Bug Reports and Technical Issues

I tried playing the 600 AD scenario and this happened. However, the 3000 BC and 1700 AD scenarios work fine.
 

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Thanks for the saves.

I tried playing the 600 AD scenario and this happened. However, the 3000 BC and 1700 AD scenarios work fine.
What state of the mod are you using? Most recent develop branch?
 
Alright so I updated to the newest git version, the one with the changes as to how slavery works? In my latest game as France, started using this version, I get a reproduceable crash two turns after this autosave. Not sure if it's even related to the latest changes, but it might just be so, seeing how it's so soon after the Mande spawn.

Edit: I can only say it's a CtD as I might still have Python messages turned off.
 

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Alright so I updated to the newest git version, the one with the changes as to how slavery works? In my latest game as France, started using this version, I get a reproduceable crash two turns after this autosave. Not sure if it's even related to the latest changes, but it might just be so, seeing how it's so soon after the Mande spawn.

Edit: I can only say it's a CtD as I might still have Python messages turned off.
Noted.
 
Whichever you want, without knowing what you are using I cannot try to fix it or find out why it is not working with your state.
 
Whichever you want, without knowing what you are using I cannot try to fix it or find out why it is not working with your state.

I think I was using the default one.

I go to this page: https://github.com/dguenms/Dawn-of-Civilization and the only thing that I do is downloading the files, then replacing the ones I already have with those I just downloaded.

By the way, I was trying to go for a Brazilian UHV and England beat me to building Wembley before I could have any chance of doing so without cheating. Speaking of which, ridiculously advanced England and overpowered Turkey are back.
 
When did you download?
 
And you still have that problem with the 600 AD scenario?
 
Alright, I'll try it myself.
 
Being playing with the Aztec, noticed they can't succeed their goal pagan temples x6 / sacrifical alter x6 cause pagan temples they don't have anymore (unique pagan temple).
Also switching from despotism to another civic there makes slaves you have through capture, have vanish... like monarchy, is this intentional? Doesn't sound logical... As they wouldn't be able to capture anymore...
 
The goal requires them to build the Pagan Temple base building, right? Should be simply to update.

What type of slave vanishes when switching away from Despotism? The unit, or slaves settled in cities? Or both?
 
Both those in cities and those who recently captured are gone, also slave plantation become regular plantation as if you gotten liberaty for the slaves without despotism.

The Slavery civics doesn't work either does it? Just states I got no Nationhood, in draft.

A tiny thing not game breaking but; When you get a random event and for example Spices on your land and can build a road and free plantation on it, has to be orchard now, else it don't work :p
 
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Both those in cities and those who recently captured are gone, also slave plantation become regular plantation as if you gotten liberaty for the slaves without despotism.
Okay, looks like left over stuff wasn't correctly changed.

The Slavery civics doesn't work either does it? Just states I got no Nationhood, in draft.
You mean the enslave button? It was intentionally removed.

A tiny thing not game breaking but; When you get a random event and for example Spices on your land and can build a road and free plantation on it, has to be orchard now, else it don't work :p
Noted.
 
I reckon it can't be fixed in the save itself, ashame. I'd have to test if changing Civs also makes their ability to capture slaves vanish as well... Though technically it should as if you adopted liberaty for slaves.
 
Clean install from current develop & I get this on start (followed by endless xml errors in LeaderHeadInfos & civics)
 

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Are you mixing git with one of the modules?
 
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