Bug Reports and Technical Issues

When the holy city is created, Confucianism is not your state religion yet, correct? So according to the rules, the pagan temple is abandoned.

So, bottom-line, you're saying the Holy City will never convert its pagan temple. It will always abandon it. Right? Because you can only make Confucianism (or whatever) your state religion after you've founded it, and founding the religion will simultaneously cause the temple to be abandoned. The condition that would allow conversion can only happen after the temple has already been abandoned. Is that what's going on?

To be clear: I discovered Contract. The game told me I had founded Confucianism. It asked me if I wanted to convert. I clicked the "Yes" button. And the intended behavior, even in this case, is for the citizens of the Holy City to abandon the pagan temple instead of converting it?

The requirement to found Confucianism is to discover Contract and control a city in the Confucian religious core. I you are the first to meet the requirement, you founded the religion yourself and get the missionary.

But I do control a city in the Confucian religious core, in both saves. Don't I? They are the exact same game, only the religion founds on different turns and in different cities. When it founds in Hangzhou (Turn 123) I don't get a missionary. When it founds in Zhongdu (Turn 124) I do. What is the difference?

Or is it that the Holy City has to be in the religious core, and Hangzhou isn't but Zhongdu is?

Alpaya: Camel resource supposed to use to train Camel Riders or Camel Archers but I can't find this option. There are nothing connected to Camel resource and I can't train any Camel type of troops
Fresol: I guess his point was that camel is only useful to the Arabs.
Leoreth: Well that's true.

Camels don't do anything except improve the output of the tile and give Arabs camel units, do they? I've not noticed them improving city health or happiness. I suspect they'd do the opposite ...
 
Last edited:
So, bottom-line, you're saying the Holy City will never convert its pagan temple. It will always abandon it. Right? Because you can only make Confucianism (or whatever) your state religion after you've founded it, and founding the religion will simultaneously cause the temple to be abandoned. The condition that would allow conversion can only happen after the temple has already been abandoned. Is that what's going on?

To be clear: I discovered Contract. The game told me I had founded Confucianism. It asked me if I wanted to convert. I clicked the "Yes" button. And the intended behavior, even in this case, is for the citizens of the Holy City to abandon the pagan temple instead of converting it?
Yes.

But I do control a city in the Confucian religious core, in both saves. Don't I? They are the exact same game, only the religion founds on different turns and in different cities. When it founds in Hangzhou (Turn 123) I don't get a missionary. When it founds in Zhongdu (Turn 124) I do. What is the difference?

Or is it that the Holy City has to be in the religious core, and Hangzhou isn't but Zhongdu is?
I'd have to look into that.

Camels don't do anything except improve the output of the tile and give Arabs camel units, do they?
They don't.
 
On the Holy City/temple thing, is that a coding issue? Because it feels thematically inconsistent. If any city should convert its pagan shrines, surely it would be the Holy City. But if it's a coding thing, well, there it is.

The missionaries have always been rare grants in my Chinese test games -- maybe 10% of the time one will show up? I think that's why I assumed that you only get them if you are the first to discover the tech.

The camels: That might be why Alpaya was moved to say something. Like all resources, camels improve the tile they appear on. But unlike cows, sheep, horses, ivory, etc., they provide nothing else. Cows provide a civic bonus (health); horses provide units (regular and unique); camels provide neither. It feels like something is missing, and if the civpedia says they provide Camel units, it could look to someone like that part of the game was bugged.

Not saying I disagree with your choice here.
 
It feels like something is missing
That's because something is missing, and that something is an actual valid reason for the existence of camels as a resource. Nonsense like this is exactly why I took to modmodding, and I will get to cleaning up Leoreth's errors once I am done with my own in real life, whenever that will be. Who knew that it would take more than three days to write a bachelor's thesis? Not me! :crazyeye:
 
I have been playing this awesome mod once more for a few weeks, then downloaded the lastest git version and found a couple of bugs :
  • 600 AD scenario doesn't work. I get an error : "Failed to read worldbuilder file..."
  • Caravels are bugged. After discovering the Frigate tech, one used to be able to upgrade existing Caravels to Frigates, but still be able to build both Caravels and Frigates. The second part is no longer the case, and this is a bad thing because caravels don't play the same role as frigates (they can explore enemy territory, frigates can't). Moreover, in my latest Arab game, I got the "Harbourmaster" quest after discovering Cartography. That quest asks you to build a number caravals, but i couldn't because only frigates were now available !
 
On the Holy City/temple thing, is that a coding issue? Because it feels thematically inconsistent. If any city should convert its pagan shrines, surely it would be the Holy City. But if it's a coding thing, well, there it is.
It is a coding reason, but that could be worked around if I wanted to. But it's also about rules consistency.

I have been playing this awesome mod once more for a few weeks, then downloaded the lastest git version and found a couple of bugs :
  • 600 AD scenario doesn't work. I get an error : "Failed to read worldbuilder file..."
  • Caravels are bugged. After discovering the Frigate tech, one used to be able to upgrade existing Caravels to Frigates, but still be able to build both Caravels and Frigates. The second part is no longer the case, and this is a bad thing because caravels don't play the same role as frigates (they can explore enemy territory, frigates can't). Moreover, in my latest Arab game, I got the "Harbourmaster" quest after discovering Cartography. That quest asks you to build a number caravals, but i couldn't because only frigates were now available !
For the first, read the Git FAQ in the Welcome thread, it explains how to fix this.

The caravel behaviour is because Frigates are now the only unit they can be upgraded to. As soon as all upgrades are available, the unit itself cannot be built anymore. I think Caravels used to be able to upgrade to Destroyers, maybe I should allow Torpedo Boats instead. I'll also reconsider the Harbourmaster quest.
 
For the first, read the Git FAQ in the Welcome thread, it explains how to fix this.
Thanks for a very quick answer !
I was sure I read the entire Welcome thread while i was downloading the git, but I must have skipped that part somehow...
 
It is a coding reason, but that could be worked around if I wanted to. But it's also about rules consistency.

Alright, thanks!

Thanks for a very quick answer !I was sure I read the entire Welcome thread while i was downloading the git, but I must have skipped that part somehow...

:raises hand: Also guilty of skipping that part somehow, and reporting it as a bug. It happens.
 
Yeah, I'm not really expecting people to read it in advance. I mostly posted the explanation there so I could point to it instead of having to repeat myself.
 
I guess his point was that camel is only useful to the Arabs.
Yes, I play for Mali or Mandinka, and I can't train any troops related to camels. So only Arab civilization can use Camel Riders? For the rest no camel units at all? I think for Arabs it could be say Camel Rider which could be unique unit and it will be stronger than say Camel Archer that will be used for the rest Civs that have access to Camel resource. Or camel resource becomes much less important. Now no one civ do not want to buy it from me for example.
 
Correct.
 
In the same vein as my previous comment, I recieved the "Warships" quest quite a few turns after having discovered alchemy ; the quest asks you for triremes, but you can't build triremes anymore after discovering alchemy.

It just happened to me in a Spanish game, speaking of which : bug with their UP ? Because I certainly didn't get the bonus ship movement. Also the "entering enemy waters stop all movement is such a pain for the early conquest of Morocco... but that's not a bug, just a nerf.
 
Spanish ships should start with two Navigation promotions, don't they?
 
Okay, I'll check.
 
It's possible for military units to capture/destroy civilian units that are standing on tiles where the military unit isn't able to enter the tile (marsh/jungle/rainforest rules). I don't know if the AI knows how to do it, but as a human player it is possible to just right-click on the adjacent tile, and the civilian unit is then defeated, the military unit still standing where it was.

Hope my explanation makes sense :/
 
This is not a bug, you can attack into plots you cannot enter. This should cost the required movement and prevent the unit from further attacking, but not allow them to advance to the tile. This rule was added so that you cannot siege cities from a rainforest for example.
 
This is not a bug, you can attack into plots you cannot enter. This should cost the required movement and prevent the unit from further attacking, but not allow them to advance to the tile. This rule was added so that you cannot siege cities from a rainforest for example.

I see - didn't know that. I'm pretty sure that in the described situation, where you attack a civilian unit, it does not expend any movement point though. But noted - I misunderstood the intended mechanics of it then.

Edit: Oh, and there is indeed a problem with regards to the AI here, as it believes that it can leave e.g. a worker on a "safe" tile, even though it can actually be attacked. Civilian units will try to hide there, even though the tile isn't free from being attacked, but the AI thinks that it is, as the military unit isn't able to enter the tile per se.
 
Last edited:
That's a good point, I'll look into the AI to see if I can teach it to correctly asses which plots are safe.
 
Back
Top Bottom