Bug Reports and Technical Issues

That really is odd. Not even sure if its the stability/collapse code that is responsible for moving the galley or some generic BtS logic for situations where you lose access to the current location of a unit. I'll look into it some more.
 
The Roman UHV screen shows an error message.

Legions are upgraded to Heavy swordsmen and so are impossible to buld after discovery of steel. Intended?
 
Why would you expect them not to obsolete?
 
A few years ago, I remember seeing a lot of threads about the overflow bug. What was the resolution to that? I'm playing 1.14, and it's still happening a lot. I tried to search for it, but it seems they completely removed that functionality from the forums.

As Japan today, I saw a notice that Independent Cities had completed The Manhattan Project.

Other occurences: England respawned. Manchester had 15 million culture.
Commonly, when Rome appears, Melpum or a tile near it overflows. If it's a tile, I see a warning on the screen. Otherwise, nothing. Sometimes it's one of the Celtic cities in Gaul.
I've seen super-Jerusalem after it flipped to the Arabians.
They all seem to occur when cities change ownership.
 
It's not been fixed. The bug is hard to address because it's usually not noticed until later in the game. If you have a save game from before the flip that triggers this problem, please upload them here. I'm still actively looking for that.

The search box is below your inbox by the way.
 
Okay that's a good observation, thanks.
 
Whenever I adjust the culture slider between 100% and 0%, I get overflows in Singapore. Not quite sure what the overflow is there. It also removes all of my autosaves whenever I overflow, which is rather frustrating.
Sorry for asking again, which version is this save from? If git, what is your revision / time of last update?
 
Okay, thanks.
 
Funny, I've never experienced one of these 'overflows' :confused:

I've never had it in one of my cities, but it is more likely to affect the AI's cities since there are more of them. Depending on the type of overflow, it can go unnoticed. For example, if a city starts producing 100,000 culture per turn, it might not affect the game very much at all. I only noticed one because a civ was able to research a tech every turn due to commerce overflow. It still took like 50 turns for the civ to get the tech lead, and even then, one tech per turn is only a few orders of magnitude better than what the best civs could do normally.
 
Yeah, the fact that it is hard to notice when the problem starts is what makes it so hard for me to fix it. Just having a situation with the overflow effect does not tell me what caused it in the first place.
 
BTW, does it still happen that when you conquer an independent city and raze it, a "culturally appropriated" tile remains for a long, long time?
 
I thought that effect was localised to raze on flip, where I fixed it. If it also occurs after conquest, it seems to be a general problem, and I need to do a more general solution.
 
I'm playing current GIT version, downloaded about two weeks ago, no updates since that time. I did not saw this effect with culture spot lasting long time on the place of razed independent city. I had two such cases and no issues with culture. But I have another concern. I playing for Vikings these days, and my stability is huge and even giant. I own now almost whole West Europe, Middle East, north of India, have Carthage, and two colonies in south Africa. And my stability is just over my limit, I got -10, but the rest of my indexes in F2 screen are in big plus, so total all is good. I saw that English and France several times lost their cities-colonies (France even lost city in Brittany, France core, which is not right), but I've never seen any such revolutions for independence in my empire. I think stability for human players should be revised and decreased.
Thank you!
 
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A couple of questions I've been meaning to ask:

Are you supposed to be able to capture and use slaves if you're not running Slavery? I've been doing it without running any civic at all in that category.
You can't switch to Judaism if it spreads to one of your cities: Bug or intentional?
Is that Confucian auto-found bug confounding you, or did it slip to the bottom of the list?
 
Must we have 2 different kinds of slaves capable of different things? I mean seriously, slaves and native slaves? And we don't even have much power over what kind of slaves we're going to get. Even buying slaves from other civs can result in either type of slave unit. Ain't no fun shipping slaves to the new world to realize they can't do zilch except help rush that jail.
 
Are you supposed to be able to capture and use slaves if you're not running Slavery? I've been doing it without running any civic at all in that category.
You can't switch to Judaism if it spreads to one of your cities: Bug or intentional?
Is that Confucian auto-found bug confounding you, or did it slip to the bottom of the list?
- Native Slaves yes, otherwise no. How did you capture then? Defeating barbarians, conquering cities, capturing workers?
- Intentional, you need to control the holy city.
- I found out, it's working as intended. I'd like to make this a little less surprising for the player but otherwise it's the best solution for how religion founding currently works.

Must we have 2 different kinds of slaves capable of different things? I mean seriously, slaves and native slaves? And we don't even have much power over what kind of slaves we're going to get. Even buying slaves from other civs can result in either type of slave unit. Ain't no fun shipping slaves to the new world to realize they can't do zilch except help rush that jail.
They have different names and different art. They represent different historical phenomena and have different requirements. I admit the documentation could be more explicit, but that's why it's the development version.

However, you're only supposed to be able to trade Native Slaves. Do you have an example of something else happening?
 
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