Bug Reports and Technical Issues

Mouse over Discovery Bulb of Great Scientist reads "Discovery technology: Laser and Ecology". This is at the very least misleading -- unlike uncient techs you don't get 2 techs with one guy, in reality only some beakers pass over to ecology. Maybe we can reword it somehow to help the player to understand what his Scientist will do?

Also, side note, LOL to Aisrstrip One (Britain as American Vassal). Where did that reference come from? A movie?
 

Attachments

  • Akbar AD-1972 Turn 452.CivBeyondSwordSave
    2 MB · Views: 133
Last edited:
As Vikings I had Constantinople under my control at a point, and later on I became the leader of the apostolic palace, enabling me to call for a resolution to assign it back to me as the "rightful owner" (lol), which the Byzantines happily accepted. Should there perhaps be a rule disabling core cities from being eligible for that resolution, and if not, shouldn't the Byzantines have defied the resolution?

Edit: Also, I got a CTD when choosing to disband a city that culture-converted to me - perhaps the new changes to razing etc. interfering somehow, Idk.
 
Last edited:
Yeah, cores probably don't factor into this resolution at all at the moment.
 
Some other minor stuff:

- According to Flipzones.png Barcelona doesn't flip to Castille upon spawn, it does though.
- While running secularism, I now get an opinion malus from other civs for having another state religion than them. Is that WAD?
- The wonder that amongst other things ensure your cities can't be demanded in congresses (I forgot the name :/) doesn't seem to work properly, I still lost a city to a congress after having built it.
 
Barcelona isn't in the Spanish flip zone map because it only flips for AI Spain. You mean the Palace of Nations wonder?

Edit: also, do you have the save from before that happens?
 
Playing as England, I tried gifting a free tech to every civ I meet for +4 stability, agree to every demand, have zero worst enemies, and only have close borders with two nations.

I have -2 Foreign Relations Stability. It seems to be literally impossible to have possible relations without doing nothing but running Statesman specialists and pumping them out to every nation in the world. Why is the average relations stability designed to be so low?

Also, England's tech rate should probably be nerfed. In every AI game I've played they always are way ahead of the other Civs.

upload_2019-7-1_18-12-42.png
 

Attachments

  • Victoria AD-1805 Turn 356.CivBeyondSwordSave
    1.7 MB · Views: 105
Last edited:
Save?
 
Just updated my post with it. I had a save and image ready but forgot to include it in my post. Seems you replied right as I finished updating it. RIP my plan to sneak it in.
 
I gathered a list of the memories that foreign stability calculation uses and based on their names divided them into negative, positive, and positive that causes negative with another nation.

Spoiler :

DECLARED WAR
DECLARED WAR
DECLARED WAR ON FRIEND
NUKED US
NUKED FRIEND
RAZED CITY
RAZED HOLY CITY
SACKED CITY
SPY CAUGHT
REFUSED HELP
REJECTED DEMAND
DENIED RELIGION
DENIED CIVIC
DENIED JOIN WAR
DENIED STOP TRADING
STOPPED TRADING
STOPPED TRADING RECENT
HIRED TRADE EMBARGO
MADE DEMAND
MADE DEMAND RECENT
CANCELLED OPEN BORDERS
VOTED AGAINST US
EVENT BAD TO US

GOOD WITH COST

HIRED WAR ALLY
ACCEPTED JOIN WAR
ACCEPTED STOP TRADING
VOTED FOR US

GOOD

ACCEPT DEMAND
ACCEPTED RELIGION
ACCEPTED CIVIC
TRADED TECH TO US
RECEIVED TECH FROM ANY
EVENT GOOD TO US
LIBERATED CITIES
GIVE HELP


I don't remember seeing positive relations from voting for or against a nation, is that memory unused?

This excludes a massive amount of positive and negative relations influence. Notably, relations from shared or different civics and religion are completely absent from this list, something that can easily constitute +/- 5 relations. If I understand the code correctly, it's entirely possible to have positive diplomatic relations with a nation yet in stability calculations be considered at negative relations. The diplomatic relations shown ingame are only used to give the player a bonus +/- 1 point for being at friendly/furious relations.
 
I'm trying to set up a git repository and get this message. Am I doing something wrong?

git.exe clone --progress -v "https://github.com/dguenms/Dawn-of-Civilization" "C:\Program Files\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization"

fatal: destination path 'C:\Program Files\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization' already exists and is not an empty directory.


git did not exit cleanly (exit code 128) (1217 ms @ 7/2/2019 11:26:20 PM)
 
Sacking cities don't seem to give the diplo malus it's supposed to give. I've noticed this in quite a few games as the Vikings/Japan.
 
I'm trying to set up a git repository and get this message. Am I doing something wrong?

git.exe clone --progress -v "https://github.com/dguenms/Dawn-of-Civilization" "C:\Program Files\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization"

fatal: destination path 'C:\Program Files\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization' already exists and is not an empty directory.


git did not exit cleanly (exit code 128) (1217 ms @ 7/2/2019 11:26:20 PM)
Well, is there already a directory at Mods\RFC Dawn of Civilization? If you had installed the mod already you need to rename the existing mod directory.

Sacking cities don't seem to give the diplo malus it's supposed to give. I've noticed this in quite a few games as the Vikings/Japan.
Do you have a save?
 
I don't have a specific save since it's more of a general game thing; no matter what civ I play, I never get diplo malus for sacking cities. I've started a game for you to look at though (the Sacking Test one).

I've also encountered crashing in a Japan game; I've tried delaying the research to see if that's the cause but no luck. It crashes on the next turn.

Thanks for looking at them, btw. :)
 

Attachments

  • Crash Save.CivBeyondSwordSave
    1.7 MB · Views: 127
  • Sacking Test.CivBeyondSwordSave
    629 KB · Views: 133
Last edited:
Sure, thanks for reporting. Can you tell me whose cities you sacked in the first game?
 
I've tried a few times, but the game always crashes on my computer when I click "next turn":( I was really happy about my Russian empire with its ridiculous amount of cities, being number on in score and a military powerhouse, but struggling quite a bit to stay afloat economically (I like roleplaying history a bit).

I want to add that I really love the mod and how it is developing:) I think all the new wonders in the new version really added some nice additional flavour to different civilizations and lots of new possible ways to play them.
 

Attachments

  • Peter AD-1772 Turn 345.CivBeyondSwordSave
    1.5 MB · Views: 88
1700 AD. Madras. British have 2 cannons there whilst they have no cannon tech and no cannons elsewhere, including London. Please fix.
 
Top Bottom