Bug Reports and Technical Issues

In my English game I have +9 stability but a message popped up telling me that Minor Crisis is imminent. How come? What is wrong, number of angry faces (not reflected by stability counters?)

I'm pretty sure it's a remnant of the old crisis system, as Minor Crises no longer exist. I've gotten that message quite a few times as well, but nothing's ever come of it.
 
Oh minor, yeah, good point.
 
While being a Pope I am given a voting option to excommunicate :crazyeye: myself!
 
two minor problems in the 1700

Aztec's have two musket-men in India, I believe the are in Karachi and as such there are no mughal units there.

Also Toronto is called York, I would say when you added the it just auto named it.
 
Aztec's have two musket-men in India, I believe the are in Karachi and as such there are no mughal units there.

True that :) ! With their greenish color they blended well with Mughals. Also, road to Lhasa is still missing.

While we are on Mughal topic -- is there any way to slightly adjust names of Mughal goals? None of the buildings under "Shah Abgar" goal were actually associated with Abgar, but rather with Shah Jahan (Red Fort and Taj) and with Sikhs (Harmandir Sahib ) completed during Jahangir's reign. Therefore 2nd goal can be renamed Shah Jahan, while the third one Aurangzeb. And instead of X Culture (pretty common and boring goal) -- how about "No non-Mughal cities in India and highest GDP in the World" goal? We never used GDP number from F9 screen to determine a victory :please:

Aurangzeb was a notable expansionist and during his reign, the Mughal Empire reached its greatest extent. During his lifetime, victories in the south expanded the Mughal Empire to more than 3.2 million square kilometres and he ruled over a population estimated as being in the range of 100–150 million subjects, with an annual yearly tribute of £38,624,680 in 1690 (the highest in the world at that time).

Also 2 more oddities/bugs:

1. Collect Tithes does not work. I did not get half of the 10% in any form while being a Pope. F2 screen does not show any additional foreign income and my treasury did not get any gold!

2. With embassies missing how are we supposed to maintain contact? Just parking units next to target civs?
 
2. With embassies missing how are we supposed to maintain contact? Just parking units next to target civs?

You need ambasandors to keep contact :D.
 
You mean the one with a mace? ;)
 
These are all the missing dynamic names (Harappa and Polynesia should have nazi and soviet names since they can be controlled by the ai if the human player wants). The dynamic names file fixes a few TXT_KEY mispellings.
Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_CIV_AMERICA_RUSSIAN_VASSAL</Tag>
		<English>Russian America</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_ARABIA_MOORISH_VASSAL</Tag>
		<English>Arabian Sultanates</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_INDIA_DESC_ISLAMIC_MODERN</Tag>
		<English>Islamic Republic of India</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_ITALY_MONGOL_VASSAL</Tag>
		<English>Ilkhanate of Italy</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_MAYA_AMERICAN_VASSAL</Tag>
		<English>American Yucatán</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_HARAPPA_NAZI_VASSAL</Tag>
		<English>German Indus</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_HARAPPA_SOVIET_VASSAL</Tag>
		<English>Soviet Indus</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_INCA_NAZI_VASSAL</Tag>
		<English>German Peru</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_INCA_SOVIET_VASSAL</Tag>
		<English>Soviet Peru</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_POLYNESIA_NAZI_VASSAL</Tag>
		<English>Nazi Polynesia</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_POLYNESIA_SOVIET_VASSAL</Tag>
		<English>Soviet Polynesia</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_RUSSIA_NAZI_VASSAL</Tag>
		<English>Reichskommissariat Moskowien</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_TAMILS_NAZI_VASSAL</Tag>
		<English>German Dravida</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_TAMILS_SOVIET_VASSAL</Tag>
		<English>Soviet Dravida</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_TIBET_NAZI_VASSAL</Tag>
		<English>German Tibet</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV_TIBET_SOVIET_VASSAL</Tag>
		<English>Soviet Tibet</English>
	</TEXT>
 

Attachments

You mean the one with a mace? ;)

As long as we have scouts with maces yes. The problem is that these units shouldn't be able to explore.
 
I've noticed rainforests sometimes require road+another improvement for non-worker units to move through them. Is this intentional? I thought having a road was enough to allow travel.
 
These are all the missing dynamic names (Harappa and Polynesia should have nazi and soviet names since they can be controlled by the ai if the human player wants). The dynamic names file fixes a few TXT_KEY mispellings.
It's included, thanks.
 
I had this python error pop up during a game in SVN version 957. The game seemed to continue as normal after I clicked through.
Code:
NameError: global name 'pBarbarian' is not defined
File "Stability", line 531, in secedeCities
File "Stability", line 665, in completeCollapse
File "Stability", line 40, in checkTurn
File "CvRFCEventHandler", line 654, in onBeginGameTurn
File "BugEventManager", line 400, in _handleDefaultEvent
 
Someone just survived a collapse there. It's been fixed since then, you should be able to update to the current revision without losing your current game.
 
I am at war with France. On the turn attached they motion to stop fratricide. Do not defy just vote no and hit end of the turn. Next turn motion succeeds but ... war continues!
 
Intentional or not, this has been an old strategy in trying to avoid conquerors when playing as the New Wolrd civs.
 
I'm not sure if I was on 962 or 960, but I got this error:
Spoiler :
Code:
IndexError: tuple index out of range
File "Stability", line 2255, in relocateCapital
File "Stability", line 2134, in doResurrection
File "Stability", line 2062, in resurrectionFromCollapse
File "Stability", line 636, in secedeCities
File "Stability", line 665, in completeCollapse
File "RiseAndFall", line 1776, in initBirth
File "RiseAndFall", line 1281, in checkTurn
File "CvRFCEventHandler", line 644, in onBeginGameTurn
File "BugEventManager", line 400, in _handleDefaultEvent
I see that you changed a few things between 960 and 962, so maybe it was already fixed.
 
Nope! Looking into it. Edit: I think I need a save from this game.
 
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