Bug Reports and Technical Issues

The "no techs for Mongols" on 3000 BC start is back with vengeance. Not sure if saves can be useful at this point. It's been reported so many times before! :dunno:
 
There have been "found the Mongols 100 turns later with primitive tech" saves which are useless. Give me a turn 0 save from a Mongol game where they reproducibly start with no techs.
 
Not sure how terms like reproducible and zero turn save can be applied to Turn 240 Mongol start, but here.
 
The game creates an initial autosave when autoplay starts.
 
Not this game. The first initial save in Auto folder is always Turn 240 save, not turn 0. Same is true when you just start loading Mongols (or any other civ for that matter) -- no Turn 0 autosave is being created if you check inside Auto folder right away. This is due to the settings of this mod, I assume. RFCE++, for example, creates Initial Turn 0 for 500 AD just fine, just like any other mod with autorun. I remember DoC used to generate Initial save as well, but not with the current revision.

I was thinking that might be because of BUG settings, so I checked AutoSave file from Config folder.

<options id="AutoSave" file="AutoSave.ini">
<section id="AutoSave">
<option id="CreateStartSave" key="Create Start Save"
type="boolean" default="False"/>

Changing False to True did not do anything.

But regardless, I am not sure why you need us. I loaded Mongols without tech from 3000 BC few times in a row. You can try it too, it's a safe bet your Mongols will get no techs just like mine. 600 AD is just fine, by the way!
 
Playing as Japan on 3000BC Epic game, owned Shenyang. When it came to Mongol flip time I thought "eh, they'll probably focus on China, what harm can a little war do?" Big mistake: all the keshiks and all the bombards came straight for Shenyang, where they proceeded to plow through that and Korea. Disgruntled I loaded a random autosave from earlier. It appeared to be the autosave where the flip took place. Only it never asked me to flip anything... and a state of peace existed between not only me and Mongolia, but China and them as well (and no Beijing flip). Afrosiyab and Kashgar (indie) both flipped as usual. So now I have a totally peaceful Mongol north neighbour who, as usual, are techless. I'll attach a save if someone tells me how.
 
Right click -> Tortoise SVN -> Update to revision -> enter revision number or select one from "show log".
 
Playing as Japan on 3000BC Epic game, owned Shenyang. When it came to Mongol flip time I thought "eh, they'll probably focus on China, what harm can a little war do?" Big mistake: all the keshiks and all the bombards came straight for Shenyang, where they proceeded to plow through that and Korea. Disgruntled I loaded a random autosave from earlier. It appeared to be the autosave where the flip took place. Only it never asked me to flip anything... and a state of peace existed between not only me and Mongolia, but China and them as well (and no Beijing flip). Afrosiyab and Kashgar (indie) both flipped as usual. So now I have a totally peaceful Mongol north neighbour who, as usual, are techless. I'll attach a save if someone tells me how.

There's a very old bug where if you reload a save in between when a civ spawns and when it flips its cities it won't flip anything.
 
Oh, I've never come across it. And as for Beijing not being in the Mongol flip zone... I have another oddity to report: when it asked me if I wanted to flip (on the first save) it told me that Beijing and Shen'you wanted to flip... though China was the owner of Beijing. I thought that was only a minor bug so I didn't mention that.
 
Victory.py line 2476 should be:

return True

Now it is just:

return

and Andean road never ticks.
 
Correct, fix comes with the next commit.
 
Is it intentional that no unit can see the stealth destroyer? If not change this:
Code:
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_DESTROYER</Class>
			<Type>UNIT_STEALTH_DESTROYER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Invisible>INVISIBLE_STEALTH</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible>
to this:
Code:
		<UnitInfo>
			<Class>UNITCLASS_STEALTH_DESTROYER</Class>
			<Type>UNIT_STEALTH_DESTROYER</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_NAVAL</Combat>
			<Domain>DOMAIN_SEA</Domain>
			<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
			<Invisible>INVISIBLE_STEALTH</Invisible>
			<SeeInvisible>INVISIBLE_SUBMARINE,INVISIBLE_STEALTH</SeeInvisible>
It will enable Stealth Destroyers to see other Stealth Destroyers.
 
Clearly there's something wrong in my game:

Spoiler :
Civ4_Screen_Shot0041.jpg


Graphic for the base city (without Candi) and the Cottage (1N Palembang) is not seen. I'm trying to do an experiment if Indonesia is totally focused on culture, and Makassar is founded as early as possible, how many turns will it take for the culture to cover the Timor cape I proposed.
 
Not sure, are you playing with VD and SVN?
 
VD and SVN wouldn't be compatible, isn't it? I just return all files that are conflicted or have different color than green to your revision (Revert) as I mentioned several days ago.
 
I think that should do it.
 
I don't know what's wrong with your repository, that's exactly why I don't recommend messing with it by installing the VD module. I can only suggest redownloading it entirely.
 
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