Bug Reports and Technical Issues

I looked into that when the region was changed, and couldn't see if happening without distorting SEA out of proportion.
 
The way I could imagine it is if Saigon was removed, but I guess that is a historically essential city, but I'm not sure.

Speaking of Vietnam, I have seen the names "Hanxy" and "Saigxn" or something like that for Hanoi and Saigon, is this intentional?
 
For which civ?
 
I think someone suggested them in city name suggestion thread.
 
I forgot to report something I noticed a while back and which I don't know if it's been fixed in a later it update.
When running Multilateralism it seems you always get the stability penalty for being at war, regardless of being at peace with all other civs. I'm wondering if it's because it also checks your war status with independents/natives/barbarians/dead civs or something similar to that.
I haven't run any games to Mass Media lately so I don't know if that's still the case.
 
I forgot to report something I noticed a while back and which I don't know if it's been fixed in a later it update.
When running Multilateralism it seems you always get the stability penalty for being at war, regardless of being at peace with all other civs. I'm wondering if it's because it also checks your war status with independents/natives/barbarians/dead civs or something similar to that.
I haven't run any games to Mass Media lately so I don't know if that's still the case.
That's possible, I'll look into it.
 
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?

Sorry it took so long for me to reply to this.

There are three cities that could be relevant:

Qurtubah in its default location, on that river plains with a hill to the south, a crab to the southwest, Wine to the east and Sheep to the northeast, Moorish controlled.

Madrid also in its default location, 3 north 1 east of Qurtubah, Spanish controlled.

Barcelona also in its default location, 3 east of Madrid.

Situation in the first savegame, 950AD/Turn35 ingame/Turn216 according to the name of the autosave:

Culture in Qurtubah: 74

Culture in Madrid: 100

Culture in Barcelona: 21

The hill 2 east of Qurtubah is 100% Moorish, the hill 1 northeast of it where the first fort will be built is onowned.

Situation in the second savegame, 1030AD/Turn43 ingame/Turn224 according to the name of the autosave:

Culture in Qurtubah: 98

Culture in Madrid: 163

Culture in Barcelona: 37

At the start of the turn the hill 2 east of Qurtubah is 100% Moorish, the hill 1 northeast of it has a Spanish controlled fort with 91% Spanish, 4% Moorish and 4% Independent culture. Upon replacing the fort with a mine the southwestern hill suddenly becomes neutral instead of being Moorish controlled.

From what I can remember building a fort on that now uncontrolled tile switches ownership of it over to the Moors and immediately evicts the workers who built it.

Hope this could help.
 
Thanks, I'll try to recreate the problem with that.
 
When I load the unchanged mod I get a whole load of python errors that lead to the Popup.py file. The popup.py file cannot find FONT_CENTER_JUSTIFY in the module CvUtil but CvUtil has this code:
Code:
# Popup defines (TODO: Expose these from C++)
FONT_CENTER_JUSTIFY=1<<2
FONT_RIGHT_JUSTIFY=1<<1
FONT_LEFT_JUSTIFY=1<<0
So isn't FONT_CENTER_JUSTIFY defined?
 
Same issue here - reverted Assets\Python\CvUtil.py to previous version and working fine.
 
Huh that's odd, I will identify the cause as soon as I can.
 
Cannot launch latest version due to python errors. How do I revert to older edition?

Moreover, Phoenician core doesn't migrate to Carthage.
 
not sure if this is a bug but I suppose it is...
Moors' uhv requires settling five gp in Cordoba. Meanwhile, building Mezquita grants two prophets but they do not count towards these five; seems somewhat odd from the historical perspective maybe?
 
La Mezquita is supposed to grant two priests, is that not the case?
 
yeah, priests, prophets, church people, whatever:)
I mean, it does grant them. But am I supposed to have 5 priests/scientists/engineers settled in Cordoba on top of those two?
 
You are specifically asked to have those settled as great people, the ordinary specialists do not count. So the priests are not "settled" per se, they are just free.
 
I'm pretty sure it's my computer struggling to handle the mod, but whenever I try to play a scenario, the game crashes. If there's a way to resolve this other than a new computer, that'd be great.
 
I want to report a bug that in my Argentina game, I(without Steel) conquered Spanish Montevideo(with Mining corp inside) and the Mining corp stayed. I don't think I've seen this before, corporations always flee the cities from what I can recall.
 
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