Bug Reports and Technical Issues

Playing as Celtics on 1.18.
Roman spawned and I had one city in their core.
I declined the city transfer.
Instantly I was defeited with 3 cities in France.
Surely Rome's flipzone can not be that big?
Savegame on the turn in question attached.


Edit: regardless of accepting or refusing city transfer Celts was defeated.
 

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Mali's Farari can't move across desert. I know, what in description where no "Can enter desert", but what a point for Mali for this unit then?
 

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I've been noticing lately that the Inca are refusing to build a farm on the potatoes (and mine the silver for that matter). Therefore Machu Picchu is not being built in any game.

This isn't isolated, it's happened in every 600 scenario game I've ran today. Here's a random Iranian start where they have not farmed the potatoes if you need a save.

And yeah I saw there was a new Git commit just minutes before I posted this, hopefully it doesn't effect anything.
 

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I think the 10% vs barbarians is backwards...My militia with combat 1 had 50% odds against a barb warrior with 10% vs barbs. So it should be 2.4 strength vs 2 but it is instead 2.2 vs 2.2. I noticed this with Assyria as well. Is this intended?
 
I've been noticing lately that the Inca are refusing to build a farm on the potatoes (and mine the silver for that matter). Therefore Machu Picchu is not being built in any game.

This isn't isolated, it's happened in every 600 scenario game I've ran today. Here's a random Iranian start where they have not farmed the potatoes if you need a save.

And yeah I saw there was a new Git commit just minutes before I posted this, hopefully it doesn't effect anything.
I loaded up an Inca game, put workers on the tiles, and can report that the tiles are at least *valid* to have improvements built. We can at least cross that off the list.

Adding the following as Edit instead of New Post:
Working Hypothesis: Proximity to hostile native city is preponderant factor in AI calculations.
Played with WB and let AI run. In Debug mode, SHIFT+hover showed Best Builds for each tile that corresponded to expected improvement. However, ALT+Hover returned high danger rates (500+). For several turns Inca wouldn't even move military units onto these. Added some Aucac's, AI parked on Gold tile, lowering almost to zero on Silver tile which AI then began building mine on. I then took units away, and in response all workers were withdrawn from area. Finally for redundancy I just gave them Chan and Chan and ran the game. Sure enough workers hopped right to it on all tiles.
Findings: I believe these only few tests satisfy exhaustion sufficient to justify the conclusion that, under conditions of each turn reviewed, the AI calculated that it just wasn't worth risking the workers.
 
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I suppose the question now is: why won't the Incas take Chan Chan? I think I've seen them do it once, the rest of the time they turtle in southern Peru and northern Chile.
 
That reminds me, there is a resource on the map that isn't valid to have improvements built. The fish in the White Sea.
 
I git pulled and two errors happened and I felt that I had just done something silly so I uninstalled the mod and restarted. IT downloaded clean but then I cloned and this happened.

git.exe clone --progress -v "https://github.com/dguenms/Dawn-of-Civilization" "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization\RFC Dawn of Civilization"
Cloning into 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization\RFC Dawn of Civilization'...
POST git-upload-pack (185 bytes)
POST git-upload-pack (gzip 4562 to 2279 bytes)
remote: Enumerating objects: 79413, done.
remote: Counting objects: 100% (9806/9806), done.
remote: Compressing objects: 100% (2934/2934), done.
remote: Total 79413 (delta 7046), reused 9458 (delta 6827), pack-reused 69607
Receiving objects: 100% (79413/79413), 2.15 GiB | 14.86 MiB/s, done.
Resolving deltas: 100% (58512/58512), done.
error: unable to create file Assets/Art/Units/Indian Gupta Longbowman (Brown Shirt)/IndianGuptaArcherLongSleevedShritGloss_128.dds: Filename too long
error: unable to create file Assets/Art/Units/Indian Gupta Longbowman (Partial Scale)/IndianGuptaArcherPartialScaleGloss_128.dds: Filename too long
error: unable to create file Assets/Art/leaderheads/Jose_SanMartin/Jose_SanMartin__JoseSanMartin_parent_action_02_affirmative.kf: Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/aux_/preprocessed/no_ctps/reverse_iter_fold_impl.hpp: Filename too long
warning: unable to access 'CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/.gitattributes': Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/vector10_c.hpp: Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/vector20_c.hpp: Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/vector30_c.hpp: Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/vector40_c.hpp: Filename too long
error: unable to create file CvGameCoreDLL/Boost-1.32.0/include/boost/mpl/vector/aux_/preprocessed/typeof_based/vector50_c.hpp: Filename too long
fatal: cannot create directory at 'CvGameCoreDLL/Boost-1.32.0/include/boost/spirit/fusion/iterator/detail/filter_view_iterator': Filename too long
warning: Clone succeeded, but checkout failed.
You can inspect what was checked out with 'git status'
and retry with 'git restore --source=HEAD :/'



git did not exit cleanly (exit code 128) (229125 ms @ 6/20/2024 10:51:44 PM)
Any advice?
 
I've been noticing lately that the Inca are refusing to build a farm on the potatoes (and mine the silver for that matter). Therefore Machu Picchu is not being built in any game.

This isn't isolated, it's happened in every 600 scenario game I've ran today. Here's a random Iranian start where they have not farmed the potatoes if you need a save.

And yeah I saw there was a new Git commit just minutes before I posted this, hopefully it doesn't effect anything.
In one of the my game they build machu picchu and floaten garden.
It's not so easy conquer those cites even for human with save load)) that's really slow down Inca and Aztec
 
I git pulled and two errors happened and I felt that I had just done something silly so I uninstalled the mod and restarted. IT downloaded clean but then I cloned and this happened.

Any advice?
The issue is that the paths are too long for Windows to handle. This particularly happens with the Steam version of the game, which already has a lot subdirectories prepended by the Steam installation.

However it looks like your path is incorrect:
Code:
git.exe clone --progress -v "https://github.com/dguenms/Dawn-of-Civilization" "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\RFC Dawn of Civilization\RFC Dawn of Civilization"
It includes "RFC Dawn of Civilization" twice. Make sure to do the initial git clone in the Mods directory, not the DoC directory. Hopefully fixing this also shortens your paths sufficiently that the clone succeeds.
 
Montreal has coastal buildings in the 1700 AD scenario. It was a coastal city on the smaller map, and the buildings it had there (including the lighthouse and the harbor) was copied over to the larger map, where Montreal is now some tiles away from the coast.

Spoiler :
goFGeMX.jpg
 
Montreal has coastal buildings in the 1700 AD scenario. It was a coastal city on the smaller map, and the buildings it had there (including the lighthouse and the harbor) was copied over to the larger map, where Montreal is now some tiles away from the coast.

Spoiler :
goFGeMX.jpg
Okay but technically Montreal has the largest container port in Eastern Canada! And it does have lighthouses!
 
They disappear when it flips to Canada, unfortunately. Only France benefits from those buildings. Once another civ gets the city (either by conquest or through spawn flipping), the harbor and the lighthouse are gone, never to be rebuilt.
 
A couple more issues I found on the 1700 AD scenario:

  1. Some Russian cities have jails instead of their unique building replacements. Ekaterinburg and Samara somehow have both.
  2. Both Phnom Penh and Bangkok have the Angkor Wat.
 
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It might be that it is only the tooltip that is off, let me look into it.
 
Just a graphical bug, but the short description for Thalassocracy does not populate when researching Navigation. I can provide a save file if you need.
 

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Oh, that's where those strategy texts show up. No save needed, I will give them a review.
 
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