Bug Reports and Technical Issues

The problem is mostly finding out the problematic configuration in the first place. It's clearly a bug, the group splitting and forming AI are separate pieces of code that obviously come to different conclusions in those cases.

Everything is easy once you abstract away the details ;)
 
self.createResource(39, 16, iFish) # Brazil

This fish doesn't appear in the 1700 AD scenario. It is supposed to spawn in 1700 AD.
 
As per Leo's request here is the file where Japan demands tons of resources when you ask what can be traded for Silk. SVN 962. It is not exactly the (lost) turn which used to be uploaded in this post, but it is the same game and same SVN.
 

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I found out that a couple of Leaderheads (Bolivar and Indian Mario) have no introduction text, and that some leaders at the Civilopedia have text unnecessarily stressed out.

Also, Colombia's third UHV is bugged. Something I do not know happens and it automatically fails way before the due date.
 
As per Leo's request here is the file where Japan demands tons of resources when you ask what can be traded for Silk. SVN 962. It is not exactly the (lost) turn which used to be uploaded in this post, but it is the same game and same SVN.
Many thanks, I'll get right on it at the next opportunity.

I found out that a couple of Leaderheads (Bolivar and Indian Mario) have no introduction text, and that some leaders at the Civilopedia have text unnecessarily stressed out.
Indian Mario hahaha

Also, Colombia's third UHV is bugged. Something I do not know happens and it automatically fails way before the due date.
That's v1.12 right? In that case, it should be fixed by now.
 
As per Leo's request here is the file where Japan demands tons of resources when you ask what can be traded for Silk. SVN 962. It is not exactly the (lost) turn which used to be uploaded in this post, but it is the same game and same SVN.

I have a gut feeling that they have textile industry and gaining another resource causes an increase in :yuck:/:mad:.
 
So I wanted to play DOC again after a long time and since I just recently re-installed BTS, I had to get the new SVN version again. I got it but however it doesn't run. I have given it a high priority, none of them had a alert or a red sign and other mods and the game work fine. Can it be that I have BTS installed in another of my drive other than C?
 
I noticed an end-of-war-congress related bug a few times now:

It seems that even as a non-belligerent, the participants can still ask for your cities, without giving you a chance to refuse!

Happened to me as Austrians with Constantinople:

Spoiler :
attachment.php


Spoiler :
attachment.php


Save is attached, hope the congress takes place recproducibly.
 

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Thanks, I'll look into the code.
 
As of revision 986, spies still can't gain experience through "steal technology" espionage missions.
 
I play version 1.12 and sometimes have messages (not windowed) about errors in BeginGameTurn and spreadReligion.
Do they influence normal game process?
 
Sometimes that means one specific thing didn't work as intended (e.g. religion didn't spread even though it should). But you don't have to expect crashes or anything like that.
 
Simply the pause button, above the Numpad - (minus symbol)?
 
I was looking through the building capture chances and I worked out that military buildings, defensive buildings and buildings that produce culture directly all have 0% chance of capture. I believe the reason that buildings that produce culture are destroyed was to prevent newly conquered cities from being able to culturally survive without help (e.g. culture bomb, rushing culture buildings, conquering nearby culture producing cities). But since you have made it so cities convert a portion of enemy culture (for good reason), culture producing buildings no longer need to be destroyed on conquest. Wonders could also keep their culture when captured, since they probably lose their culture for the reasons outlined above. Military and defensive Buildings should still be destroyed on conquest since that makes sense from a historical point of view.
 
Did you notice anything distinct about the Colosseum wonder? The last time I captured Roma with it inside, it was still producing :culture: while other wonders were not.
 
Did you notice anything distinct about the Colosseum wonder? The last time I captured Roma with it inside, it was still producing :culture: while other wonders were not.

Yes, The Colosseum doesn't have the CommerceChangeOriginalOwners tag active. A few other wonders and buildings had other culture problems. (i.e. culture buildings lacking the CommerceChangeDoubleTimes tag, culture buildings having culture in CommerceChanges instead of in ObsoleteSafeCommerceChanges, wonders lacking CommerceChangeOriginalOwners)
 
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