Bug Reports and Technical Issues

Unintended.
 
Hadn't played DoC for a while - it was taking over 20 minutes to start up on my laptop, which became a drag - but v1.17 only takes a couple of minutes to fire up so I'm giving it a look-see.

However, to deny myself the temptation of going for easy cheese, I am trying to play without goody huts. I added "Option=GAMEOPTION_NO_GOODY_HUTS" to RFC_3000BC.txt, but still got huts. I select "Custom Game" to specify "No Tribal Villages", but goody huts are still popping up. I think it's a bug.
 
That game option disables the random placement/generation of goody huts.
But the map has pre-placed goody huts in specific locations, and the game option doesn't delete those; it only prevents the random placement/generation of them.
 
Yeah, the mod does not use the pre-existing mechanism to place goody huts, so the option does not take effect.
 
That game option disables the random placement/generation of goody huts.
But the map has pre-placed goody huts in specific locations, and the game option doesn't delete those; it only prevents the random placement/generation of them.

Leoreth replaced the default goody hut placement system with his own. When you start a new game in v1.17, there are no huts. They pop up, or start popping up, from around Turn 4. So a game option that "prevents the random placement/generation of them" should work. If it doesn't work, that's a bug - which, now it has been reported, will hopefully be corrected when Leoreth works down to it on his "to do" list.

In other mods, e.g. RFC or RFC Marathon or SoI or RFCE, you can remove the pre-placed goody huts from a scenario's map file, add "Option=GAMEOPTION_NO_GOODY_HUTS" to the BeginGame section, and play (mostly) without huts. I do this routinely when playing for pleasure, as opposed to a tournament or writing a player guide. I consider them a distraction. If the huts exist, I will seek them out, if only to deny them to the AI.

Bottom line, there aren't any pre-placed huts in the files I'm using. DoC 1.17 has stub .txt files for the 3000 BC, 600 AD, and 1700 AD scenarios, plus an RFC_Earth.txt file that contains the landscape data. A Python script (Dawn_of_Civilization.py) assembles the map from these files and other game data at run time. I searched RFC_Earth.txt for "ImprovementType=IMPROVEMENT_GOODY_HUT" but didn't find it. I did a more detailed search and removed two instances of "ImprovementType=IMPROVEMENT_TRIBAL_VILLAGE". That's all there was.

Yeah, the mod does not use the pre-existing mechanism to place goody huts, so the option does not take effect.

Are there any other Custom Game options that do not take effect? If the player selects "Raging Barbarians" or "No Barbarians", for example, do they get their choice? I know that some options DO take effect (for example, OCC works, which is ... interesting ... if playing a civ that requires city conquest), but it's frustrating to select options, not knowing if your choices will be respected.
 
The mod does not have options.

Anything you manually do to mess with game options is clearly outside the intended use of the mod and it's up to you to make that work. If that's "frustrating", don't do it.
 
The mod does not have options.

Anything you manually do to mess with game options is clearly outside the intended use of the mod and it's up to you to make that work. If that's "frustrating", don't do it.

Leoreth, you chose to make the main game menu, including the "Custom Game" submenu, into the front page for your mod. Going into an offered submenu of that front page and pushing a button offered in that submenu does not rise to the level of manually messing with game options, not even close. It's known as using the game interface - or attempting to use it - for its intended purpose.

Your mod doesn't have options? Fine. Don't offer that submenu. Offering it is a promise of functionality that you apparently did not and do not intend to honour.

This has now moved from "bug report" to "technical issue". However, it's your mod and nobody can force you to fix game features that you break, so I'll stop talking at you about it.

CusGame.jpg

NoTriVil.jpg
 

Well, if you roll your own goody hut routine and either forget or else choose not to connect it to the built-in game option that allows users to disable goody huts, then in the former case it's a bug, and in the latter case it's a technical issue. I was told explicitly that DoC does not have options even though most or all the options on the exposed Custom Menu that weren't messed with still work. Some of them (e.g. OCC) may not be very useful, but they work. I haven't tested disabling some of the Victory options, but they probably also work. The clear message is WORKING AS DESIGNED, you lose, good day sir. No chocolate for me. I shouldn't try to cheat by <checks notes> making the game harder to win.
 
Leoreth, you chose to make the main game menu, including the "Custom Game" submenu, into the front page for your mod. Going into an offered submenu of that front page and pushing a button offered in that submenu does not rise to the level of manually messing with game options, not even close. It's known as using the game interface - or attempting to use it - for its intended purpose.

Your mod doesn't have options? Fine. Don't offer that submenu. Offering it is a promise of functionality that you apparently did not and do not intend to honour.

This has now moved from "bug report" to "technical issue". However, it's your mod and nobody can force you to fix game features that you break, so I'll stop talking at you about it.
You can talk about it as much as you want, because you have now been moved from "reasonable person I will talk to respectfully" to "entitled person who is on my blocklist"
 
I have Solid (+41) stability as England, and I'm the only one controlling cities in Canada's core, and they still spawned in 1866. Fwiw, America is also Solid.

Civ4ScreenShot0096.JPG
 
Can you share the situation of 10 turns prior? Is there any other civ controlling a city in the Canadian birth area?
 
I have Solid (+41) stability as England, and I'm the only one controlling cities in Canada's core, and they still spawned in 1866. Fwiw, America is also Solid.

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If I may, I’m inclined to suspect an older version based on this line from the 02/23 git update:

“- fixed civilizations being able to spawn despite their spawn conditions”.

I experienced this directly over several games and thought I was going crazy (e.g. maybe I wasn’t solid after all???). It was quite a relief to see the fix appear (thanks again boss man).
 
If I may, I’m inclined to suspect an older version based on this line from the 02/23 git update:

“- fixed civilizations being able to spawn despite their spawn conditions”.

I experienced this directly over several games and thought I was going crazy (e.g. maybe I wasn’t solid after all???). It was quite a relief to see the fix appear (thanks again boss man).
Hmm - I updated to the most recent git, but had a similar issue in another game. I was playing Spain with fully Solid (+30) stability and Argentina and Mexico both spawned.
 
Hmm - I updated to the most recent git, but had a similar issue in another game. I was playing Spain with fully Solid (+30) stability and Argentina and Mexico both spawned.

Hmm - I updated to the most recent git, but had a similar issue in another game. I was playing Spain with fully Solid (+30) stability and Argentina and Mexico both spawned.
First I have to confess getting the update date wrong. It was 2/5 not 2/23 but maybe not relevant. It still sounds like the results you are seeing are consistent with the spawns not actually being conditional. Let me just speak for myself. When 1.17 was finished, I downloaded the packaged version and played that. I deleted the git folder entirely and started fresh. Conditional spawns now work as intended.
 
Might be something I'm missing, but the Statue of Zeus halts production for no apparent reason. No religion spread, not built but another civ, etc.
 

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It says when you hover over the Statue of Zeus in your build order in the city screen - you can't build more wonders at your current culture level.
 
Is Khmer designed to have all classical techs? I remember in early version they don't have politics and steel.
However, this affects very little and Khmer may be easier to get Civil Service for the Wat.
 
Hi, there is probably a bug with my winning turn as Korea: the game always crashes when hitting "Next Turn".
I will provide other saves if specific ones are needed.
Thanks for looking into it.
 

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