Bug Reports and Technical Issues

Something really weird happened in my last game: I was playing as Mughals, I built the three Mosques necessary for the UHV, but in 1505 a tab appeared saying that I failed my UHV 1. Just to be sure, I built a new Mosque through World Builder and it still appeared. Also, whenever I play as Iran, infinite tabs appear that don't let me play as them. I don't remember what they said, but I believe they are related to the Northwest India part of their UHV.

Just in case, I am using the latest SVN revision and the 2nd UU and UB addition.
 
Just in case, I am using the latest SVN revision and the 2nd UU and UB addition.
merijn, might that affect the Mosque goal? I'm looking into it from the DoC side of things in any case, the Iranian problem is definitely a problem on my end.
 
merijn, might that affect the Mosque goal? I'm looking into it from the DoC side of things in any case, the Iranian problem is definitely a problem on my end.

The only changes I've made to victory.py is changing the Roman UHV from Barracks to Castra. I didn't touch the const.py. So I don't think the modcomp affects it.

From what I get from the code, it will only trigger victory if you build the 3rd Islamic Mosque. Placing it in the WB won't trigger it. (It will trigger if you WB the first 2, as long as the 3rd is actually build.)
 
Okay, wasn't sure if you had changed the constants.
 
Yeah, I remember looking into that. Maybe I forgot to actually commit the fix?
 
I had copy of Civ IV a long time but I never really played it, so I decided to give it a shot with this mod, however what's with loading times of Civilizations ? Is it suppose to be so slow , If I don't have SSD (and even If I had one, would it increase loading speed), because looking at most estimated time records, I am really discouraged to play this mod, unless that's only one time only and after that game loads normally. ?

Edit:Also I apologize if this, which probably has, been answered but I really am not eager to dig through this board to find answer, that would only take minute or so to be answered .

Edit 2:Oh well I understand now why it will take ages to load ... 319 civs active at the same time .... is there a way to speed this a bit or I will have to wait 30 min every time I press end button.
 
I'm not sure what your question or degree of knowledge about RFC is (you seem to have tried it in the meantime?), so I'll try to answer this in a roundabout way.

In RFC (and derived mods like DoC), civs spawn at different points in the game. So this means in the early game there are few civs, while later in the game there will be more, which of course has an impact on turn times. 319 is certainly hyperbole, there are overall ~40 different civs, but usually not all of them are active at the same time.

If you play as one of the civs that spawn later in the timeline, you have to wait for the game to "play itself" until your civ appears (this way you get a unique starting situation every time). This is referred to as "autoplay" and that's what the estimated time in the civ selection is referring to. So those 30min you've seen are only once when you start a new game. You can reduce that time further by choosing a scenario (600 AD, 1700 AD) that begins later, if applicable. Turn times themselves are comparable to BtS until the late game, where they do take a bit longer.
 
@Leorth

Oh, sorry if I didn't make my question more clear but your answer pretty much sums up what I had in mind.Also my knowledge about RFC is zero, I did play CiV IV a bit (I never got much into it as I did with CiV V), without mods . Also, I wanted to try this mod because it does something that no other mod for CIV IV does.
 
No worries, it's always confusing to get into a new mod because stuff is usually not very well documented/displayed :)

If you have any other questions, jusk ask away, although it'd be great if you used the general discussion thread for that instead.
 
Also, whenever I play as Iran, infinite tabs appear that don't let me play as them. I don't remember what they said, but I believe they are related to the Northwest India part of their UHV.
Can anyone confirm this or provide some more context? I played a while as Iran and didn't encounter anything like this.
 
Something really weird happened in my last game: I was playing as Mughals, I built the three Mosques necessary for the UHV, but in 1505 a tab appeared saying that I failed my UHV 1. Just to be sure, I built a new Mosque through World Builder and it still appeared.
I just tried to reproduce this and the goal worked for me. Note that with all of these goals, you are supposed to be in control of the number of buildings required when the last one is built. Just building and losing them afterwards is not sufficient (and would especially make the cathedral goals much easier if you try to game it). So if that was the case for you, this is working as intended. Otherwise, I'd need a save of the specific situation (turn before the third mosque completes).
 
Code:
self.createResource(96, 37, iFish) # Calcutta, Dhaka, Pagan

The Calcutta fish is missing in the 1700 AD scenario.

Code:
# flood plains in California
  for tPlot in [(11, 46), (11, 47), (11, 48)]:
  x, y = tPlot
  gc.getMap().plot(x,y).setFeatureType(3, 0)

I don't know whether this is intended, but these floodplains are there since the beginning of time, instead of appearing in year 1850 AD.
 
Greetings. Before I ask my question, I'd like to thank you very much for creating this amazing mod which I enjoy playing each time I run the game. Now to the problem itself — I'm playing the last version of the mod(1.12) and near A.D. 1200 (specifically one more turn after 1210 on the slowest speed) I get a CTD. That happens when I play different civilizations and the problem isn't solved even after loading an autosave. Can anything been done to this? I have enabled the logs as said in the first post, but the only file where I can find anything is PythonErr2, and it seems there is nothing about this crash recorded there. I'll be very grateful for your help.
Thanks it advance.
 
Thanks for playing the mod! Great to hear that you enjoy it.

Are you saying that a CTD occurs for you at 1200 AD in every game, or only for one specific game? There were a couple of CTDs that I could fix while working on 1.13, unfortunately most of them are very hard to remove from an ongoing game.

All I can do is suggest that you switch to the development version of 1.13. As of now, the game is very stable and definitely has less chance of crashes compared to 1.12.
 
Thanks for playing the mod! Great to hear that you enjoy it.

Are you saying that a CTD occurs for you at 1200 AD in every game, or only for one specific game? There were a couple of CTDs that I could fix while working on 1.13, unfortunately most of them are very hard to remove from an ongoing game.

All I can do is suggest that you switch to the development version of 1.13. As of now, the game is very stable and definitely has less chance of crashes compared to 1.12.

Thanks for answering, that happened both in my England and Korea game. Maybe that has something to do with the Mongols, but this is just my speculation. I just don't know what can happen at that time otherwise.

And thanks for your advice about 1.13, I'll check it out. Hope that crush won't occur any more. :)
 
I hope so too!
 
Great :)
 
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