Bug Reports and Technical Issues

V 1.13 (no git):

3rd Spanish UHVs ends in turn 130, not 140 as the victory screen states.

After building the trading company (as Spain) I choose paying 200 gold to found Manila, but nothing happened: No gold was paid, no units appeared.
 
After building the trading company (as Spain) I choose paying 200 gold to found Manila, but nothing happened: No gold was paid, no units appeared.
Do you have the save from before the trading company is completed.
 
First time I reloaded the save, it worked. :confused:

I tested a 2nd and 3rd time. It did not work. And the tooltip said "we offer our colonists 0 gold...". I had over 300 gold all three times. :confused:


Another thing: Much further in this game in 1675 AD Morocco respawned and declared independence, when my empire was solid (+17). Is this a bug or a feature?
At least I don't like it to be honest. A super solid empire (especially no extension problems!) should not lose cities without reason - except for the first birth of a new civilization of course.
(Morocoo seems especially unruly. I had the same problem in my England game. Other civs don't declare indepence without any stability problems as far as I recall.)
 
Another thing: Much further in this game in 1675 AD Morocco respawned and declared independence, when my empire was solid (+17). Is this a bug or a feature?
At least I don't like it to be honest. A super solid empire (especially no extension problems!) should not lose cities without reason - except for the first birth of a new civilization of course.
(Morocoo seems especially unruly. I had the same problem in my England game. Other civs don't declare indepence without any stability problems as far as I recall.)
Were you the only one controlling their cities?

The only thing I could think of to explain that is a rule that guarantees a "complete" respawn once a respawn is already certain. For instance, if the Moors come back because some of their cities are independent, they might receive cities under your control as part of that sweep of coming back.

And here is the save. :)
Thanks.
 
I was the only civ controlling moorish cities, but I did not control independent Agadir (just too crappy).

So the declaration of indiependence is triggered by the independent city. Good to know. Thanks! :-)
 
Yes, but that case sounds extreme. I'll make a note to revisit the code to better limit those unintentional side effects.
 
I'm still in the bug fixing phase, will get to it soon.
Looks like civics don't have an effect when you have them from the start, but when you switch out of them, it still gets negated, resulting in a negative effect. Not sure what causes this.
 
hi,

I've just downloaded and installed DoC's latest version but it doesn't run. My bts version is 3.1.3.1 and it can't find any updates. Which version should I use to be able to play with this mod?
 
I found a bug in the Carthaginian civ name, but I couldn't find the problem myself. (Otherwise I would do a pull request ;))

EDIT:
I wasn't on the latest version. It is already fixed in the meantime.
 
That's the kind of post I'd like to find in this thread :)
 
That's the kind of post I'd like to find in this thread :)

Redundant ones? Because in that case let me tell you, there is something wrong with religious civics!
 
Redundant ones? Because in that case let me tell you, there is something wrong with religious civics!
New update: fixed a Platybuilder bug that caused civic effects to be missing at the start of the game.
Please read the update logs. Also, I already told you that I am aware of this problem, so I don't see what you think you're trying to accomplish with that kind of post except wasting everyone's time.
 
Using latest Git revision here (what's the revision number, 1178, or 1/17/2016?), I suppose I should learn to handle Git and push requests, but I'm kinda useless at coding so I'll just report these here and hope for the best.

When a civ is vassalized peacefully, I get this:
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 416, in onVassalState
  File "DynamicCivs", line 555, in onVassalState
NameError: global name 'iPlayer' is not defined
looks like iPlayer should be iVassal there.

When using platybuilder to force vassalize (because I want ALL the khanates :D)
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 699, in handleInput
  File "WBDiplomacyScreen", line 383, in handleInput
  File "WBDiplomacyScreen", line 424, in editRelationship
  File "CvEventManager", line 1038, in onVassalState
ValueError: need more than 3 values to unpack
ERR: Python function handleInput failed, module CvScreensInterface
But it seems to work just fine regardless, the civs end vassalized as expected.

When checking victory conditions for the Iranians:
Code:
Traceback (most recent call last):
  File "CvScreensInterface", line 305, in showVictoryScreen
  File "CvVictoryScreen", line 207, in interfaceScreen
  File "CvVictoryScreen", line 1583, in showVictoryConditionScreen
  File "Victory", line 3074, in getUHVHelp
  File "Victory", line 2289, in isControlled
NameError: global name 'tTopLeft' is not defined
ERR: Python function showVictoryScreen failed, module CvScreensInterface

Also, a trip through the pedia reveals still missing text entries for: Harappan City Builder, Iranian Qilzibash, Spy specialist (might as well remove it completely I guess), Marsh terrain and feature, Alp Arslan leaderhead, Pantheon civic help text (the 'can build classical wonders' info bit), Catholicism and Protestantism and their pedia entries, and all corporations.
There are probably more like descriptions and what not, but I wonder, what happened in the latest revisions for so many of those to get lost?
 
Thanks for the reports, they look like they're easy to address.

As for the text keys, they're the result of a pull request for reordering XML text files I merged a couple of days ago. Due to a misunderstanding, I assumed that it would include all missing text keys affected by the change. The missing text keys will come back over time.
 
Woops, forgot another oddity about Iran! Their UP +2 to :science: and :culture: on state religion buildings is doubled when displayed in the hovering tooltip, though the actual commerce output is correct in gameplay:
Spoiler :
attachment.php
The Islamic Monastery outputs +2:science: and +4:culture: correctly, yet the tooltip seems to reapply the UP bonus so it ends up showing +4:science: and +6:culture: (the +1:gold: is from the Spiral Minaret)
 

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Okay, noted.
 
Please read the update logs. Also, I already told you that I am aware of this problem, so I don't see what you think you're trying to accomplish with that kind of post except wasting everyone's time.

Read my post again, especially the first part, maybe then you'll get it. :p
 
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