Bug Reports and Technical Issues

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.

I did. I ran a Brazilian 1700 AD start myself, but I didn't have that problem.
 
Something is wrong with city names: Kiev stays as Konigard even after Russians capture it back from Vikings.
Yeah, the only way the name could appear was when Vikings founded the city, but it wasn't in the rename lists. I have added it now.
 
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.
Correct. I think the normal rules are fine with independents (they don't get free unit spawns outside of city defenders), but I will let native and Celtic units remain even if their last city is lost.
 
I did. I ran a Brazilian 1700 AD start myself, but I didn't have that problem.
I did. It seems to be related to spawns in capital. In my 1700 AD Canada start, my own catapult and Argentina's and Brazil's were still in place.
 

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When trying to access the Civics page in the Civilopedia from the main menu a Python exception pops up, as you can see in the attached screenshot.

However, when accessing the page from within a game (I tried 3000BC Egypt) it seems to work fine.

I attached logs just in case.

For what it's worth, in my modmod (after just having merged your most recent commits) this is almost the same, except instead of the civics list in the background stopping after Absolutism, it stops right after Government.
 

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I did. It seems to be related to spawns in capital. In my 1700 AD Canada start, my own catapult and Argentina's and Brazil's were still in place.

Fixed in PR.
 
Thanks!
 
Another WB bug, when trying to use the tile visibility editor:
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 601, in leftMouseDown

  File "CvPlatyBuilderScreen", line 1961, in leftMouseDown

  File "CvPlatyBuilderScreen", line 993, in setMultipleReveal

NameError: global name 'x' is not defined
ERR: Python function leftMouseDown failed, module CvScreensInterface

When using the Byzantine spies' ability to buy barbarian units, it seems to work, but this error pops:
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 29, in applyEvent

  File "BugEventManager", line 260, in applyEvent

  File "BugEventManager", line 673, in rnfEventApply7629

  File "RiseAndFall", line 219, in eventApply7629

RuntimeError: unidentifiable C++ exception
ERR: Python function applyEvent failed, module CvEventInterface
Also, just clicking the button consumes the spy's movement point, even if you don't buy the unit, but also you can continue using the ability despite having no movement points, so you can easily buy any barbarians in a stack with enough gold.


And another thing I've noticed. Pagan Temples can remain in flipped cities (from newborn civs, or collapse flips to the conqueror) even if they have a religion, typically due to the original owner having a UB replacement for them (Steles, Candis...), or viceversa, a city with religion(s) and a UB Pagan Temple flipping to a civ that doesn't have such UB.
 
Thanks for the reports. I'm not going to fix the pagan temple issue, because the way they work will change with the hrtechs branch later.
 
Hey Leoreth,

Recently I've made it a personal project of mine to *finally* complete the UHVs of every civ in the game (I'm currently on Russia). Most of it has gone pretty smmothly barring the usual glitches, but I have a couple of fixable things I think I've noticed (unfortunately the saves are a few revisions outdated and I use graphical mod that might make them iffy to upload).

Japan
I was able to complete the Japanese UHV, but shortly after discovering the first of my five techs for the final goal, I saved and quit. When I came back, the UHV had reset to 0, and I had to discover 5 more new techs in order to complete it.

England
I was the first civ to enter the industrial era, but it didn't register. May have just been something on my end, but I checked WB and none of the other civs had beaten me there.

Germany (HRE/Austria)
This didn't affect completion, it was just an interface issue. Upon capturing Rome, the Victory screen displayed both St. Peter's Basilica and the Church of the Anastasis as being under my control. I decided to see if this would count as a victory, but it failed once it reached the goal date.
 
When trying to access the Civics page in the Civilopedia from the main menu a Python exception pops up, as you can see in the attached screenshot.
I cannot reproduce this issue, does anyone else have the same problem?

Another WB bug, when trying to use the tile visibility editor:
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 601, in leftMouseDown

  File "CvPlatyBuilderScreen", line 1961, in leftMouseDown

  File "CvPlatyBuilderScreen", line 993, in setMultipleReveal

NameError: global name 'x' is not defined
ERR: Python function leftMouseDown failed, module CvScreensInterface
Fixed.

When using the Byzantine spies' ability to buy barbarian units, it seems to work, but this error pops:
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 29, in applyEvent

  File "BugEventManager", line 260, in applyEvent

  File "BugEventManager", line 673, in rnfEventApply7629

  File "RiseAndFall", line 219, in eventApply7629

RuntimeError: unidentifiable C++ exception
ERR: Python function applyEvent failed, module CvEventInterface
Also, just clicking the button consumes the spy's movement point, even if you don't buy the unit, but also you can continue using the ability despite having no movement points, so you can easily buy any barbarians in a stack with enough gold.
Tried something to prevent the exception, and also made the action require at least one remaining movement. I also streamlined the code a bit so that the action only appears when at least one unit can be bribed (you may lack the money). However, it will always consume your remaining movement even when the action is canceled, it's not worth the trouble of changing that.
 
Hey Leoreth,

Recently I've made it a personal project of mine to *finally* complete the UHVs of every civ in the game (I'm currently on Russia). Most of it has gone pretty smmothly barring the usual glitches, but I have a couple of fixable things I think I've noticed (unfortunately the saves are a few revisions outdated and I use graphical mod that might make them iffy to upload).

Japan
I was able to complete the Japanese UHV, but shortly after discovering the first of my five techs for the final goal, I saved and quit. When I came back, the UHV had reset to 0, and I had to discover 5 more new techs in order to complete it.
I recently fixed a bug related to saved data, if you say your game was a couple revisions ago that was probably the cause.

England
I was the first civ to enter the industrial era, but it didn't register. May have just been something on my end, but I checked WB and none of the other civs had beaten me there.
I just tried this with 1700 AD England and it worked. May have been the issue I mentioned above that has since been fixed. If you have a save with this problem I can check that too though.

Germany (HRE/Austria)
This didn't affect completion, it was just an interface issue. Upon capturing Rome, the Victory screen displayed both St. Peter's Basilica and the Church of the Anastasis as being under my control. I decided to see if this would count as a victory, but it failed once it reached the goal date.
You're right, the display checks for the Catholic shrine both times, will be fixed.
 
I've got a weird issue where I can't progress to the next turn without the game crashing. I unfortunately don't know how to get debug information (there is no python exception; the game just crashes), but I can share a savegame.

Steps to reproduce:
- do (almost) whatever you want, and then
- click next turn
- globe will spin for a few seconds and then the game will crash to desktop

Edit (additional info):
- I'm using latest git revision
- logs attached

I took another look and I don't think it has anything to do with the palace decision (the game seems to crash regardless of what I do).
 

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Last edited:
I cannot reproduce this issue, does anyone else have the same problem?

Very strange, I'm still encountering it and I just noticed that I have the same problem with the Great Wonders page, but everything else seems fine.
 
Very strange, I'm still encountering it and I just noticed that I have the same problem with the Great Wonders page, but everything else seems fine.
Now I can't even replicate this problem myself, it's just gone, disappearing as mysteriously as it appeared. :crazyeye:
 
Hi, sorry if this is the wrong place but my Prussia game will crash when playing next turn.
 

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Not a game bug, but I was recommanding DoC to someone and the screenshots in the "welcome to dawn of civilization" first post are broken.
 
When trying to assassinate great specialist this erroneous tooltip info shows:



Also, did you disable the immigration to the New World from most unhappy and unhealthy Old World cities? My American nation of immigrants never happened... Every population point was born locally.
 

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Okay, noted.
 
Hi everyone, i can't load the 600AD start map, is that normal ? It fail to read the worldbuiler map. I'hve already try to move it in my game folder and re dl the entire DoC github file.
 
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