This was caused by a wrong manipulation on my end, no further investigation is needed, sorry for the inconvenience.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).
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)filter returns the filtered list, it does not modify the list in place.
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.
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.
@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.
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.
10 turns, actually.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.
Not for me. Anything I might be missing? Is VD enabled?Hi Leoreth, I'm getting a crash whenever I send my heavy swordsman to attack Kabura. I am on the most recent git version.