Bug Reports and Technical Issues

While still using my pagan religion, I still have some diplomatic positive attitude from some leaders regarding the same faith, even it should have none. When I converted to orthodoxy, I don't have diplomatic positive attitude with the byzantines, but have from Holy Rome and the Vikings, that doesn't have the same faith. I'm using the latest git update.
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While still using my pagan religion, I still have some diplomatic positive attitude from some leaders regarding the same faith, even it should have none. When I converted to orthodoxy, I don't have diplomatic positive attitude with the byzantines, but have from Holy Rome and the Vikings, that doesn't have the same faith. I'm using the latest git update.
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Can you upload a save for each of these situations?
 
The following turn, I complete the final goal for winning an Egyptian pagan victory. It gets marked as completed, but I'm not actually awarded the victory.
 

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Can you upload a save for each of these situations?
Here is it. The pagan situations can be seen in the 960 save. The orthodoxy one is in the other (just end the turn and see the civilization list). Also, I found that when Russia converted to Orthodoxy, the diplomatic positive attitude regarding the same faith have disappeared between Byzantion and Russia.
 

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When the americans spawn, there are some python errors and no wars seen to happen, by my choice or not.
 

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After historical victory with Egypt, it said it could not find the victory sound file. Idk if that's a problem on my end or not, but I did redownload the mod from scratch earlier today.
 
Do you have a save from before the victory?
 
Thanks that you are still playing!
 
What version do you believe you are on? I can try again to open it on that.
Got around it, and sorry if it's explained elsewhere, but how do I check what version I have?
 
Continued playing after the win, ran into a handful of python errors when Arabia spawned. Not sure if they'll pop up on the auto-save from the turn of, if not I attached the save from 5 turns earlier as well.
 

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I downloaded the ZIP of the new version (1.17) of the game today on 10/27/2022, on Github, in the develop branch. When I started the game in the 3000BC scenario with Babylon, there were some python errors, and then the game started wrong with several tiles in grassland. (follow the print and save)

In 1700AC scenario, when I try to launch the game it starts loading, but when the loading bar goes past the "initialization" step, the program closes automatically

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EDIT : After deleting the old folder with the MOD downloaded via ZIP and using the installer, the game started working properly again. So here's the tip folks, if an error is occurring, try preferably to use the installer.
 

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Got around it, and sorry if it's explained elsewhere, but how do I check what version I have?
I recently introduced the ability to check in game by looking up the "game information" in the main menu. There should be a version in brackets after the game name. If there isn't, you're on an older version and you can only look up the version in the git log if you got it directly via git.
I downloaded the ZIP of the new version (1.17) of the game today on 10/27/2022, on Github, in the develop branch. When I started the game in the 3000BC scenario with Babylon, there were some python errors, and then the game started wrong with several tiles in grassland. (follow the print and save)

In 1700AC scenario, when I try to launch the game it starts loading, but when the loading bar goes past the "initialization" step, the program closes automatically

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What happens if you use the installer?
 
Playing last Git version as Japan, Heir difficulty.
In 1190 Mongols spawn with a terrifying stack: 1 settler, 16 keshiks, 2 mandugais, 4 heavy swordmen, 5 crossbowmen, 8 trebuchets and 2 scouts. A total of 35 military uinits.
If I accept to take control of the Mongols, the stack is exactly the same. But if I start a new game as the Mongols, then I spawn with just 1 settler, 6 keshiks, 2 mandugais, 2 heavy swordmen, 3 crossbowmen and 3 trebuchets: a stack of 16 military units.
I attach the autosave before Mongol spawn.
 

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Playing last Git version as Japan, Heir difficulty.
In 1190 Mongols spawn with a terrifying stack: 1 settler, 16 keshiks, 2 mandugais, 4 heavy swordmen, 5 crossbowmen, 8 trebuchets and 2 scouts. A total of 35 military uinits.
If I accept to take control of the Mongols, the stack is exactly the same. But if I start a new game as the Mongols, then I spawn with just 1 settler, 6 keshiks, 2 mandugais, 2 heavy swordmen, 3 crossbowmen and 3 trebuchets: a stack of 16 military units.
I attach the autosave before Mongol spawn.
Good point, extra units should only spawn after the player gets the option to switch so that only the AI can benefit from them.
 
One of the hints when loading is (probably not the exact sentence): "When attempting to stop the growth of a newborn civ, some of your units will flip to their side." This would technically not be true anymore I think, since your units do no longer flip. Instead, they get additional armies.
Maybe for 1.17, a quick check through the hints for outdated ones would be a good thing? If you want I could do some checks for you @Leoreth . Let me know
 
Yes, as listed in the steps before release in "preparing the v1.17 release" I will update/remove outdated hints. If you can give me a list of hints (XML text keys please) to update that would be helpful.
 
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