Bug Reports and Technical Issues

Very strange look for glorious Great Wall...
 

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When AI Russia discovers the Railroad tech, it triggers the Vladivostok event. Currently, it will only spawn units if Vladivostok exists, but is not Russian. It will never trigger the foundation of the city if not city exists already, because there is a boolean value which is always false. Intended?

EDIT:
There are some mismatches between the LH when selecting a civ and the one which is supposed to be the first LH of a civ. For example, Washington is the first LH for the Americans, but in the 3000BC and 600AD scenario, Roosevelt is the LH in the selction screen. (In the 1700 AD, it is correctly Washington)
Or do you want the most "representative" LH visible in the selection screen? (As it does not matter for gameplay) In that case, there are still some inconsistencies, like America.
 
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Not intended, and noted.
 
Ello, ello.

I recently did a bunch of dynamic name editing for my own amusement. I immediately recognize that I do this at my own risk. Well, the only file that is giving me trouble is DynamicNames_Germany.xml. It says that start tag English doesn't match end tag Civ4GameText. Now, I've ran through through the code here a good bit, and I can't seem to find where an open English tag is at all. Take a look, please, and tell me what I can fix.
Thank you,
Canned Ham.
 

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Line 106, instead of closing the <English> tag you're opening another one.
 
Thank you! Also, found another issue. Apparently there is an open Text tag somewhere, or another started somewhere. I can't find it. And I do apologize if it seems like I'm asking too much.
 
It's missing at the end of the MALI entry.
 
Thank you so much, Leoreth. I love this mod so much, and you help that love for it so much
 
You're welcome, and glad you like it!
 
2 capitals, 2 Ayutthayas...
 

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when i play the mongol empire isn't there Kheshik unit spawn ?

when i was playing other civ they got alot of kheshiks....
 
Those spawns are only for the AI, intended to help it conquer the historical Mongol empire. When you're playing the Mongols, you're supposed to do it on your own.
 
You cannot draft more units this turn -- appears in Ottoman city with Islam only instead of -- You need Other than state religion in order to draft.
 
I don't have a save or anything, but when colonizing South Africa I encountered a huge Pombo spawn, around 5. And at that time Yax Mutal was the only native city in the world which I was also besieging, I conquered it and Pombos diappeared, just like in destruction of normal civilizations. Probably this was unintentional.
 
Whenever I start a game as Brazil in 1700AD I have a Catapult in Antarctica.

I would upload a savegame, but for some reason this forum won't let me upload any files and doesn't even tell me why.
 
Something is wrong with city names: Kiev stays as Konigard even after Russians capture it back from Vikings.
 
Using latest github version, develop branch.

Playing as Byzantium, when ending the turn after the Ottomans spawned (normal speed, from 1280 to 1290 AD), this is popping up
Spoiler :
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 578, in onBeginGameTurn
  File "RiseAndFall", line 601, in checkTurn
  File "RiseAndFall", line 2212, in initMinorBetrayal
  File "RFCUtils", line 596, in listSearch
  File "RFCUtils", line 605, in outerInvasion
NameError: global name 'argList' is not defined

Whenever and Aztec defeats a native unit, this pops up:
Spoiler :
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 358, in onCombatResult
  File "UniquePowers", line 260, in aztecUP
AttributeError: 'CyUnit' object has no attribute 'getCombat'

In WB, Edit Unit mode, if you click the flag icon to the left of the units list, a fatal error triggers, infinite popups with:
Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 635, in handleInput

  File "WBUnitScreen", line 726, in handleInput

  File "WBUnitScreen", line 48, in interfaceScreen

AttributeError: 'NoneType' object has no attribute 'plot'
ERR: Python function handleInput failed, module CvScreensInterface
I don't even know what clicking the flag could be for, and avoiding it is easy enough if you watch where you click, but since I prefer not to play with Python popups off, maybe it could be solved somehow.

2 capitals, 2 Ayutthayas...
I had the same issue happen. Related to that, I noticed that the CNM for Ethiopia has Zanzibar where a native Mombasa spawns, and they can settle Mombasa directly north of it. So you can have two Mombasas if you settle the first and capture the second.

I don't have a save or anything, but when colonizing South Africa I encountered a huge Pombo spawn, around 5. And at that time Yax Mutal was the only native city in the world which I was also besieging, I conquered it and Pombos diappeared, just like in destruction of normal civilizations. Probably this was unintentional.
Celts, Natives and Independents follow rules similar to regular civs in that regard, whenever their last city is captured all their units are cleared from the game, but the code can keep spawning stuff for them later on. Perhaps they can be set to follow the 'require complete kills' rule independently of the other civs to avoid this.
 
Oops, my bad. Made a PR with all fixes.
Great, wanted to look at these too today. I merged it right away. Have you also investigated the bug Imp. Knoedel reported? It might be related to the catapult refactoring you did.
 
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