Bug Reports and Technical Issues

Trying to get my Babylon on with the latest git update but I noticed that Judaism spreads to both Babylon and Egypt soon after it is founded in the last three games I've tried. So... that makes wonder building a little difficult. Not to mention historicity. This isn't intended is it?
The spread is intended, but I'd like to avoid the side effect. As Sgt. Bears suggested in the other thread, Judaism should still allow the construction of pagan wonders.

Ahhh I need some help bros, I keep getting a CTD in this game, don't want to start over. If someone can find the fix or skip a few turns and give me the save file

Version 1.14
I'll look into it and try to fix or circumvent the crash.

Administrative Center require a Jail instead of a Courthouse. Intended? The Courthouse seems more appropriate to me.
Courthouse comes too late for that. But the better solution is to remove the requirement altogether, no other GP building has a prereq.
 
No sorry. It was a minor thing.
 
Naval barbarian units cannot spawn. The last check in the possibleTile() function will always return a False, because water bodies do not have a city.

In the 600 AD scenario, the human start with galleys. The AI doesn't. I know that the AI gets preplaced settlers to help them, but I think it's unfair they do not have galleys.
 
Which civ do you mean?
 
Oh okay.
 
I just downloaded the latest vanilla version of DOC and I'm getting the same crash as in my modmod when starting a 3000 BC Canadian game.

C++ exception originating from the call RFCUtils.py relocateUnitsToCore line 1853 unit.setXY to CvUnit::setXY.
 
Okay, will look into it.
 
I'm still getting crashes on line 1853. They are less frequent, but they still occur.
 
I know, that wasn't the bug I addressed in the last update. I'm working on it right now.
 
Is there a quick way to make Judaism allow classical wonders until that’s addressed? It’s really messing with my games.

Also I’d like to make the case that significant, organized “Jewish” communities did not appear anywhere near that early in Babylon not Egypt. Hebrew religion was small and insignificant in those regions compared to native religions... I honestly don’t see the need for the change.
 
Remove it with world builder?
 
Another crash fixed, another crash found.

Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 156, in onCityAcquired
  File "RFCUtils", line 1131, in removeSlaves
RuntimeError: unidentifiable C++ exception

Code:
if not gc.getPlayer(iPlayer).isColonialSlavery():
           utils.removeSlaves(city)

Code:
def removeSlaves(self, city):
       city.setFreeSpecialistCount(gc.getInfoTypeForString("SPECIALIST_SLAVE"), 0)

Good thing I decided to run a 3000 BC Japan game before pushing the merge, huh?
 
Bad thing I can't ask you for a save soo
 
Crashing to desktop upon hitting next turn in the attached save.

In another mod-specific Polynesia game, there was also a python exception thrown because of a C++ exception that happened when a great person was born. I think it was due to a problem when drawing the interface for the Great Person's actions.

(all updated to most recent git)
 

Attachments

Latest update. Getting glitches & crashes involving GPs. Could be because of the new GP bulbing two techs mechanism, could be because of my system - my computer is brand new (Core i5-8400, highly customized) and I have not played Civ4 in a year or two. Generally playing older games on my computer is crashy. Using dxwnd helps with other older games, but not DoC.

These glitches & crashes are not civ- or save- specific, and can not be consistently reproduced. Sometimes I reload a save and it does not glitch. They include:

[1] Game crashing instantly to desktop when bulbing techs. No error message.

[2] GPs become "stuck". They cannot do anything except moving.

None of their functional buttons (such as Settle in City) do anything when clicked. Some functional buttons (such as Bulbing or Great Works or Reform Government) are straight up missing. However, they can usually be deleted by hotkey (Del key). Sometimes deleting them this way also crashes the game to desktop.

[3] When selecting a GP and then a City, the GP does not become de-selected. Instead, the GP becomes movable while in the City screen. Moving the GP while this happens does not exit the City screen. Selecting another city does.

Hope this is useful. I'm still tweaking my computer and the problem could be entirely on my end.
 
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Latest update. Getting glitches & crashes involving GPs. Could be because of the new GP bulbing two techs mechanism, could be because of my system - my computer is brand new (Core i5-8400, highly customized) and I have not played Civ4 in a year or two. Generally playing older games on my computer is crashy. Using dxwnd helps with other older games, but not DoC.

These glitches & crashes are not civ- or save- specific, and can not be consistently reproduced. Sometimes I reload a save and it does not glitch. They include:

[1] Game crashing instantly to desktop when bulbing techs. No error message.

[2] GPs become "stuck". They cannot do anything except moving.

None of their functional buttons (such as Settle in City) do anything when clicked. Some functional buttons (such as Bulbing or Great Works or Reform Government) are straight up missing. However, they can usually be deleted by hotkey (Del key). Sometimes deleting them this way also crashes the game to desktop.

[3] When selecting a GP and then a City, the GP does not become de-selected. Instead, the GP becomes movable while in the City screen. Moving the GP while this happens does not exit the City screen. Selecting another city does.

Hope this is useful. I'm still tweaking my computer and the problem could be entirely on my end.
Could we have some saves for these incidents?
 
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