Bug Reports and Technical Issues

Lancer has -25% city strength

Does city strength mean -25% defending a city AND attacking a city? I assume it means attack as well

But, when I set a lancer to attack a city, the strength indicator of 10 remains at 10, and there is a Green " - 25 % city strength " indicator, which does not seem to effect anything.
 
Maybe doesn't receive defence bonuses tag also means it doesn't receive defence maluses too?
 
City strength means attack and defense. All combat modifiers are ultimately applied to the defender in Civ4, to make sure they mathematically cancel each other correctly.
 
Hey! Huge RFC fan here and this mod looks great. I'm having some trouble getting it to work though. I have the Steam version, and I switched it to the beta version as suggested. I believe the mod is in the right folder, but when I start the mod it is just the generic game, even though it has the name on the top right. Any suggestions?View attachment 549274 View attachment 549275

I'm getting the same problem. I have a normal version on my other desktop and it works fine. Having lost the original game, I got another one from Steam for my laptop and can't get the mod to work. I've tried the installer and Git versions, neither one works.
 
I think one thing that I forgot to suggest back then is your privileges on that folder. Try to start Steam as Administrator and see if that changes things. Long term you may need to give your normal user rights to everything in the Mods directory.
 
The American UHV states that the third goal (Epic game speed, 600AD start date) must be achieved by 1990AD (turn 432), though turn 432 does not correspond with 1990AD. It was great fun though, as you can see from the power rankings in green and the minimap. For some reasons there were 0 colonies in the USA, so I got to create my own setup. Canada was really inactive so I got all the good spots there too. The empire further extends to India, Brazil and Thailand and on top of that, one block from Amsterdam till the Ural.

Spoiler :

upload_2020-4-4_17-36-51.png

 
Public Welfare advertises "1 currency per excess happiness".
However, I found that this is not entirely true: All cities with a low population but high happiness get 1 currency per base unhappiness. A few cities get 1 currency per excess happiness as expected. Most large, populated cities get some less currency than they should, with some exceptions where they get a little more currency than excess happiness.
Spoiler Here is a montage of the results: :
Montage_PublicWelfare.png


I'm also attaching a Savefile.
 

Attachments

Public Welfare advertises "1 currency per excess happiness".
However, I found that this is not entirely true: All cities with a low population but high happiness get 1 currency per base unhappiness. A few cities get 1 currency per excess happiness as expected. Most large, populated cities get some less currency than they should, with some exceptions where they get a little more currency than excess happiness.
Spoiler Here is a montage of the results: :


I'm also attaching a Savefile.

I think I saw this happen in a playthrough as the thai because they have a UP doing this action, but I only kept one save from that playthrough after I finished the game. Looking at my old save, all the cities seemed correct, although my capital which had the emerald buddha (and thus no unhappiness) had:

22 population
22 coins from happiness
while it had over 30 happiness

but that is a very special case, since it has a wonder removing unhappiness. Just thought I would say that Thai might have the same code and the same problem (I just dont remember if i noticed it in regular cities besides when i had the emerald buddha)

I assumed it would make sense to calculate the coins based on how much unhappiness it would have if there was no emerald budda, but even still that wouldn't come to 22 coins

If I run into this bug with public welfare I will just say that it is some people using that taxpayer welfare unethically, and stealing money while sitting at home playing Civ 4 or something instead of contributing to society with it :) roleplay the bug away
 
It's capped by population. Looks like "base unhappiness" has nothing to do with it.
 
Okay, thanks, that should be included in the description of the civic.
 
Communist city renaming doesn't seem to be working, at least not for the human player, e.g. Sankt-Petersburg never changes its name to Leningrad on its own. I noticed this in my own modmod but verified it for DoC 1.16.2 and the most current development version with some quick worldbuilder tests.
 

Attachments

So I've been having this issue for a while now, the game is very prone to crashing in the first turn or two of a game, when the resources on the map are loading. i.e. the map looks something like this, and when I move the cursor around the game crashes

Spoiler :
SUo4qf8.jpg


I've tried reducing graphics settings, but that doesn't help. I haven't faced this problem in any other mod, so could it be a memory issue? I have 8gb of ram though.

Besides, I installed DoC without any of the extras, could this problem be solved with VD maybe ?(wishful thinking, I know :D)

Aaand when I started as Japan, I faced the same early game lag, the game didn't crash, but I got this particular runtime exception:
Spoiler :
2y746kG.jpg
 
Hey Leo,

I've upgraded to 1.16.2 from the patch you've added here in the forums , but i noticed quite an annoying bug with tile yields - here is a screenshot below. Let me know if this is reported before I as didnt seem to find anything on it.

This is just an example - quarry 1W of Niwt-Rst yields 3 food and 3 coins as shown in the screen, but it's actually 3 food and 3 hammers and 1 coin.

So the bug from what i've found out - hammers are represented as coins while vieweing the screen with tile yields , while actual coins are not shown at all.

upload_2020-4-17_18-48-19.png




Check also the plantation build 1SE from the city on the incense - as shown apperently it yields nothing - not sure if this is though because i am missing a tech or something , still when you hoover over it with your mouse it shows that the tile yield is 6 coins as it normally should be, not none yield at all. (below screenshot)

upload_2020-4-17_18-50-43.png



From my understanding it's a visual bug , but it's quite an inconvenience. I tried toggling off and on the option but that doesnt fix it.

I've attached my save as well if this helps.

Last screenshot here as the visual bug seems to overlap tile yields - it's from a random save game on 1.16 (pre-update)

You see that the Stone Quarry on the English Isles is yielding 2 food and 6 coins , but actually it's 2 food 6 hammers 2 coins (as the hoover with the mouse says)

Meanwhile you can also see that the hammer's "anvil" icon seems to be overlapping with the others behind - check also the Sheep near dublin for instance.

So in general the bug seems to overlap icons on yields + mistakingly put coin icons for hammer yields + ignoring "actual" coin yields all together (check sea tiles for instance)


upload_2020-4-17_18-59-25.png
 

Attachments

Last edited:
What maximum transport capacity does a Galley have?
2? You wish!
3? Nearly there!!
4? Thats right!!!
 

Attachments

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    3 units on a galley.JPG
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  • 4 units on a galley.JPG
    4 units on a galley.JPG
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Do you know how this happened? How can I reproduce this?
 
So I've been having this issue for a while now, ...

I apologize for digressing, but I reinstalled DoC, this time with VD and all the additional modules. And to my surprise, it worked. I played Russia till about 1700AD with no crash, and surprisingly quick turn times. But a couple of days later, while loading that game, the same issue is back :sad:

I get occasional exceptions like this:
Spoiler :
I3HbLeJ.jpg


Apart from that, if the game survives the first turn it usually plays smoothly. Has anyone else ever had similar issues?
 
I apologize for digressing, but I reinstalled DoC, this time with VD and all the additional modules. And to my surprise, it worked. I played Russia till about 1700AD with no crash, and surprisingly quick turn times. But a couple of days later, while loading that game, the same issue is back :sad:

I get occasional exceptions like this:
Spoiler :
I3HbLeJ.jpg


Apart from that, if the game survives the first turn it usually plays smoothly. Has anyone else ever had similar issues?

By "occasional", do you mean you get them when moving the cursor over a city bar shortly after loading a savegame? If this is the problem I think it is, it can be solved by reloading the save again.
 
By "occasional", do you mean you get them when moving the cursor over a city bar shortly after loading a savegame? If this is the problem I think it is, it can be solved by reloading the save again.

No, usually I just get a CTD without any message, but occasionally the above-mentioned exception pops up.

I did a little digging around and found a "LSystem.log" file in the logs folder. This file was created at the time my game crashed, and no other file was modified at that time. Its contents are sorta strange:

Spoiler LSystem.log :

Code:
Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
        Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
    <T> Leaf_1x1: [w=1.0 h=1.0] [318 art, 0 prods]
        Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
        Node_3x1: [w=3.0 h=1.0] [0 art, 5 prods]
        Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
        EONode: [w=4.0 h=4.0] [0 art, 5 prods]
    <T> Leaf_2x1: [w=2.0 h=1.0] [484 art, 0 prods]
        Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
        Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
    <T> Leaf_2x2: [w=2.0 h=2.0] [259 art, 0 prods]
    <T> Leaf_3x1: [w=3.0 h=1.0] [83 art, 0 prods]
        Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
        Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
        Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
        CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
    <T> Leaf_3x2: [w=3.0 h=2.0] [74 art, 0 prods]
        Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
        Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
        Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
    <T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [48 art, 0 prods]
    <T> Leaf_3x3: [w=3.0 h=3.0] [54 art, 0 prods]
    <T> Leaf_4x2: [w=4.0 h=2.0] [30 art, 0 prods]
        Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
        Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
        Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
    <T> Leaf_4x4: [w=4.0 h=4.0] [19 art, 0 prods]
        Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
        Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
    <T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
    <T> GLeaf_2x1: [w=2.0 h=1.0] [4 art, 0 prods]
        Node_2x2: [w=2.0 h=2.0] [0 art, 5 prods]
        Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
    <T> GLeaf_2x2: [w=2.0 h=2.0] [4 art, 0 prods]
        Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
        PLOT_ROOT: [w=12.0 h=12.0] [0 art, 10 prods]
        Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
    <T> BLeaf_1x1: [w=1.0 h=1.0] [278 art, 0 prods]
    <T> GLeaf_3x2: [w=3.0 h=2.0] [4 art, 0 prods]
    <T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [5 art, 0 prods]
        Node_12x12: [w=12.0 h=12.0] [0 art, 14 prods]
        Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
    <T> BLeaf_2x1: [w=2.0 h=1.0] [448 art, 0 prods]
    <T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
    <T> GLeaf_4x2: [w=4.0 h=2.0] [4 art, 0 prods]
        GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
    <T> Leaf_Farm_4x4: [w=4.0 h=4.0] [105 art, 0 prods]
    <T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [33 art, 0 prods]
    <T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [7 art, 0 prods]
        Node_2x1: [w=2.0 h=1.0] [0 art, 4 prods]
    <T> BLeaf_2x2: [w=2.0 h=2.0] [65 art, 0 prods]
        Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
        Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
        Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
    <T> BLeaf_3x2: [w=3.0 h=2.0] [409 art, 0 prods]
    <T> Leaf_Farm_1x1: [w=1.0 h=1.0] [226 art, 0 prods]
    <T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
        Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
    <T> Leaf_1x1: [w=1.0 h=1.0] [318 art, 0 prods]
        Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
        Node_3x1: [w=3.0 h=1.0] [0 art, 5 prods]
        Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
        EONode: [w=4.0 h=4.0] [0 art, 5 prods]
    <T> Leaf_2x1: [w=2.0 h=1.0] [484 art, 0 prods]
        Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
        Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
    <T> Leaf_2x2: [w=2.0 h=2.0] [259 art, 0 prods]
    <T> Leaf_3x1: [w=3.0 h=1.0] [83 art, 0 prods]
        Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
        Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
        Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
        CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
    <T> Leaf_3x2: [w=3.0 h=2.0] [74 art, 0 prods]
        Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
        Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
        Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
    <T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [48 art, 0 prods]
    <T> Leaf_3x3: [w=3.0 h=3.0] [54 art, 0 prods]
    <T> Leaf_4x2: [w=4.0 h=2.0] [30 art, 0 prods]
        Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
        Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
        Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
    <T> Leaf_4x4: [w=4.0 h=4.0] [19 art, 0 prods]
        Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
        Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]

------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
    <T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
    <T> GLeaf_2x1: [w=2.0 h=1.0] [4 art, 0 prods]
        Node_2x2: [w=2.0 h=2.0] [0 art, 5 prods]
        Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
    <T> GLeaf_2x2: [w=2.0 h=2.0] [4 art, 0 prods]
        Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
        PLOT_ROOT: [w=12.0 h=12.0] [0 art, 10 prods]
        Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
    <T> BLeaf_1x1: [w=1.0 h=1.0] [278 art, 0 prods]
    <T> GLeaf_3x2: [w=3.0 h=2.0] [4 art, 0 prods]
    <T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [5 art, 0 prods]
        Node_12x12: [w=12.0 h=12.0] [0 art, 14 prods]
        Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
    <T> BLeaf_2x1: [w=2.0 h=1.0] [448 art, 0 prods]
    <T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
    <T> GLeaf_4x2: [w=4.0 h=2.0] [4 art, 0 prods]
        GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
    <T> Leaf_Farm_4x4: [w=4.0 h=4.0] [105 art, 0 prods]
    <T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [33 art, 0 prods]
    <T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [7 art, 0 prods]
        Node_2x1: [w=2.0 h=1.0] [0 art, 4 prods]
    <T> BLeaf_2x2: [w=2.0 h=2.0] [65 art, 0 prods]
        Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
        Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
        Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
    <T> BLeaf_3x2: [w=3.0 h=2.0] [409 art, 0 prods]
    <T> Leaf_Farm_1x1: [w=1.0 h=1.0] [226 art, 0 prods]
    <T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]

------------------------------------------------------------------------
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 180.000000
building:Art/Structures/Buildings/Aqueduct/Ab_Anbar.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/granary/Middle_East_Granary/Granary.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Monument/Crescent_Monument/CodeofHammurabi.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/granary/Middle_East_Granary/Granary.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: building 130 is not associated with a CvCityLSystem node; it will not be visible!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Thermae/bad_giebel.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: building 130 is not associated with a CvCityLSystem node; it will not be visible!
building:Art/Structures/Wonders/Kremlin/Kremlin.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Wonders/SaintSophia/st_sophia.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Thermae/bad_giebel.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Thermae/bad_giebel.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 90.000000
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Tavern/greco-roman_tavern.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Thermae/bad_giebel.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Weaver/market.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mill/Medieval/brick.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Tavern/greco-roman_tavern.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Thermae/bad_giebel.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Weaver/market.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Library/Europe_Library/Library_Medieval.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
LSystem failed to place node Leaf_Farm_4x4!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Wonders/SaintThomasChurch/Thomaskirche.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Wonders/SantaMariaDelFiore/florence2.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mill/Medieval/brick.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Print_Shop/print_shop.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Mill/Medieval/brick.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Protestant_Church/church.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Bank/Europe_Bank/Tavern.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Smokehouse/Smokehouse (Medieval).nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!


This has me thinking that this is an art-related issue. Not sure though.
 
Do you know how this happened? How can I reproduce this?
With the Slavery civic I attacked the city from the Galley and enslaved first one and then a second unit when doing successfull attacks.
The Slaves was put in the Galley as well as you can see. I suppose you should not be able to enslave a unit when there is no room in the galley.

Edit: Attached if a savegame for game version 1.16.2 where you can reproduce it.
 

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