Bug Reports and Technical Issues

Well, usually...
If anyone ever finds another case of barbarian units stacking in one of their cities like that, please send me the save. I think there is specific AI code that makes them do that (in the base game I think it is desired for them to act like this in case barbarian cities exist) but without looking at a save I cannot find it.
 
If anyone ever finds another case of barbarian units stacking in one of their cities like that, please send me the save. I think there is specific AI code that makes them do that (in the base game I think it is desired for them to act like this in case barbarian cities exist) but without looking at a save I cannot find it.
These are small examples of barbs stacking - Komi Longbowmen like to gather in Kazan if it lives long enough. There's also a broken unit name for the Nogai horse archer in the Iran start 14 save.
 

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These are small examples of barbs stacking - Komi Longbowmen like to gather in Kazan if it lives long enough.
Does the Iran 12 save include the recent update that disables UNITAI_PILLAGE for native spawns? I have a suspicion that it's related to that and that this change might have already taken care of it.
 
Does the Iran 12 save include the recent update that disables UNITAI_PILLAGE for native spawns? I have a suspicion that it's related to that and that this change might have already taken care of it.
I'm quite certain it doesn't, Iran save 12 was made on December 15th (American Pacific coast time, it might have been the 16th for you already), it only has updates up to this post.
 
Alright, then please keep an eye out if the problem has gone away with the recent updates.
 
I saw your Issue log is blank and because we hate you I'm going to repeat an issue brought shortly after new map released. Is it intended for DIplo AI to return DENIAL_NO_GAIN on Slave hover if player isn't running Colonialism? I've already performed exhausting on isolating Colonialism as the factor.
 
The AI will only sell you slaves if you can use them, yes. I am not sure what the question is.
 
The AI will only sell you slaves if you can use them, yes. I am not sure what the question is.
I'll try to illustrate with an example: Playing Portugal, some colonies have been settled, slaves captured by Bandies and can be used on improvements and cities. Therefore it would be the case that player can indeed? Now let's open Diplo with Mali (Cautious), several Slaves are shown in trade table, and on hover the refusal given is "We would have no gain". Switch to Colonialism, now Mali is willing to trade slaves.

EDIT: I think I see what's going on. The Bandie's ability permits Portugal to capture and use slaves without Colonialism, but due to DLL this-and-that, the AI "thinks' they can't? I see that slave use is divided into two aspects: can capture (from civics) and can use in colonies. As far as I can determine, all that's needed to make a colonial civ eligible to use slaves is that the owned city or tile is in a valid area. Could it be the case that the for trading purposes, only the civic's effect is included? In games and tests from the past and present, once a colony is settled, Slaves will appear in the trade table. Prior to either the new map versions or the civic overhaul (sorry cant quite remember or determine from log), there was never a REFUSAL_NO_GAIN.
 
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Can you use slaves currently? What is your (pre Colonialism) civic selection?

A save might be useful.
 
I'm not sure is it a bug o something... But at least strange...
China respawn awhile after Mongols collapse, short war and i took back their core city, then peace, OB end etc... After some time they collapsed (no idea why), and.... they gone. All other Core cites was under indy and barbs controls all times. No respawn, until 1970 and... ta-dam! Mongols respawn with chines cites
 

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I think someone wrote about this, but since Leoreth said he had empty issues list some time after that report and it isn't fixed I write it again.
Toltecs can't complete religious victory because they can't sacrifice slaves:
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I spawned one in worldbuider, there is no way of sacrificing it.
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Can you give me more information? Why not?
I thought it was something related to bugged first contact plague spawning in america, but now I think that was just rare case of standard one spawning in this city. Sorry for report.
 
On the latest git update, a barbarian chariot takes two movements in order to kill my worker.
 

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Small bug: Russia still spawns with regulated trade as its economy civic. It doesn't have companies on spawn though, so it reverts to reciprocity shortly after spawn.
 

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I found a BUG in the version updated on 12/16/2024. In the following save game, if the turn is passed and the cities are flipped in the CIV Brazil flipzone, the CIVs Portugal and Holland (which had cities in the area) refuse to talk, even though there was no war previously.
 

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On the latest git update, a barbarian chariot takes two movements in order to kill my worker.
Thanks for reporting, I fixed this bug in the latest update, the save was very helpful.

The cause of this bug was that when a dead civ is resurrected during someone's turn, they still get to take their turn. The issue with this is that this resets the turn order to whatever the resurrected civ's slot is, so if players after that turn had already taken their turn they get another one. This is not a problem in the base games because dead players cannot come back, but should have affected RFC the whole time (even before the slot reworking) due to resurrections and collapses. Barbarians are the most noticeable beneficiaries from this because their turn is always at the end of the turn order.

In this case it was due to an independent player coming back after having 0 cities due to someone's collapse. This is a frequent occurrence so the bug might have been more common than I was aware of. The fix should ensure that everyone only gets exactly one turn, no matter how the turn order gets mixed up due to spawns and resurrections.

However, I am always wary about messing with the turn order logic, so please keep an eye out for double turns or turns that are skipped entirely for certain players.
 
The "Pyramid of the Sun" effect (+3 GPP per citizen (!), seems incredibly powerful by the way) does not work.
 
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