Bug Reports and Technical Issues

Merged a pull request by merijn_v1: only controlled villages/towns count as core population, fixed higher respawn priority if core is only controlled by minors

It looks like this one is not included somehow.
 
Not sure if it's a bug but nuclear bombers don't currently count towards the maximum air unit capacity of a city.
Not sure if that's possible (maybe they need to count as "nukes" instead), but I'll see what I can do.

It looks like this one is not included somehow.
Sorry, forgot to actually push the merge button.
 
How did you install it?

I just directed the installer to the usual folder, a bunch of errors saying

Modules\VarietasDelectat\Art\Units\arab\berber andalusian heavy infantry\berberandalusianheavyinfantryfootmangloss_128.dds
"An error occurred while trying to rename a file in the destination directory: Move File Failed; Code 3. The System cannot find the path specified.

The thing I really cant understand is it mostly installs fine, except for a few dozen of random units break the installer.

My directory:

C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization
 
Is that with 1.14 or the 1.15 release candidate?
 
1.14.

I just downloaded the link below your profile the other day, perhaps I missed something.

edit: unrelated problem fixed
 
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On the latest commit and I have having rampant collapse issues, as Russia I collapsed in 1400 despite having added three cities in the past couple dozen turns. As England I witnessed Spain collapse in 1575, Korea collapsed at some point, both China and Russia have had cities secede.
 
On the latest commit and I have having rampant collapse issues, as Russia I collapsed in 1400 despite having added three cities in the past couple dozen turns. As England I witnessed Spain collapse in 1575, Korea collapsed at some point, both China and Russia have had cities secede.

I tried to use debug mode and press Alt+Shift+Z to go back and check what makes civs to be in collapsing mode. Tang CHina had -9 due to lost battles with Barbarians. Perhaps Great Wall could soften or eliminate this penalty somehow? China would still collapse like it happened historically many times, but with Barbs coming from all directions AI is having hard time to adjust to the rules of our game, I think...
 
Very great updates lately! I really like Leoreth's methodical approach.

On that note I found a little tooltip bug which does not affect gameplay but can confuse Greek player. Tooltip help should show FInal GP rate +20 instead of 8 (20=8+1.5*8), according to Greek UP:

Civ4ScreenShot0131.JPG
 
It includes foreign core because that is already factored into the culture calculations, see 704 and below.
 
I noticed that it is already factored. I noticed that the bForeign core variable is currently unused. I thought you might have forgotten to use it, but it seems it is just a redundant variable.
 
I think I had been using it before introducing the culture influence factor which made it redundant. So the variable can be removed.
 
HRE/Austria 's name is not properly coded somewhere, because even when human player signs a defensive pact with them -- the broadcast message claims: "Japan signs a defensive pact with ".
 
When you solved the bug regarding reaching the Civilopedia from right-clicking on the tech progress bar, you might accidentally have created another bug. Now left-clicking on the bar doesn't work as intended. Instead of displaying the techs that can be researched, it does nothing.
 
When you solved the bug regarding reaching the Civilopedia from right-clicking on the tech progress bar, you might accidentally have created another bug. Now left-clicking on the bar doesn't work as intended. Instead of displaying the techs that can be researched, it does nothing.
Only if you click on the text in that tech bar. If you click on text-free portion of the bar it will act regularly -- showing available research.
 
Only if you click on the text in that tech bar. If you click on text-free portion of the bar it will act regularly -- showing available research.
Ah, good catch. But that didn't use to be the case, right?
 
Ah, good catch. But that didn't use to be the case, right?

No, it only became like this with text responding to the right click. Meanwhile I continue catch little bugs here and there:

Civ4ScreenShot0138.JPG


Human player can exploit Japan's Modernisation UP by declaring (phony) war on tech leaders. The techs they were refusing to trade during the peace time suddenly become interpreted as up for trade, which is definitely was not designer's intention and has to be excluded somehow. Notice I stressed -- human player. Because AI Japan always backward in techs and I would not care if they take advantage of this peculiarity :ninja:.
 
I believe Leoreth has said that this is actually the intended effect for Japan's UP.

On a totally different matter, the button to display core/historical/etc. areas directly on the map has stopped working a while ago. I feel like it might just be me, for some reason; are other people getting this bug?
 
When you solved the bug regarding reaching the Civilopedia from right-clicking on the tech progress bar, you might accidentally have created another bug. Now left-clicking on the bar doesn't work as intended. Instead of displaying the techs that can be researched, it does nothing.
Noted.

Meanwhile I continue catch little bugs here and there:

View attachment 484810

Human player can exploit Japan's Modernisation UP by declaring (phony) war on tech leaders. The techs they were refusing to trade during the peace time suddenly become interpreted as up for trade, which is definitely was not designer's intention and has to be excluded somehow. Notice I stressed -- human player. Because AI Japan always backward in techs and I would not care if they take advantage of this peculiarity :ninja:.
I believe Leoreth has said that this is actually the intended effect for Japan's UP.
Kind of ... I like the idea of going to war to modernise your tech, however not if it's a phony war. Maybe I can modify the condition a bit to exclude these situations. However coming up with a working definition of what a "real" war is isn't very easy.

On a totally different matter, the button to display core/historical/etc. areas directly on the map has stopped working a while ago. I feel like it might just be me, for some reason; are other people getting this bug?
I noticed the same. @merijn_v1 Do you want to take a look at it. I could possibly do it myself but you know your own code better than I do.
 
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