Bug Reports and Technical Issues

That should work I think.

If your spawns fail it is usually because a previous Python exception has disrupted the code. You might want to enable Python exceptions to figure out what goes wrong in those games.

I'm not really sure what that means. But if I do spawn Mali manually by putting in all their stuff in Worldbuilder, will it be similar to as if they had spawned on their own normally? They won't collapse right away or anything like that?
 
I just started up a game as Mali to see what they spawn with and the units spawn in 992 in an Epic game while the Civopedia says they should spawn in 980. Is this just because not on Normal speed or is the Civopedia wrong? The turns at this point are every 8 years, so there are turns at 976, 984, 992.
 
Apparently the civilopedia is wrong, they are supposed to spawn in 989 AD, or whatever date is closest on your current game speed.
 
Playing 1.12, Egypt, Monarch, Marathon. I seem to have a bug with city maintenance, currently owning three cities.
Spoiler :
2XHiQ4j.jpg


Conquering a distant city my deficit naturally goes up, from -11 to -21. However, upon razing it it goes only down to -18 and Number of Cities Maintenance is up by 7 despite the number being the same as before.
Spoiler :
LUhftjC.jpg


I kept playing for another 40 turns to see if it is perhaps a temporary penalty and goes away, but it didn't. For the record, not conquering the city and instead building a fourth of my own produces a different Number of Cities Maintenance.
Spoiler :
C2YPZQi.jpg


I also previously took three native/barbarian cities and gifted them to Carthage if it matters.

Savegame attached if it helps, use the axeman in Mesopotamia.
 

Attachments

Pedia says that Iran's starting date is 1700 AD, while Iran as we know it really restarted at 1500. And I think one starts at 1500 AD anyway when switches to Iran from Congo.
 
Pedia says that Iran's starting date is 1700 AD, while Iran as we know it really restarted at 1500. And I think one starts at 1500 AD anyway when switches to Iran from Congo.

Are you playing the 1700 AD scenario? The pedia says all civs playable from the start spawn in 1700 AD.
 
Hi Leoreth, I just played my Prussian game and could not have my third UHV checked.

The game version is svn906. I have attached my file. Thank you so much!

By the way, does future era count as 6 in calculating stability or tech penalty population?
Do you still happen to have an earlier save, from before the discovery of Future Tech 1? That's the last point where a check occurs.
 
So is the hagia sophia not counting as a world wonder for Turkish UHV is intentional?


I remember using it to beat it before.
 
Shrines are not wonders. That must have been before the inclusion of Orthodoxy then.
 
Do you still happen to have an earlier save, from before the discovery of Future Tech 1? That's the last point where a check occurs.

Hi, I have attached the save just before the discovery of Future Tech. Hope it is helpful.

By the way, would you mind including Canada in the Maps folder? It is helpful for planning late games.

Thanks a lot!
 

Attachments

Any idea what could be up with my Number of Cities Maintenance? I get nothing in the python log upon conquering and razing the city so perhaps it is some oddity of the base game?

Picking up an earlier save my maintenance did go up quite a bit after conquering then gifting away some cities even though in the same time my number of cities remained the same with little change in pop and buildings.
 
Maintenance is in the DLL, so no point in looking at the Python log. I still intend to look at this.
 
See the commit log, I hope the issue is resolved now.
 
Much appreciated :goodjob:

Sadly I can't switch to the SVN as this happened in a 1.12 game I currently write about in the Stories & Tales section. Luckily I have an not much earlier save when the maintenance numbers still seem in order, I can play on from there and just avoid capturing cities I don't intend to keep. Inconvenient, but I'll live.

I'll be sure to give the SVN a roll once I'm through with that game.
 
The numbers should also become correct again once you acquire your next city that you actually keep. Is that not the case?
 
Just spawned with no techs as the Mongols.

edit: 3000 BC scenario

I'm also getting lots of errors with "event handlers", for things like acquiring cities, techs, etc. In another Mongolian game, I'm getting freezes at random times moving my screen around the map, requiring me to kill Beyond the Sword with Task Manager.
 

Attachments

The numbers should also become correct again once you acquire your next city that you actually keep. Is that not the case?

Doesn't seem that way sadly. From the testing so far: founding a new city always raises Number of Cities Maintenance, even if the previous value was inflated. Gifting away the distant Jerusalem lowers distance maintenance while at the same time raising number of cities maintenance. Conquering and razing raises number of cities maintenance.

I'll keep experimenting, maybe I'll find a way to trigger a proper recalculation.
 
That's unexpected, and might mean that there is more to the problem then what I just fixed. Looks like I have to try it myself in game with the current SVN.
 
If there's anything else I can do to help, screenshots, savegames from certain situations, just say so.

I went through my old saves and tried to reconstruct how the maintenance developed.
Spoiler :
Founding my first three cities:
Everything seems in order, distance maintenance 1, number of cities maintenance(henceforth NCM) 3.

Conquering and keeping the distant Jerusalem:
distance 6, NCM 4 after order is restored(while disorder lasted I had a weird negative 2 NCM)

If I liberate Jerusalem afterwards:
distance 1, NCM 8.
Keep in mind I did not in fact give away Jerusalem just yet, this is only a 'What if' I just tested.

After conquering barbarian Byzantion and shortly after giving it to Phoenicia:
distance 6, NCM 4. Cities are Jerusalem and three of my own.
This is the same value as before so nothing out of the ordninary occured while conquering and gifting that city.
Another test of giving Jerusalem away shows the same result as before: distance 1, NCM 8. Again, I didn't actually do this and Jerusalem is still in my possession for the following.

Another hypothetical after Byzantion, conquering a city in central anatolia:
distance 11, NCM 7(with five cities). This seems correct.
Gifting away that city produces distance 6(correct previous value) and NCM 11.

To reiterate where we're at after various hypotheticals. I have four cities, one of them a distant Jerusalem. Distance 6, NCM 4.
After gifting Jerusalem:
Distance 1, NCM 8.
After razing Babylon:
Distance 1, NCM 15.
This is the situation from the original report and screens.

Founding a fourth city like you suggested doesn't fix things:
Distance 2, NCM 16.

A fifth one:
Distance 3, NCM 19.

If instead of razing Babylon I conquer it:
Distance 6, NCM 10(for four cities).



After that I experimented a bit with the World Builder(on an earlier save before all this of course). I made myself some settlers, founded cities and deleted them again. I ended up with 11 NCM for two cities. Building a third, instead of triggering a proper recalculation, raised NCM to 12.

The NCM in general seems to get wonky when you lose cities, be it trade, razing as you conquer it or outright deletion(with the exception of that time with Byzantion for reasons I can't explain). I haven't tested enemy conquest. I tried, but it made me collapse. I could not yet verify a method to restore the correct value, be it founding a new city or conquering and keeping a city.
 
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