Bug Reports and Technical Issues

Interestingly, this crash does only reproduce when all modules are installed. Could be an issue with VD.
It was! Everyone using VD should take a look here to patch their game and prevent the crash from occurring. Installer and Git repo are currently getting fixed as well.
 
I get a reproducible crash to desktop with this save,

by selling Economics to France this turn. They'll declare war on me, all our defensive pacts will trigger and the game crashes.

(not too severe, unless it also happens when they finally research it)
Another error that seems to depend on VD, will keep you updated.

Edit: upon further investigation, it doesn't. It just went through in the base mod the first time I tried it.
 
Fixed, unfortunately it required changing saved data, so this will cause compatibility issues. See the Git update thread.
 
Reporting of tech speed on 1.13 emperor.

AI techs incrediple fast. On emperor it is complitely impossible to even stay behind AI teching. Also Egypt always builds The Colosseum or founds Tao before China, so Egypt tech speed should be checked.
 
Hi,
So.. I just joined the forums because I got a bug while trying to play this mod. It is great as far as I've played it, and I would love to continue. I have enabled logging and hidden the Python Exceptions like the first page suggests, and also downloaded and installed the patch mentioned above.. but I still have this bug (the patch was to prevent a future bug). Here is a screenshot:
7098845648D6961B8A8E58B40C3E944316D3B9AD

I hope there is a solution for this, (I have checked several pages and found nothing) and.. thanks in advance for any help possible.
 
I haven't encountered the error myself, so I can't judge what really works:
- try to delete the autologs folder
- if that doesn't work, right-click the autologs folder and use the settings dialog to grant write permission on that folder
 
I keep getting this error:
Error in BeginGameTurn event handler <bound method CvRFCEventHandler.onBeginGameTurn of <CvRFCEventHandler.CvRFCEventHandler instance at 0x1853A8C8>>
 
I keep getting this error:
Error in BeginGameTurn event handler <bound method CvRFCEventHandler.onBeginGameTurn of <CvRFCEventHandler.CvRFCEventHandler instance at 0x1853A8C8>>

Oh yeah I'm getting one like that now and then too, pretty much always when I'm saving, which incidentally is the reason I haven't provided a save of it.
 
German spawn bug, I noticed it several times, after their spawn, they keep Berlin undefended, thus HRE taking it, destroying German civ, then Germans respawn a turn or two later, I can provide a save, in case you need it.
 

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Was trying to play as Indonesia in 600AD.

C++ exception: File "RiseAndFall", line 2471, in convertSurroundingPlotCulture
line 946, in startingFlip
line 918, in flipStartingTerritory
line 647, in initScenario
line 627, in setup
File "CvRFCEventHandler, line 148, in onGameStart
File "BugEventManager", line 400, in _handleDefaultEvent
 
P.S.: I didn't get any free workers in this game. Intended?

Anyway, I didn't get my starting workers. Is this because I didn't found my capitol on the spot, or is it just an issue with capturing your first city instead of founding it?

#1) I noticed my question and another possibly like it from the last 2+ weeks were never directly answered - :bump:

#2) Is it intended for Turkey (as human player) to not flip any cities? Anyway, a couple weeks ago I rolled 3 games for Turkey. In all 3 games no cities flipped to me on the appropriate turn. I abandoned them but kept the saves. I say that because I am only now 70% sure that the saves were from the 3000 BC scenario. Anyway, as I just now attempted to reproduce the error I ran into another problem with game #2 and #3: I cannot end the turn. I cannot select units. I cannot contact other civs (well, in game #2, there are no civs to contact in #3.)

#3) I saw someone else mention this earlier but I never saw an explanation for it, so I'm just going to assume this is a bug:
In the Sevopedia it mentions that your "Over extension" stability can only decrease by -5 maximum per stability check. However, I have never seen this to be the case. I only finally got around to documenting this annoying bug though. (Don't laugh at the saves and the moves I made, I was just testing out the mechanic!!!)

Load the game "Tamils 1" and double-check the stability screen. I am not incurring any negative stability in the expansion category. According to the Sevopedia, stability checks can occur when you declare war on someone, when you capture a city, and when you research a tech. As you can see in the event log I had just declared war on Independents and captured Pagan on that turn, so that was the last stability check. When I end turn researching Mathematics triggers another stability check. This time, my overextension stability sits at -10, bringing my stability down one level, causing a moderate territorial crisis which leads to the seccession of one of my cities.

Now that I think of it, I'm pretty sure this also goes to show another bug or incorrect Sevopedia entry: It mentions that human players cannot incur a crisis on the first negative stability check - instead a warning is displayed in the event log.
In 1.12 this was working just fine. However ever since 1.13 I have never seen this first warning. If my stability drops below shaky for the first time, I always experience a crisis.
 

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The following things are noted:
- no workers on spawn with different capitals
- Turkish spawn does not work
- -5 overextension limit does not work
- human player is not immune against first crisis
 
I keep getting this error:
Error in BeginGameTurn event handler <bound method CvRFCEventHandler.onBeginGameTurn of <CvRFCEventHandler.CvRFCEventHandler instance at 0x1853A8C8>>

From my observations this always seems to be happening if I save shortly after fulfilling part of a UHV condition, like just now in a Roman test game for DoK this happened when I saved right after conquering Carthage, making the Phoenician civilization collapse and giving me 1/2 African cities in the victory screen (which is still missing the settings tab!). Granted, that by itself might not mean anything, but I experienced something far worse a few days back as Egypt: I got this error whenever I saved after completing the Great Library, fulfilling my second UHV and giving me a golden age. For some reason (conquerers spawned in a place I didn't like? RNG trolling me? Can't remember why) I loaded a save from right before the deadline for the second UHV, and the turn after I got the popup that I had failed goal 2 of my historical victory, even though the victory screen said different and I was literally in the golden age triggered by accomplishing it.

I now tried to recreate the Roman scenario from above in plain DoC in order to upload a save since the one where it actually happened is using the newest version of my modmod that only I have. Strangely enough nothing out of the ordinary happened there...

Say, cudfather, were you per chance using my modmod when you got that error or Vanilla DoC?
 
Just DoC, some git commit (not just 1.13). Been getting it for months, but since it doesn't seem to affect the game in any visible way I've been always forgetting to bring it up.
 
Hi,
So.. I just joined the forums because I got a bug while trying to play this mod. It is great as far as I've played it, and I would love to continue. I have enabled logging and hidden the Python Exceptions like the first page suggests, and also downloaded and installed the patch mentioned above.. but I still have this bug (the patch was to prevent a future bug). Here is a screenshot:
7098845648D6961B8A8E58B40C3E944316D3B9AD

I hope there is a solution for this, (I have checked several pages and found nothing) and.. thanks in advance for any help possible.

I had this problem a few years back in Final Frontier Plus. My recommendation: Reinstall Civ4 outside of Program Files, it's gonna save you a lot of headaches down the line. You have this problem because UAC is very stingy about what goes on in Program Files and requires explicit admin permission for basically anything.

Just DoC, some git commit (not just 1.13). Been getting it for months, but since it doesn't seem to affect the game in any visible way I've been always forgetting to bring it up.

Oh, that's a relief, I was half afraid it was something I did. Now it's Leoreth's problem. :lol:
 
I've looked up the autolog issue during modding breaks, it could be easy to solve. Just give me some time to properly try it.
 
I don't have GIT function so I'll just unload this here.

As promised in the General Discussion thread: my edited Sevopedia entry which outlines in specific detail how each civic combination affects your stability.

Spoiler :
Whoops, .xml files can't be uploaded, so I'll give you a .txt file instead if that's ok?
 

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