Bug Reports and Technical Issues

This is due to the fact Windows has a tantrum when the file name is too long. This can be fixed by moving your Civ 4 BTS installation.
Where do you move the Civ 4 BTS folder to avoid those error? FYI, I have Civ 4 through Steam.
 
Yesterday i got a UHV with Greece, in a game where Persians did not spawn!!! :confused::confused::confused:

I cannot figure why.
Are there any conditions for Persians spawn?
I have some savegames to analyze.
 
Please share, they are supposed to always spawn.
 
I was looking around for a new mod after I played most of Sword of Islam and found this mod, it looks amazing. I downloaded it, made sure it got in the correct folder, but everytime I launch it, either via using the Desktop shortcut or loading the mod from BTS, it never launches. The Civ4BeyondSword process is still running in Task Manager but nothing seems to happen. Can anyone help me? Thanks a lot.
 
Many people (including myself) experience this phenomenon. The mod includes a large amount of art which makes the initial loading time very long. This should disappear on subsequent starts of the mod though.

So this may unfortunately require a bit of patience. You can speed up the process by trying to increase the priority of the process in the task manager and closing other unneeded programs.
 
Has this issue been addressed or solved? I've browsed through the following ten or so pages and found nothing, and it's happening to me virtually always playing as Spain. I complete the Trading company as soon as possible, make sure I have enough surplus gold (600+, last time I had 2000+ from conducting a trading mission the turn before) and I'm given the possibility to choose between offering 0 gold for settling and "this is none of our concern". When I reload, same thing, no matter what I do. I tried postponing it - nothing, lowering research to 0 to get more gold - nothing. :confused: It's very frustrating. Finally I have to worldbuilder my Trading Company (I've earned it! :D ).
What I noticed is that it would not properly disable the first choice if not applicable city/tile exists (and zero cities always cost 0 gold), which I fixed. Not sure if that was your actual problem though. Do you know which cities were available to you?

My most recent game also seems to have perpetual plague? Once plague spreads somewhere, it doesn't seem to ever stop. I get multiples messages for the same cities each turn as well. And I seemed to be completely immune to plague until I capture a city that already had it. Then every city got it with no end in sight. Playing as the Tamils. Most of India and east Asia never got plague. Everything west and north of Mesopotamia was permanently in plague from at least the Arab spawn up to current time 1900.

I have attached my most recent save of this game. My version of the Mod doesn't 100% match, but I think the only thing I have changed is that I enabled changing civs more than once. I last updated yesterday.

Thanks!
After reading into the code, what is supposed to happen is that if the plague is over for you (including you survived the plague time span without any of your cities getting it) conquered cities also lose the plague when acquired. I could imagine that somehow going wrong, which leads to a scenario where the plague is never removed because you're already past the point where it would end.

Do you still have a save where you're about to acquire a plague city so I can verify that?

Hey. Getting a lot of errors each turn while using the SVN version. Attached the logs.

I think in Stability.py, line 74:
Code:
data.iHumanStability = calculateStability(utils.getHumanID)
is meant to be
Code:
data.iHumanStability = calculateStability(utils.getHumanID())
Lots of independent reports for that one. It's fixed now, sorry for leaving it broken for so long.

Played a game as Iran (actually using the new tech tree, but this is most probably applicable to the old one too), and I noticed that tech speed was too slow so I checked Modifiers.py. I found its research cost modifier to be 90 in the Python file but when I opened up the WB, I discovered that it was set to 130, which was the old Persian modifier. Since I thought not only the research cost modifier was affected but as well as the others in Modifiers.py, I reset all the modifiers in the WB, and everything became fine. I also hypothesize that this problem only occurs with reborn civs (Iran, Mexico, Colombia). But should we really have to do it manually every time? Maybe there lacks something in the rebirth spawn code that updates the modifiers of the player slot they're going to occupy.
It seems the modifiers aren't updated at the rebirthFirstTurn() funciton of RFC.py. Importing Modifiers.py and adding Modifiers.updateModifiers(iPlayer) somewhere in that functions should do it.
Also fixed this problem.
 
Okay, I'll review it, thanks.
 
After reading into the code, what is supposed to happen is that if the plague is over for you (including you survived the plague time span without any of your cities getting it) conquered cities also lose the plague when acquired. I could imagine that somehow going wrong, which leads to a scenario where the plague is never removed because you're already past the point where it would end.

Do you still have a save where you're about to acquire a plague city so I can verify that?

I'm not sure if I still have that save, but I will look for it. I do have this new one though, which doesn't show plague, but does show that civs may or may not spawn and when they do, they might spawn without any settlers. :P

At this point, should I just assume I have a corrupt version of the mod and reinstall?
 

Attachments

Nope, please first assume that I made a mistake somewhere :) Will look at it.
 
Is anyone having problems with religion? I've had barbarians found Taoism, Orthodoxy, and Islam. All in the same city!
 
Is anyone having problems with religion? I've had barbarians found Taoism, Orthodoxy, and Islam. All in the same city!

Same here. I observe that they only happen in the 3000 BC scenario. I suddenly received a notif that many religions got founded at once at a random city, and that was like, way before 1 AD? When I checked the barbarian techs, they had almost all Classical techs and a bunch of Medieval ones (columns 7 and 8). They trigger at some random turn (I remember one time it triggered at ~turn 240, marathon, although this turn is really random from game to game). Since the independents inherit the barbarian techs too, the indies become as advanced too. This bug causes all of the remaining unfounded religions as of that turn to get founded in barb cities (usually all of them only in one city). This disappoints me so much because however I try to prevent it thru reloading at an earlier autosave and editing techs thru the WB, it would again happen at another random turn. Very discouraging for me to play through the rest of the turns even if I really want to reach 2020 AD.

I'm glad someone else is also experiencing this bug. I thought it was just the result of my own version of tinkering with the modmod. I still can't pinpoint the exact root of this weird thing, though. :(
 
You are talking about the new tech tree with the early barbarian religions right?
 
You are talking about the new tech tree with the early barbarian religions right?
I'm not sure with Ani Taneen, but I guess and hope he does. I am referring to the new tech tree; as far as I can remember I don't recall any such case before using the new tech tree.
 
Okay, I'm actually in the process of drawing up plans for religions there right now. There'll be a thread on the topic soon, I basically only need the time to write it.
 
I'm not sure with Ani Taneen, but I guess and hope he does. I am referring to the new tech tree; as far as I can remember I don't recall any such case before using the new tech tree.

Yes, new tech tree

Okay, I'm actually in the process of drawing up plans for religions there right now. There'll be a thread on the topic soon, I basically only need the time to write it.

Awesome, in the meantime, I'll stick to using the map editor
 
Most recent standard Git version (the one with the old tech tree): If you start a game, then go back into the main menu and start another game, all UHVs in that new game are instantly failed.

Also, the Military Academy movie seems to be missing. When one is built the game shows a wonder movie popup, but it has no actual content, not even a still image. The path and art defines stuff seems to be in order, I think perhaps the .bik file itself is broken.
 
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Most recent standard Git version (the one with the old tech tree): If you start a game, then go back into the main menu and start another game, all UHVs in that new game are instantly failed.
I need to you to be more specific. What exactly did you do, and with which civs? Just tested Harappa -> main menu -> Harappa and didn't have this problem.
 
I need to you to be more specific. What exactly did you do, and with which civs? Just tested Harappa -> main menu -> Harappa and didn't have this problem.
Perhaps it only works if you choose a different civ the second time than the first. Maya -> Aztecs was the first time I noticed it. That is I played Maya (3000BC) for like 50 turns, ragequit when I lost my entire army trying to take Daanibar, then started a game as Aztecs (600AD), and noticed that all of my UHVs had a NO the very first turn.
 
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