Bug Reports and Technical Issues

After upgrading to the newest git version, every turn I receive these python exceptions:
Screenshot_40.png Screenshot_41.png Screenshot_42.png Screenshot_43.png Screenshot_44.png Screenshot_45.png
 
Amount of food given by Maya UP doesn't seem to scale by Game Speed.

Maya UP gives food after entering Medieval era when discovering Classical techs. Not sure if this is an issue with mechanics or documentation.
 
- fixed a bug preventing the Pesedjet URV goal from being checked
I must regretfully report that it still doesn't work perfectly. In the attached save, you're one turn away from generating a Great Prophet. I'm 99% certain that nobody has generated a Great Prophet prior to this since the only Prophet-generating wonder built by someone else is in Babylon, which I have conquered. But the goal doesn't get checked.

Earlier in that same game I got a Great General and the goal also didn't get checked, although it seems extremely unlikely that anyone else generated a Great General this early. By the way, the victory screen says "Great Military Instructor" which I assume is just a display issue from using specialist names as opposed to unit names. I don't think it's intended that the Great People be settled? (In any case the goal isn't checked if you do settle them.) In another game, however, the goal did get properly checked for generating the first Great Engineer, so it does work sometimes. I don't know where the inconsistency comes from.

One question: Do we see the "Great Person born in a faraway land" message consistently for Great People born in civilizations we haven't met yet? I wasn't sure how much to trust the message log.

By the way, I assume this is too complicated for what would be a very small benefit, but it would be nice if the victory screen display distinguished "still available" Great People types from the types that have already been born somewhere else. For example, a red X for the types you failed to get, a green check for those that you did get, and no symbol (or a neutral symbol) for those that haven't been born at all yet.
 

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In the latest git version, all the medieval europeans AIs start with crossbowmen but the player spawns with archers if machinery is undiscovered.
 
In the latest git version, all the medieval europeans AIs start with crossbowmen but the player spawns with archers if machinery is undiscovered.
Intended.
 
I get a bunch of error codes when playing with the latest git version. I tried to use the latest "normal" version (or whatever you call it) and then when installing it a lot of the files give an error code and don't let me bring them to the game. It is Windows 11.
 
I'm seeing extremely fast tech paces in recent games on the latest develop branch. I think this might be related to the changes to inflation modifiers on Marathon. See for example this 600 AD Germany game, where I'm fighting with arquebusiers and bomabrds against Austria's cannons and musketeers. I'm several techs behind every European contemporary save the Spanish. Even non-Europeans are at tech parity with me. Three other games I've played have featured super-Arabia entering the early industrial era in 1700ish AD although they're thankfully absent here.
 

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I played around with the new git merged with custommap today. Much improved performance, but I saw a few bugs when AIs were reassigned a previously used slot.

1) The new occupant of the slot kept the old user's stability and espionage status. In my 600AD playthrough the late spawning civs Prussia onwards spawned as unstable, presumably because their previous occupants collapsed due to instability. Shortly after Prussia was destroyed, Argentina spawned using Prussia's old slot. My espionage towards Prussia was still valid for Argentina.
Spoiler Prussian Argentina :
Fredrick of argentina.png

2) The leaderheads for Mexico, Argentina, and Colombia were actually re-used from their old civilizations.
Spoiler Colombia :
Saladin of Colombia.png

3) Upon spawn Mexico only flipped Mexico city. Spain maintains control of many cities under the "rise of Mexico" effect.
Spoiler Funny mexico :
Turkman Mexico.png

4) On a separate note, America's flipzone acts a bit funny. I was able to maintain cultural control of the "rise of America" zone south of the great lakes. I had seen this issue on the pre-merge version.
Spoiler Americas funny flipzone :
America funny flipzone.png


Please let me know if you'd like a save file.

Cheers
 
In my 600 a.C. playthrough I noted that some civilizations that begin with their state religions are considered by the game to having no state religion. This was the case of Byzantium and Korea who begin converted to a religion, but their URV's are of their pagan faiths.
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Also, Korea's dawn of civilization text says that Korea still controls manchuria, but in the game its the barbarians who controls the region.

Aztecs begin with three slaves. It's intended?
Screenshot_47.png

Ethiopia second UHV goal doesn't mark as completed the goal of convert to ortodoxy even if Ethiopia is converted before the 5 turns deadline.
Screenshot_50.png

All of these reports are from the newest git version.
 
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I realize this is my own doing, and I had difficulty installing the custom map branch but nonetheless, I am going to put this here.

Spoiler grassland... world of grass :
upload_2022-4-21_1-44-58.png
 
Thanks for the reports, very helpful.
I played around with the new git merged with custommap today. Much improved performance, but I saw a few bugs when AIs were reassigned a previously used slot.
Glad to hear the improved performance is noticeable.

1) The new occupant of the slot kept the old user's stability and espionage status. In my 600AD playthrough the late spawning civs Prussia onwards spawned as unstable, presumably because their previous occupants collapsed due to instability. Shortly after Prussia was destroyed, Argentina spawned using Prussia's old slot. My espionage towards Prussia was still valid for Argentina.
Spoiler Prussian Argentina :

2) The leaderheads for Mexico, Argentina, and Colombia were actually re-used from their old civilizations.
Spoiler Colombia :

3) Upon spawn Mexico only flipped Mexico city. Spain maintains control of many cities under the "rise of Mexico" effect.
Spoiler Funny mexico :

4) On a separate note, America's flipzone acts a bit funny. I was able to maintain cultural control of the "rise of America" zone south of the great lakes. I had seen this issue on the pre-merge version.
Spoiler Americas funny flipzone :


Please let me know if you'd like a save file.

Cheers
If you have any saves handy for these scenarios, it would help me debug them. Specifically, any save where a civ that is reusing a slot is about to spawn (but hasn't spawned yet). If it's unstable or using an incorrect leaderhead, even more useful. Likewise, do you have the save from the turn before the "failed" Mexican flip?

Aztecs begin with three slaves. It's intended?
View attachment 625606
Are those three slaves instead of any starting workers, or did they receive starting workers as well?

Ethiopia second UHV goal doesn't mark as completed the goal of convert to ortodoxy even if Ethiopia is converted before the 5 turns deadline.
View attachment 625607
Do you have a save where you can convert to Orthodoxy (but have not already) to complete the goal, so I can reproduce?

I realize this is my own doing, and I had difficulty installing the custom map branch but nonetheless, I am going to put this here.

Spoiler grassland... world of grass :
Behind the scenes secret: this is what the world looks like before any map data is applied. I think you ran into a Python error that prevented the map from being parsed or applied.
 
Are those three slaves instead of any starting workers, or did they receive starting workers as well?
They didn't receive workers, only the aztec slaves, some archers, spearmen and the settlers.

Do you have a save where you can convert to Orthodoxy (but have not already) to complete the goal, so I can reproduce?
Yes, but the result was different now. The game have considered the convertion.

If you have any saves handy for these scenarios, it would help me debug them.
I've taken the liberty to attach one save of this bug too. New civilizations appearing before they rise or reborn with other leaderheads from other civilizations.
 

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Despite updating on the develop branch, I cannot get the new map loading to work (if I am understanding correctly). I still get the old Play Scenario. Play Now, Custom Game, etc. are greyed out.

I've tried loading as an admin with a shortcut, loading directly from the game with "Load a Mod" (my usual way), switching to the custom map branch before it was merged, running git clean to see if I had some residual files (doesn't find anything). git log -1 confirms I am on commit b467cd66c0ed430fd528e1679cbfaf5c70b02cc0 which is your April 20th patch. I even switched between steam versions (normal and original_release_unsupported). I looked around on the forums and didn't see anyone having this issue (besides one at the very beginning, referencing window path issues).

Running Windows 10, Steam version of Civ 4. I'd appreciate any help, and please tell me if I need to supply any more information. Thanks!
 
Are you sure the git repository is actually used as the mod? If you run git status, are any files shown in conflict?
 
In the latest git version there seems to be some changes due to the new custom map. It is now possible to build farms, cottages, and workshops on (irrigated) tundra tiles. Farms can also be build without irrigation before crop rotation. I assume these are errors.

In addition, I believe trade brokering is allowed by default. Shortly after starting a Russia game, I could trade the techs I bought from Byzantium to Poland.
 
When you go from an ongoing game back to main menu? Or while being in the process of setting up a game after Play Now?
 
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