Bug Reports and Technical Issues

Is it so hard to post in the correct thread.
 
It looks like the Thai's UP "+1:commerce: per excess :)" isn't working correctly. In fact, I think it's giving me extra :commerce: based on the underlying :mad: in the city, because in the save attached, you can see my happiness commerce grow from 3 to 4 as my city grows from 3 to 4.
Spoiler Happiness Commerce :
20210413140206_1.jpg
20210413141244_1.jpg


 

Attachments

  • 20210413140206_1.jpg
    20210413140206_1.jpg
    266.6 KB · Views: 38
  • Happiness Commerce.CivBeyondSwordSave
    775.4 KB · Views: 55
No, it's capped at the current population of the city.
 
Hello again, (still on wine 6.5 with the release)
I encountered another series of bug while launching a game with the Ottomans (speed normal and difficulty regent), seeing as the exceptions started as soon as i went out of auto turn i unfortunately do not have a save for verification, i also didn't have the time to investigate what happens so i only have the attached logs (i'll try to get more information later).
This was caused by a wrong manipulation on my end, no further investigation is needed, sorry for the inconvenience.

filter returns the filtered list, it does not modify the list in place.
Thank you, i made the correction, unfortunately it manage to make the exception less likely but not to remove it altogether. I can't seem to find a way to ensure that unit handled in completeCityFlip are out of lFlippedUnits and lRelocatedUnits meaning those unit are already flipped when calling flipOrRelocateGarrison. (For linux users reading this thread you're going to have to make do with the workaround listed here)
 
I'm not sure if this been fixed, since I play a older mod version right now from July. I did encounter this in the past before in the however when playing the (RFC DoC) so thought make a note of it.

For those who have issues of when you move/duplicating/razing cities getting the bug message like this:

[65580.016] Detected a bug, please report latest autosave in the Dawn of Civilization forums: Player Greece Research (286) and sum of city Research (289) do not match

As shown in the picture 19.jpg.

It is caused by a negative as shown in the second picture. 20.jpg

My hunch is that when you move or duplicate a city and then Raze it. The specialists vanish or pop up or and the calculation goes out of wack. With small positives or negatives in Science, Gold, Culture or Espionage or even. Mainly due to auto placement on fields/specialist in the city view? Causing the city to have less or More then the player is suppose to get. This is worst late in game when moving a city with a lot of specialists, or when running a Republic. It shows you needing to have for example -3 science in that city but the city is gone, so something does not add up I reckon. When a city is switches ownership also this bug appears cause you already had a neg/pos specialist bonus.

When you do this with small cities without any specialist changes it doesn't occur and I only seen it happen when you use the World Builder to Move cities, for a more tidy Empire. :) I tested to see if it was related to Culture but it wasn't.

I can't find in the WB where to change the specialist bonuses for espionage, science etc however, to try to fix it.
 

Attachments

  • Civ4ScreenShot0019.JPG
    Civ4ScreenShot0019.JPG
    412.6 KB · Views: 56
  • Civ4ScreenShot0020.JPG
    Civ4ScreenShot0020.JPG
    305.6 KB · Views: 53
Hi Leo,

I was playing persia and preparing for the mogol conq event in the middle east , but i actually got it twice.

Dont have a save , but i can run a playthrough and attached something in the upcomming days.

First event - Mangudai/2xKeshik/Trebs
Second (2-3 turns later) Heavy Swordsmen x2 , 3 Trebs.

First event didnt trigger the unrest UP - mostly because they spawned 1 tile from every one of my cities, second one did though, and i was wondering if they shouldve gotten two conqs basically on the same targets, but with different units? First one occured after they flipped samarqand, second one as i said 2-3 turns later.
 
I'm not sure if this been fixed, since I play a older mod version right now from July. I did encounter this in the past before in the however when playing the (RFC DoC) so thought make a note of it.

For those who have issues of when you move/duplicating/razing cities getting the bug message like this:

[65580.016] Detected a bug, please report latest autosave in the Dawn of Civilization forums: Player Greece Research (286) and sum of city Research (289) do not match

As shown in the picture 19.jpg.

It is caused by a negative as shown in the second picture. 20.jpg

My hunch is that when you move or duplicate a city and then Raze it. The specialists vanish or pop up or and the calculation goes out of wack. With small positives or negatives in Science, Gold, Culture or Espionage or even. Mainly due to auto placement on fields/specialist in the city view? Causing the city to have less or More then the player is suppose to get. This is worst late in game when moving a city with a lot of specialists, or when running a Republic. It shows you needing to have for example -3 science in that city but the city is gone, so something does not add up I reckon. When a city is switches ownership also this bug appears cause you already had a neg/pos specialist bonus.

When you do this with small cities without any specialist changes it doesn't occur and I only seen it happen when you use the World Builder to Move cities, for a more tidy Empire. :) I tested to see if it was related to Culture but it wasn't.

I can't find in the WB where to change the specialist bonuses for espionage, science etc however, to try to fix it.

When I saw you mentioning moving/duplicating cities, I became suspicious that the code could be caused by the WB, as in normal gameplay that doesn't happen and I am aware that the WB has this option.

I tried to reproduce the error with the WB (this was easily done by starting a 1700AD China game and moving around my initial cities) and I got a similar error. The bug is not limited to research, but all commerce types. The specialist commerces output was increased by the exact amount the specialists of the old city produced. So it seemed that somehow this value was copied over. I dug in the code and saw some code that was responsible for this. I disabled this code and the problems was fixed.

Disabling the code below (line 2403 and 2404 of CvPlatyBuilderScreen.py) fixes the problem.
Code:
        for iCommerce in xrange(CommerceTypes.NUM_COMMERCE_TYPES):
            pNewCity.changeSpecialistCommerce(iCommerce, pOldCity.getSpecialistCommerce(iCommerce) - pNewCity.getSpecialistCommerce(iCommerce))
 
Hi Leo,

I was playing persia and preparing for the mogol conq event in the middle east , but i actually got it twice.

Dont have a save , but i can run a playthrough and attached something in the upcomming days.

First event - Mangudai/2xKeshik/Trebs
Second (2-3 turns later) Heavy Swordsmen x2 , 3 Trebs.

First event didnt trigger the unrest UP - mostly because they spawned 1 tile from every one of my cities, second one did though, and i was wondering if they shouldve gotten two conqs basically on the same targets, but with different units? First one occured after they flipped samarqand, second one as i said 2-3 turns later.

The mongols do show up twice I think, first in the Persia Region then the middle East a little later? I might be wrong but I'm pretty sure the turks do engage twice at different dates. The unrest of Mongols kick in when they have more troops outside your city then you do, with russians for example I sometimes had my cities stacked with troops 6-7+ and no unrest.

@merijn_v1 I'm glad to see I could help fix a bug that plagued the WB city movers ;) I reckon it doesn't fix when your save already had these issues? Or does it? Might be up in the next Nightly? ;)

EDIT: Yeah existing saves are still screwed, I reckon I would have to manually save edit the thing... which isn't my thing.
 
Last edited:
Yeah the thing is they showed twice on the almost same cities in Persia - i can't remember correctly but exactly the middle east ones werent targeted at all. But you are right that they shouldve gotten Persia conqs -> middle east (+ankyra) , mightve just been something to do i had all those territories conquered and odds against me that they spawned on the exact same cities -> Parsa, Bakh, Susa + the hill oil city
 
@merijn_v1 I'm glad to see I could help fix a bug that plagued the WB city movers ;) I reckon it doesn't fix when your save already had these issues? Or does it? Might be up in the next Nightly? ;)

EDIT: Yeah existing saves are still screwed, I reckon I would have to manually save edit the thing... which isn't my thing.

It indeed doesn't fix existing errors, but it prevents them from happening if the fix is implemented.

It is possible to manually fix existing saves. Open the python console with shift+~. The code you need is:
gc.getMap().plot(X, Y).getPlotCity().changeSpecialistCommerce(Z, CHANGE)
Replace X, Y with the coordinates of the city. You can see them while hovering your mouse over a tile and pressing the Ctrl or Shift key. (I don't remember which one) Alternatively you can see them on the top of your screen in the WB.
Replace Z with 0, 1, 2, 3 for gold, research, culture and espionage respecively.
Replace CHANGE with the value you want to increase or decrease (require a negative number)

E.g.
gc.getMap().plot(69, 39).getPlotCity().changeSpecialistCommerce(2, -6) reduces the specialist culture output of Knossos by 6.

It can be a hassle if you need to fix multile commerce types of multiple cities. But if you want it, it is possible to fix it.
 
Ty merijn you a champ :)

I noticed that Hammers, Commerce (reset proper of the bug). Science, Culture, gold and Espionage cause the issues.

Console requires cheat menu, which cancel the UHV sadly though.
 
Last edited:
when playing as France, the dialogue option to declare war is missing when talking to Willem van Oranje and I don't have a peace treaty with him.
 

Attachments

  • Civ IV screenshot.PNG
    Civ IV screenshot.PNG
    2.9 MB · Views: 38
when playing as France, the dialogue option to declare war is missing when talking to Willem van Oranje and I don't have a peace treaty with him.

Depending on the year here, I think that would be "newbie protection": Older civilizations cannot declare war on nearby Civilizations that have just spawned, except when it is in a war of Independence: "your cities have flipped, do you want to let them go peacefully" --> (No) --> War against your own flipped cities.
For 10 turns, Moors cannot declare war on a peacefully spawned Spain; Spain cannot DoW France; France cannot DoW Germany or England, etc.

That's also the reason that you can't conquer Inkaland or Mexico right after the natives have spawned, either.

Edit, thanks 1SDAN
 
Last edited:
Depending on the year here, I think that would be "newbie protection": Older civilizations cannot declare war on nearby Civilizations that have just spawned, except when it is in a war of Independence: "your cities have flipped, do you want to let them go peacefully" --> (No) --> War against your own flipped cities.
For 20 (?) turns, Moors cannot declare war on a peacefully spawned Spain; Spain cannot DoW France; France cannot DoW Germany or England, etc.

That's also the reason that you can't conquer Inkaland or Mexico right after the natives have spawned, either.
10 turns, actually.
 
Some python exceptions have show up during my Mughal game. Save attached. Also, the Mughal settler map in the 600 A.C. scenario have only a few cities names in the indus region and they are all ancient cities names of India. Save Attached for this too. Just use the settler to see the absence of names.
Civ4ScreenShot0179.JPG Civ4ScreenShot0180.JPG Civ4ScreenShot0181.JPG Civ4ScreenShot0182.JPG

Ethiopia never changes its Government and Society civics in 600 A.C. scenario. They always are Chiefdom and Traditionalism, except they reborn in modern age when they automatically changes the Society civic. In the 3000 B.C scenario its different: Ethiopia doesn't changes Legitimacy and Economy civics.
Civ4ScreenShot0170.JPG Civ4ScreenShot0106.JPG Civ4ScreenShot0118.JPG Civ4ScreenShot0117.JPG
 

Attachments

  • Akbar AD-1645 (BUG) Turn 310.CivBeyondSwordSave
    1.2 MB · Views: 24
  • Akbar AD-1650 (Mughals no settler map) Turn 311.CivBeyondSwordSave
    1.3 MB · Views: 24
With many turns remaining until 330 AD Byzantine spawned with no Techs as human player. Game version 1.16.3 savegame attached.
 

Attachments

  • Justinian I AD-0226 Turn 473.CivBeyondSwordSave
    823 KB · Views: 24
Hi Leoreth, I'm getting a crash whenever I send my heavy swordsman to attack Kabura. I am on the most recent git version.
 

Attachments

  • Rajendra Chola AD-0888 Turn 621.CivBeyondSwordSave
    1.1 MB · Views: 30
Hi Leoreth, I'm getting a crash whenever I send my heavy swordsman to attack Kabura. I am on the most recent git version.
Not for me. Anything I might be missing? Is VD enabled?
 
Top Bottom