Discussion in 'Rhye's and Fall - Dawn of Civilization' started by Leoreth, Sep 11, 2014.
Is this on git? Or 1.15?
Gyah! I knew I forgot something relevant. 1.15
Okay, could be that it's already fixed then, I will check.
something pushing creatures out
The latest Git update has badly broken the 1700 AD scenario. Civs that require autoplay turns are spawned at the beginning with nothing but a Militia and Settler and no techs at the start if selected to play as, and either way at the end of turn 1 all civs auto-contact each other as they're called on to vote on who controls the Apostolic Palace.
I found not critical but very-very strange bug with greeks
In Anatolia my workers/hoplits auto JUMP to other tiles - even to sea and rocks
I have save and few screenshots!
P.S. + Later using World Builde I found barbs' chariots in Black Sea
Is the save from before the units are pushed to another tile?
No saves except one which I already load
But there is good new - I start new game as GREEKS and there was not such issue
No that's bad news. I need a save to reproduce the issue to fix it.
I was playing a game where I killed the Turks, their flip occurred, and despite them having zero cities and zero units, some barbarians in their flip zone joined them on their flip turn. Is this intended behavior? I thought flips don't occur if the Civ is dead.
Probably the free barbarian flip that AI civs get, it's possible that it doesn't check if the civ is still alive.
Seems like they also flip their cities if they're dead.
I conquered their capital. They are dead, have zero cities, not on the scoreboard. End turn and they came back with their capital in Dukhan, a city that was independent the turn before.
Sadly I don't have a DoC save as I encountered it while playing a local version of QMC. I haven't touched the respawn or Turkic code, so it should be able to be reproduced.
Playing most recent v QMC, Normal/Monarch/Babylon/Turn 314/1665 AD. Got a lovely little historically inaccurate game going. Islam holy city is Delhi with like 8 wonders, I've carved my way through Iran and I'm about to move on the Mughals when they collapse into India next turn aaaand--crash.
Please report QMC issues in its own thread.
I reported in here bc I'm fairly certain QMC doesn't change anything spawn-related, but will do
Hi, I''m a heavy user of this mod, I just don't get to this forum often. I'm playing with the Wonders branch but lately it crashes every time I start a new game, and sometimes even in late games. The last one with America. Anyone else having the same issues, should I go to the main branch?
I don't think that is relevant. The issue is that for someone to check what is wrong with your save, they would have to have (debug version of) QMC installed.
I don't have any insight into which changes QMC has made, and which features and fixes it has incorporated from DoC. Therefore it is impossible for me to know beforehand if I am responsible or even capable of fixing an issue.
In addition, it's impossible for me to even open saved games from QMC to debug anything.
It's always easier if the person who either wrote or merged the relevant code investigates a bug. If the issue turns out to come from DoC itself it can easily be propagated upstream so everyone can benefit from it.
I'm not sure if you are aware of this, but the wonders branch has been merged into develop a while ago. So there is no reason not to use develop instead, as it has all the content from the wonders branch now.
I have also addressed a couple of issues after that, and can recall at least one cause of a crash that directly comes from one of the new wonder effects. So chances are high you won't be having any issues with it on develop.
the 75-76 turn approximately
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