moving your starting era up should be moved to the Trading Company National Wonder and be mentioned in its description.
 
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?
Both noted. I have changed how the starting buildings are determined, but with the intention of at least keeping the previous levels or helping civs by letting them scale better throughout the game. So something is wrong there, I will try to fix it.

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?
Revealing those sorts of inconsistencies is exactly why I wanted to have stability in the WB, because you could never really tell before. An export to Python code function exists already, but to use it for actual final code the formatting needs to be improved a little first. But I hope people can get on to that as soon as everything's ready and propose fixes either through github or by sending me the new maps.
 
Hey guys, I have a small bug with Korea 600AD. All my naval units get city garrison instead of drill.

Doesn't stop the game really but of course it would be nice to have a UP as Korea.

As far as I can tell I am on the latest version (Jan 24).

 
i m playing japan Oda Nobunaga AD-1675 Turn 920

but i can't play next turn

there r crash

and there s no any message :(

should i play again ?
 
i m playing japan Oda Nobunaga AD-1675 Turn 920

but i can't play next turn

there r crash

and there s no any message :(

should i play again ?

Do you have a savegame?
 
Thanks for the save! Are you using Git, or are you playing from the downloaded version (with the installer)?
 
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.

I've tested this further and it seems the Incas and Aztecs in the 600AD scenario can build the Sphinx and the Great Cothon once they get the techs for them and have Pantheon active.

Hey guys, I have a small bug with Korea 600AD. All my naval units get city garrison instead of drill.

And adding to this, I noticed a while back that Spanish naval units now get mobility and sentry instead of navigation I and II. I thought it was a legit change somehow, but their UP states the same (+2 movement points for naval units), and other than moving through the island feature quicker I don't know what's mobility good for on them...
 
Nope, it's an unintentional consequence of the recent reordering of entries in the promotions XML.
 
I've just installed DoC on a new computer - so totally fresh install. Using non-git version. Get an APPCRASH error upon launching the game with RFC enabled; enabling any other mod does not reproduce this, and this happens regardless of what modules are installed. Here's a pic of the error log: http://i.imgur.com/evaurcb.png
 
Is your game updated to 3.19?
 
Oh hey, I actually wasn't. Go figure. For some reason this patch pack only went up to 3.13. Though that is my fault for not double checking. Thank you, Leoreth!
 
Don't worry, that happens quite often here :) You can find the patch here in the CFC download database, the automatic patcher won't work.
 
I'm getting startup python exceptions with the latest revision. I don't know if I should try to transcript every error messagebox, but from the error log I think the tryst of it might be at:
Code:
type object 'CvPythonExtensions.FontSymbols' has no attribute 'SCALES_CHAR'
... or maybe it's working fine for everyone else? I don't think I've actually messed with anything in my local install so far other than enabling some parts of BUG from the inis.

UPDATE: Well, deleted my repository, downloaded it fresh, and it works fine. No idea what I did or didn't do...

New update: wonder effects now expire correctly.
Huzzah!
 
Latest git, couldn't seen any other posts discussing or reporting the missing UHV3 for Russia in the starting screen:

Capture.png
 
I'm getting startup python exceptions with the latest revision. I don't know if I should try to transcript every error messagebox, but from the error log I think the tryst of it might be at:
Code:
type object 'CvPythonExtensions.FontSymbols' has no attribute 'SCALES_CHAR'
... or maybe it's working fine for everyone else? I don't think I've actually messed with anything in my local install so far other than enabling some parts of BUG from the inis.

UPDATE: Well, deleted my repository, downloaded it fresh, and it works fine. No idea what I did or didn't do...
Sorry, that was my mistake, the last update from two days ago broke the game startup. A fix went up yesterday which by chance must have happened between you deleting and redownloading.

Latest git, couldn't seen any other posts discussing or reporting the missing UHV3 for Russia in the starting screen:
Noted.
 
>Be Spain
>Build Fort on hill south of Barcelona shortly before or around the time it would be claimed by my culture anyway because it might come in handy against the Moors
>Change my mind, replace it with a mine later on
>Suddenly the hill 1 southwest of it is unowned, is in Moorish core and was previously owned by them
>Turns pass and the tile remains unclaimed
>trollface.jpg
>Decide to build a fort of my own on the unclaimed hill before the Moors get it back
>Upon completion of fort it and the tile it is on are suddenly Moorish again and my workers get kicked out immediately.
>You are welcome for the free Fort I guess, Abd-ar Rahman

That is not one, but two bugs in one: One, replacing my fort with a mine turning a neighboring Moorish tile into an unowned one, two, having a fort immediately flip to my biggest rival the second it is finished.

The 224 autosave is from right when a worker is about to replace my first fort with a mine, the 216 autosave from a few turns before, hopefully before I built the fort in the first place. Oh and it's from Dawn of Knoedel, but it can't possibly be due to anything I did seeing as I only changed XML files and didn't even touch any actual code.
The file being from a different mod is still a massive hassle though, since it cannot just be opened by DoC. I tried installing the mod following the instructions in the download link but then I ran into a failed to uncompress game data error.

Can you still open those saves yourself and tell me about the city positions and culture values of those cities, so I can reproduce the situation using the WB?
 
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