Bug Reports and Technical Issues

How am I supposed to found Catholicism as Ethiopia? Researching Theology first apparently doesn't do anything, or to be precise it founds it one turn later with no holy city and nowhere near Africa, failing my first UHV goal even though I should have succeeded. I reloaded several times and took differing approaches including playing with the RNG, to no avail. Do I have to control Jerusalem or a city in Europe for it to work or some contrived stuff like that or is it just a bug?

Apologies if this has already been fixed, but I'm not on SVN and very frustrated because of this.
Definitely a bug, not a game mechanic.
 
I just finished a game on normal so it may be an exception. Fouding the religion wasn't the hard part by the way. The Germans got a Congo city by congress, which was surrounded by jungle. I was just in time to research Biology to cut a path through the jungle.
 
Never had those before latest updates... :sad:


Spoiler :
attachment.php


Save probably would do no good, since MAFs are very computer dependent. I got myself 4 GB of RAM here, btw...
 

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Game crashes on latest update after moving the camera enough (and by "enough", I mean, "the amount of map uncovered by China on turn 1 of the 1700 scenario").
 
That's a known bug that I've been putting off dealing with for some time.

I bothers me that it seems to happen so often, apparently I have to do something about it soon.

This infinity loop bug in AI turns is also happening on other mods.
In pie's Ancient Europe mod for example, or in Xyth's History Rewritten.
AFAIK it wasn't solved, at least not perfectly, but in both cases it was connected to pirates, or some sort of AI pirating feature

EDIT: Apparently Xyth knows more about this topic:
http://forums.civfanatics.com/showpost.php?p=13112876&postcount=39

"It's caused by a unit getting stuck in an endless loop of joining and splitting from a group. At this time the only solution is to go into worldbuilder and delete different units until you find the culprit. Most common triggers are naval units passing through other naval units (especially Pirates/Privateers)."
 
Mhm, that isn't good news; I really love the piracy aspect of Civilization IV and have added more myself. :p
 
Never had those before latest updates... :sad:

Spoiler :
attachment.php


Save probably would do no good, since MAFs are very computer dependent. I got myself 4 GB of RAM here, btw...
Game crashes on latest update after moving the camera enough (and by "enough", I mean, "the amount of map uncovered by China on turn 1 of the 1700 scenario").
Looks like there are some problems with the new graphics paging stuff. Will try to force a crash myself.

This infinity loop bug in AI turns is also happening on other mods.
In pie's Ancient Europe mod for example, or in Xyth's History Rewritten.
AFAIK it wasn't solved, at least not perfectly, but in both cases it was connected to pirates, or some sort of AI pirating feature

EDIT: Apparently Xyth knows more about this topic:
http://forums.civfanatics.com/showpost.php?p=13112876&postcount=39

"It's caused by a unit getting stuck in an endless loop of joining and splitting from a group. At this time the only solution is to go into worldbuilder and delete different units until you find the culprit. Most common triggers are naval units passing through other naval units (especially Pirates/Privateers)."
Interesting. If the problem exists in HR then it also exists in the base game, since HR does not use a custom DLL. But at least now I have a starting point for when I review saves with this problem.
 
Interesting. If the problem exists in HR then it also exists in the base game, since HR does not use a custom DLL. But at least now I have a starting point for when I review saves with this problem.

Yep, it's a base BtS issue, that was already stated in the post I linked.
Hopefully this points you in the right direction, but I also asked Xyth for some additional information. Maybe he knows some more about this, even though it's in the dll.
 
As Japan I settled Manilla and in 1480 the Spanish got their trading company event. But their troops spawned on a tile where I had two workers, and they killed the workers. I think all conquerors should spawn on empty tiles when possible.
 
Looks like there are some problems with the new graphics paging stuff. Will try to force a crash myself.

Easiest way is to open worldbuilder on a heavily populated map like 1700 AD. Some areas won't render when you look at them and you get the crash.
 
Oh great, thanks for looking that up. Afforess's solution should work if that is really the problem, I'm definitely not looking for elegant fixes for problems that are this rare.

Will verify soon if we're dealing with this bug here.
 
Hey Leoreth, I got my Mongolian game (with the never ending turn bug) working again. I updated the SVN and messed with my game a little and I was able to play again.

However I encountered a little problem towards the end of the game. I was going for a Confucian URV victory and I have 2/3 requirements (only thing left was the 200 soldiers). However when I got 200+ soldiers the box didn't check off, but the counter still had a positive check. I think this falsely leads the player because on one hand it says I have over 200 soldiers but the URV component is not 'YES' or 'NO'

So what I did is I upgraded my units in the later turns and the UHV requirement still didn't check off. Maybe it's a bug or something? Or do I have to be on par with other civs (other civs have marines and the highest military I have is flight, which prob. means paratrooper)

Can you fix this? Or even better change the UHV to make any 200 melee/gunpowder units. The Confu victory is very hard because it requires control over China (if not china), high production, wonder-building/wonder techs, diplomacy, large military and now military techs. Other UHVs like the Orthodox only need a few (large military, culture). Maybe if the Confu victory is changed to any 200 melee/gunpowder units it could be a lot easier.

And if you are wondering: Yes I am saying that because of this game. Having friendly civs is extremely hard for me lategame and 1993 was the only year that all 3 URVs were even close to be completed. Thanks for reading, attached the savegame and a picture!!

Spoiler :
2Z1miIZ.jpg


(it's in a winrar because file is too big)
 

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Hey Leoreth, I got my Mongolian game (with the never ending turn bug) working again. I updated the SVN and messed with my game a little and I was able to play again.
Good to hear, can you tell me how? Did you delete sea units?

However I encountered a little problem towards the end of the game. I was going for a Confucian URV victory and I have 2/3 requirements (only thing left was the 200 soldiers). However when I got 200+ soldiers the box didn't check off, but the counter still had a positive check. I think this falsely leads the player because on one hand it says I have over 200 soldiers but the URV component is not 'YES' or 'NO'

So what I did is I upgraded my units in the later turns and the UHV requirement still didn't check off. Maybe it's a bug or something? Or do I have to be on par with other civs (other civs have marines and the highest military I have is flight, which prob. means paratrooper)
No, other civs don't matter. The non-obsolete requirement is necessary to avoid the player forfeiting resources to mass produce warriors and that kind of thing.

In any case, the condition for counting units in the display and for the goal check should be identical, I'll review why this is the case.
 
In RiseAndFall.py, at createAdditionalUnits, Maya get both archers and Mayan Holkans. But the Holkan is an archer replacement now. Shouldn't the archers be replaced with spearman, like it used to be before the switch.
 
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?
 

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Okay, will have a look. And yes it does!
 
I started another game as Rome because my last one was ruined when Russia failed to spawn. I'm encoutering the same problem again, but this time it is Mali that won't spawn. This time I was keeping a closer eye on making sure the spawns worked so I have a save file in 976. Would it work for me to manually spawn them in the Worldbuilder and put in all the techs they are supposed to have? Would that be the same thing as if they spawned correctly? If so, does anyone know what units and techs they are supposed to start with?
 
Good to hear, can you tell me how? Did you delete sea units?


No, other civs don't matter. The non-obsolete requirement is necessary to avoid the player forfeiting resources to mass produce warriors and that kind of thing.

In any case, the condition for counting units in the display and for the goal check should be identical, I'll review why this is the case.

I didn't use WB in this game (trying to win the last victory in the thread) so I don't remember deleting any ships. I might have moved my sea units around to fix it but I don't remember 100%. Sorry, if I come across the bug again I'll tell you about it.

Anyway thanks for addressing the problem. Hoping to win all the URVs possible :goodjob:
 
I started another game as Rome because my last one was ruined when Russia failed to spawn. I'm encoutering the same problem again, but this time it is Mali that won't spawn. This time I was keeping a closer eye on making sure the spawns worked so I have a save file in 976. Would it work for me to manually spawn them in the Worldbuilder and put in all the techs they are supposed to have? Would that be the same thing as if they spawned correctly? If so, does anyone know what units and techs they are supposed to start with?
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 didn't use WB in this game (trying to win the last victory in the thread) so I don't remember deleting any ships. I might have moved my sea units around to fix it but I don't remember 100%. Sorry, if I come across the bug again I'll tell you about it.
Alright, that is interesting already, thanks.

Anyway thanks for addressing the problem. Hoping to win all the URVs possible :goodjob:
Good luck :)
 
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