Bug Reports and Technical Issues


Otherwise the hall of fame is meaningless.
I'd like a hall of fame where 20.000 points with Romans are as hard as 20.000 points with China. :strength:

Time should not be the most important parameter for calculation.
For some civs, the last date for UHV is in Ancient Age, for other civ, is future technology, but i achieved UHV for both of them. :king:

So i do not mind of score because at the moment it is meaningless. :D
 
The score is not meaningless.

The score reflects a level of development your civilization has reached. (not the amount of progession you personally achieved)
The adjusted score extrapolates from that point for the amount of turns unplayed (the maximum amount of turns able to score points in the game)

(Some) People are even able to outperform the extrapolation, so if you want the highest score possible (and you are knowledgeable enough about the game) it is recommended to not achieve victory before the end of history.

Translating all of this back to your original question, do I understand correctly that you'd like to have the score you start the game with substracted from your endscore and also to have the endscore victory component deduced from the arbitrary difficulty of achieving the UHV?
 
It's not your late spawn, it's the number of turns played (i.e. difference between spawn and victory turn). Although I don't really understand how you managed to do these things in 11 turns. Aren't there great merchants missing?

I would point out my own Netherlands UHV, in the 1.13 thread:

Civilization: Netherlands
Victory Type: Historical
Scenario: 1700 AD
Version: 1.13 (no Git)
Score (normalized): 3535, Ethelred the Unready
Difficulty: Regent
Gamespeed: Normal
Victory Date: t3, 1709 AD

So this was the (rather infamous) 3-turn victory for the Netherlands. The strategy:

  1. Set Amsterdam to pop a Great Merchant as soon as possible. I assigned four merchants and one artist, to get it down to three turns
  2. Load your Amsterdam rifles onto your ships, two apiece (I left one rifle at home just in case, but it proved unnecessary) and send those ships to the Caribbean. (The Bombards are useless -- don't bother with them).
  3. Meanwhile, in SE Asia, load two Batavia rifles onto your Indiaman and move it beside your New Guinea city to load a third. These will unload the following turn to take Makassar, the indie city between the two Dutch ones.
  4. Once your Amsterdam Indiaman reaches the Caribbean, declare war on Spain and take their spice island city. This is the only point where you need luck -- it's about a 30% chance of victory against their musket, but you need to one-shot it. On victory, move your Indiaman into the city, load the exhausted rifle, and move him toward South America with the second (unused) Indiaman.
  5. Final turn: declare war on France and Portugal and attack their two South American spice cities (Cayenne and Belem) from the sea. You should have two rifles per city, so it's okay to lose one so long as you do some damage to their defender. Once done, that's the game.

For score, I sent my South African rifle + Indiaman to conquer the nearby Portugese city. I also did the same with my second Batavia Indiaman -- picked up rifles from Singapore and Sri Lanka and took the independent city in central India. It might have been better to attack Pagan for the wonder, but I was counting on the India population to compensate.

Terrible score, but a pretty satisfying puzzle if you're looking for a speed run.

I actually redid the same three-turn victory with minor differences: changing the difficulty level to Paragon, targeting Pagan for the extra wonder, and bringing an extra Rifleman from Amsterdam so taking the three American cities (San Juan + Cayenne + Belem) would not be subject to chance. These changes increased my final score to 7175.

So yeah, 11 turns is well within the realm of possibility.
 
Hi Leoreth
I have downloaded 1.14 couple of days ago and have bugs in my Ethiopia game. New European civilization couldn't start the game due to some error and now all Europe full of Chinese and Tamil cities.
 
Hi everyone!
I just downloaded 1.14 and while starting the civ, autoplay doesnt work. I am getting an error "Error in Gamestart event handler <bound method CvRFCEventHandler.onGameStart of <CvRFCEventHandler.CvRFCEventHandler instance at 0x20D30A08>>".
If I press Esc, I start like on 3000 BC start, with no technologies and with one settler and warrior, even on 600 AD or 1700 AD start. How Can I fix the problem? I never saw this problem in previous versions of DoC. I am running Win10 x64, Civ. ver. 3.19
 
Hello downloaded version 1.14 to finish the 20th century there was no congress at all was almost studied tech Nationalism what I'm doing wrong?
 
Hello downloaded version 1.14 to finish the 20th century there was no congress at all was almost studied tech Nationalism what I'm doing wrong?
There is a patch that addresses this problem, you can find a thread for it in this subforum.

Hi Leoreth
I have downloaded 1.14 couple of days ago and have bugs in my Ethiopia game. New European civilization couldn't start the game due to some error and now all Europe full of Chinese and Tamil cities.
Do you see an error message? If not, are Python exceptions enabled (see first post in this thread)?

Hi everyone!
I just downloaded 1.14 and while starting the civ, autoplay doesnt work. I am getting an error "Error in Gamestart event handler <bound method CvRFCEventHandler.onGameStart of <CvRFCEventHandler.CvRFCEventHandler instance at 0x20D30A08>>".
If I press Esc, I start like on 3000 BC start, with no technologies and with one settler and warrior, even on 600 AD or 1700 AD start. How Can I fix the problem? I never saw this problem in previous versions of DoC. I am running Win10 x64, Civ. ver. 3.19
Same here, sounds like there is an error that would be displayed with Python exceptions enabled. Also, have you also installed the patch?
 
Will check the save at the next opportunity (I'm still not back home right now).
 
There is a patch that addresses this problem, you can find a thread for it in this subforum.


Do you see an error message? If not, are Python exceptions enabled (see first post in this thread)?


Same here, sounds like there is an error that would be displayed with Python exceptions enabled. Also, have you also installed the patch?

Installing the patch helped. Thanks!:)
 
Great!
 
Not sure if this is a bug, or I am missing something

But playing as America, i have a bunch of Riflemen (Minutemen), Grenadiers and Cannons defending a city from Spain. None of them have any experience yet.

When I get attacked by Riflemen, it never responds automatically with the Grenadiers. Even when I have an injured Rifleman, it selects him to fight against another Rifleman. Surely the healthy Grenadier would be the better defensive bet?

Edit: it even selected a cannon to defend v a Rifleman on one occassion
 
Hi,

I tried re-installing the mod today (after getting several bugs playing with Argentina), and now I'm getting this error message when launching it:

attachment.php


I have the Steam version of BTS.

Thanks.
 

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I'm in a pinch, too
Would be great if one you guys could help me out.
The problem basically is that I can't start the game via the scenario selection anymore.
The maps are still in the Mod folder, I have checked, but for whatever reason they do not appear in-game.

Any ideas?


It appears the map were corrupted. Copying the ones I've had in my other folder fixed it.
Looking forward to getting into the game again. :trouble:
 
This is probably more an exploit than a bug, but founding cities next to the spawnpoint but outside of the flipzone of civilizations causes them to not found any cities (and in the past, if I recall correctly, collaps after a certain amount of turns)

I ran into this when (not) facing the Moors in the past and recently with the Polish after constructing the Great Wall of Russia.
 
There seems to be a problem with the graphics of the janissary in the Varietas Delectat module. The problem is probably caused by the name of the dds-file "ottomanjanissarymusketlategreengloss_128" being to long.
Spoiler :
attachment.php
 

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Let me check.
 
The problem does not appear for me, but maybe I have shorter base paths. Are you on my new recent release?

If you can, you can change the paths so that it works for you, and I will adjust the official repository. I just can't really find out what would be required on my end.
 
Hi, I have a problem with all mods including this one. Whenever I try to load one it gets to the Init Engine part and then gets the error message "GFC Error: failed to initialize the primary control theme"
I am playing through Steam, I already installed the gamespy "beta" since I read that might solve it--any other ideas?
 
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