Bug Reports and Technical Issues

I don't see anything wrong with this. I assume it's because you chose to join the counter reformation and it's Ragnar declaring war on you?
 
I don't see anything wrong with this. I assume it's because you chose to join the counter reformation and it's Ragnar declaring war on you?
I think the problem is that the event log says France declared war on the Vikings, but they are at war with Holy Rome instead.
 
Oh, somehow I thought they were at war with both. Alright.
 
I'm looking through the code and can't find any AI code related to CvBuildingInfo::m_ppaiBonusYieldChange, used for the Mongolian Ger, Persian Apothecary, Iranian Caravanserai, Brazilian Fazenda, Colombian Hacienda, Distillery, and Argentine Refrigeration Plant. Does AI implementation for this effect exist? If not, is that intended?
 
No, I guess it could be factored into the building value.
 
No, I guess it could be factored into the building value.
I'm going to see if I can implement it. Is there a method that returns the number of bonuses of a specified type that can be worked by cities? If not, would you prefer such a method return a variable that is changed whenever a civ gains or loses such a bonus, or should it count them upon being called?
 
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I think you need to iterate all workable tiles of a city and then add the corresponding yield increase if a bonus is present. Estimation of value for yields is already present in the building AI so it's possible to just plug in there.
 
So the Levee, in original Civilization IV, has no value at all to the AI? I have a hard time believing that the AI does not take the Levee's bonus into account. But mhm, maybe it only looks at the amount of river tiles?
 
No it does. We are specifically talking about extra yields from improved resources, an effect that was introduced in DoC.
 
As Rome, I let the turks have 3 cities back in 1290, when they appeared cause they were to strong. Now I declare war in 1405 and they get troops that switch sides, as if they are new? Is this intended to be more then 12 turns later still? How long does that effect last? If war making your troops switch to them?

upload_2019-4-16_11-9-34.png


1435 and he still get independence war troops on war declaration... Also if you beat his troops he sometimes spawns a new one like a new nation.
 
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three is better than one.jpg
I am friendly with independent Sweden, Spain and Portugal
yet the Victory Screen says that I am only have one indie Euro civ.


Also, is it intended that resource locations differ between scenarios in Anatolia and Libya?
 

Attachments

Also, is it intended that resource locations differ between scenarios in Anatolia and Libya?
What is different?
 
What is different?
bc3000.jpg ad600.jpg ad1700.jpg
The wheat resources are in different locations.
Also there's an elephant in Tunis only in the BC3000 scenario,
though I assume there must be a scripted disappearance after Carthaginian times
so that is working as intended?
 
The elephants go extinct in a while that is intended, if you play 3000BC they vanish, reflecting the romans extinction of the North African elephant. During the reign of Augustus, Roman circus games resulted in the killing of 3,500 elephants

The wheat might be an issue.

#On my previous issue is Turkey suppose to have centuries free forces when they egt in a war?? I just like to know if it is a new feature.
 
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No.
 
Ever since the new razing system was introduced, players don't get instability from razing. Is this intended?
 
Ever since the new razing system was introduced, players don't get instability from razing. Is this intended?

Oh, I only attacked Independents (raze penalty cut into half) and Barbarians (not penalty) in my latest game, and thought it was refreshing to not get penalized for the many Barbarian cities I encountered.
But it's true, there should still have been a penalty for razing the various 2-pop to 5-pop Indie cities that I flattened, I believed the penalty was just waived because it was so small.

If it's not intended, I think it has to do with the new razing mechanic that first depopulates the city. After all, razing a 0-pop city means that the penalty NEVER applies.
 
I thought it was a payoff for the lengthened raze time, so you get less mid term penalty but get more short term penalty.
 
I played Epic. It doesn't depend on chosen civilization as I could see - I played France, Poland, Moors and Rome on Epic - each time UHV conditions aren't shown on F8.
It's fine for me. Are you using the Russian version of the game maybe? What is your language setting? Can you enable Python exceptions as described in the first post in this thread and report what is shown?
 
Hi Leoreth, first of all, thank you for the amazing job you are doing! It was a great surprise to discover this awesome mod - I like both Civ (4 preferably) and EU series and DoC combines them perfectly for me.

Took 1.16 develop branch to play around, got a game crush bug during my French run. Save attached.

$ git describe --tags
before-lategame-413-g653693a7


Cheers
$ git rev-parse HEAD
653693a7baa4a840ebe736d395bf7b88830c95ae
I am pretty sure this crash has been addressed by the fixes that came a couple of commits later.
 
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