Bug Reports and Technical Issues

Moreover reducing China tech speed and compensating with UP is boring and rehash of Maya situation.
Wrong. I added the UP and compensated with modifiers.

I need more data and less opinion, thanks.
 
I noted that GP names don't fit the era to which they should belong. For example, in my recent Chinese game (marathon speed), I saw Benz, Garibaldi and Ferrari in Renaissance.
 
I noted that GP names don't fit the era to which they should belong. For example, in my recent Chinese game (marathon speed), I saw Benz, Garibaldi and Ferrari in Renaissance.
Do you still have a save of that game, preferably before such a GP spawns?
 
Okay, if people could keep an eye out for something like that happening, it would help a lot. In that case, please send your saves my way.
 
Hello all! Unfortunately I've encountered a strange stability problem while running the mod.

For some reason, stability remains at (0) Shaky, no matter what civilization I play with (tried several). I tried several of the things that are supposed to initiate stability checks (like changing civics, or losing a city), but it stays at that level with 0 in all of the sub categories too.

When I originally installed the mod (yesterday I think), everything seemed to be working fine at first, with stability functioning well. The only thing I can think of that changed is that I was playing a game as the Moors, where stability seemed to work and then I accepted to switch to the Ottomans after losing Cordoba. I think after playing as the Ottomans, I noticed this problem for the first time, and my stability remained the same. I also wasn't able to trade certain things in diplomacy, like offering gold. One interesting thing though, when I reloaded the save as Morocco, just before switching to the Ottomans, the stability mechanics seem to be working if I continue playing them. However, any new game I launch with another Civ (e.g., China, Byzantines, Arabs) has the permanent (0) Shaky stability problem :(.

I have tried reinstalling the mod several times. When I originally installed it, I accidentally installed it in the Mods folder of the "Sid Meier's Civilization IV Beyond the Sword" folder (installed through Steam). I realized afterward it needed to be in the "Beyond the Sword/Mods" subfolder there instead and copy and pasted. At first this worked fine. When reinstalling to the correct folder, I got some errors which I think relate to the file paths being too long for the installer. The full file path is:

C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization

And some of the Varietas Delectat file names in particular seem quite long. This error applies to maybe 30 of the files, but I'm doubtful these two problems are linked. I have just been using the installer to install it elsewhere and then copying the RFC Dawn of Civilization folder where it should go.

So I am really at a loss as to what I could do to fix this stability problem, as it definitely originally worked not long ago and then somehow stopped, whether or not I reinstall.

Hopefully there is some straightforward explanation and an easy way to get it working again. If this is a known issue dealt with elsewhere, my apologies, I didn't notice it and I would be grateful if you could link me to the solution!

Thanks!
 
Thanks for the detailed description. This issue sounds a lot like you have a Python error. Did you enable Python exceptions and logging as described in the opening post?
 
Here is the PythonDbg file in case it's helpful (based on what I saw you note in your opening post). I put it in a "rar" archive because it didn't seem to let me upload a regular text document.

Hope the answer is somewhere in there and thanks for trying to figure this out!
 

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Thanks, but I need PythonErr.log. Instead of archiving you can also change the file ending to *.txt.
 
Hmm, at the moment that document just shows up as blank.

Should I start a new game and try playing it? Or load the Moroccan game and switch to a different Civ after a few turns? I think I tried both for a few turns after enabling Python errors, but so far nothing shows up in the PythonErr.log and it says it is "0 kilobytes".
 
You should at least play enough to encounter the issue again. If you don't see any error messages and the file remains empty, it may not be a Python error after all.
 
The challenge is that I encounter the issue immediately when starting a new game, right from turn 1. It isn't that the stability at some point goes to 0/Shaky and gets stuck there, unfortunately that's where it begins at.

I tried playing the Moors save I mentioned I had. Loading that save, the stability was not at 0 like in all the other games. I did things that should have negatively impacted my stability (like declaring war on Portugal), and it did make my stability worse, as predicted.

When I switched to the Ottomans however, that's when it became 0/Shaky and then didn't seem to change, like the new games I started. However, there never seemed to be a python error log created.

I'm not really sure what I should try next. I'm really surprised that reinstalling hasn't helped, especially since it worked at first.

The one thing I haven't tried is uninstalling all of Beyond the Sword and reinstalling it, then reinstalling the mod. That may be the only solution and then, if it works from the start by picking a civilization from the setting up of a game from one of the 3 scenarios, I can try to avoid switching Civs if it turns out that this was the one (and hopefully only) trigger.

If I do reinstall Beyond the Sword shortly, I'll be sure to let you know if that fixed it. In the meantime, grateful if you have any other suggestions or thoughts on what it could be, especially if reinstalling BTS from scratch doesn't change anything!
 
How long do you actually play to test this? It is normal that your stability does not change for the first few turns.
 
Wow, well I'm not sure, but it looks like I finally got it to track my stability.

At first, I thought that it wasn't working after I did a fresh reinstallation of BTS, because when I started a game in 600 AD as the Byzantines, my stability remained at the same level, 0 Shaky, without recognizing any developments.

I was just about ready to give up, when around turn 37 or so, it registered a change in my stability. There were some modifiers in the sub-categories too, like economy and modifiers related to my civics choices and happiness. I very deliberately declared war on my neighbours, trying to impact other categories (like expansion and military) and eventually saw a few modifiers there. I declared war on 3-4 other civs, thinking to give myself a negative opinion modifier under foreign, but I didn't see anything.

When you said "first few turns", I really didn't think it would take quite that long into the game, however, I was very happy to see stability seemed to kick in!

I'm not sure if it was just my own forgetfulness, and perhaps I didn't play an equivalent 35+ turns when I played as the Ottomans and Arabs, though it seemed that those games had gone pretty far.

Either way, I'm not sure if my reinstallation played any role at all, but I'll try to play a more serious game soon and let you know if I notice anything really quirky.

Thanks for all of your help and suggestions. You've done such a fantastic job not only keeping RFC alive, but expanding it in some really great ways and making it your own. I'm looking forward to playing some more of it!
 
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Seems to be working great in my Arabia game too. The stability tracking kicked in earlier than I recall with Byzantium (around turn 20-25 I think rather than around 37).

For now it seems to be working well... I'm leaning toward the reinstallation helping, but either way, I'm just glad it works because this is the only way I really enjoy Civ 4 (and really prefer it to the newer Civ games!)

Thanks again for the patience and the help!
 
Latest beta.

I started with the byzantines and when the arabs came I had to give up jeruzalem but didn't get the option in 630 to play arabia, is that itnended? It did give the option to become tiber (630)
 

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Played with the greeks, discovered the tech that gives orthordoxy didn't found religion, 10 or so turns later someone else did... Now same with Islam, again no holy city... Is something wrong? Or are the greeks banned from founding religions?
 

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