Bug Reports and Technical Issues

I mean I have a working version of 1.14 with some python files changed. Those are dated 25.06.2016, while all the others are dated 22.05.2016.
You posted some patches here attempting to fix. Unfortunately, I do not really remember which one helped, I think it was this one:
Here's the next attempt. It's not going to fix it but hopefully the next log will show me if I'm going in the right direction.
 
I'm not sure what, but I think there is something wrong with the rules that give Great People based on the eras. For instance, as England I got Bernard Law Montgomery in the Renaissance (should be Global) and my next Great General, when I was in the Industrial era, had no name.

(Also, I don't know if that's the case already, but Digital Era Great People should use Global Era names)
 
I mean I have a working version of 1.14 with some python files changed. Those are dated 25.06.2016, while all the others are dated 22.05.2016.
You posted some patches here attempting to fix. Unfortunately, I do not really remember which one helped, I think it was this one:
Have you ever tried a complete new install with the current installer? It includes all patches I have released.

I'm not sure what, but I think there is something wrong with the rules that give Great People based on the eras. For instance, as England I got Bernard Law Montgomery in the Renaissance (should be Global) and my next Great General, when I was in the Industrial era, had no name.

(Also, I don't know if that's the case already, but Digital Era Great People should use Global Era names)
The game always chooses an unused name from select pool. If enough names are available for your current era, only those are in the pool. Otherwise, the game ensures a minimum number of names in the pool that depends on the era. It first tries to add unused names from later eras, then unused names from earlier eras. This ensures some randomisation in the sequence of GP names. However, if the general had no name, you should have consumed all available names.

If that does not explain your situation, I'd like to see a save from before the general is born to investigate.
 
Using latest GIT, a few things I bothered to note down:
- Building the Church of the Anastasis triggers the movie for the Hagia Sophia.
- The Statue of Zeus doesn't obsolete with Fortification, the civ with it gets no resistance on conquered cities no matter what.

Also, regarding pagan wonders, I think the restriction for the city to not have any religions could be a bit harsh, since a rogue religion could propagate to a pagan city while it's building one, like judaism appearing in Alexandria while building the Great Lighthouse or what have you and thus leaving the player in a bit of a pickle... well I suppose a skillful player would just use a great engineer on any coast city, but wouldn't it be enough for just the civ building it to not have state religion instead?
 
The trade mission :gold: from great merchants is capped at 2000:gold: regardless of game speed, which is not right. The cap should scale with game speed(also not sure whether the :gold: before capped scales correctly).
 
Using latest GIT, a few things I bothered to note down:
- Building the Church of the Anastasis triggers the movie for the Hagia Sophia.
- The Statue of Zeus doesn't obsolete with Fortification, the civ with it gets no resistance on conquered cities no matter what.
Noted.

Also, regarding pagan wonders, I think the restriction for the city to not have any religions could be a bit harsh, since a rogue religion could propagate to a pagan city while it's building one, like judaism appearing in Alexandria while building the Great Lighthouse or what have you and thus leaving the player in a bit of a pickle... well I suppose a skillful player would just use a great engineer on any coast city, but wouldn't it be enough for just the civ building it to not have state religion instead?
That would make it too easy to remain as no state religion even with religion spread. I want the spread of a religion to make paganism unattractive. But I can exclude local religions like Judaism here, that would be consistent with pagan temple replacements etc.
 
The game always chooses an unused name from select pool. If enough names are available for your current era, only those are in the pool. Otherwise, the game ensures a minimum number of names in the pool that depends on the era. It first tries to add unused names from later eras, then unused names from earlier eras. This ensures some randomisation in the sequence of GP names. However, if the general had no name, you should have consumed all available names.

If that does not explain your situation, I'd like to see a save from before the general is born to investigate.

There is definitely something wrong. In this particular situation, Montgomery was my first great general and No Name was my second ever, and I know for a fact that there were more available names in the list. In the same game, I also got both John Lennon and George Handel in the Industrial era (should be Global and pre-Industrial, respectively); they were my only Great Artists and there are available names in the Industrial era list. I suspected the Great People manager might be confused as to what is the current era, but then even if it thought I was in the Global era, there were other names besides Lennon to choose from before picking Handel.

So there's something weird in an unclear, inconsistent way. I've been noticing that as well from GP born in other civilizations, in all my recent games, without being able to put a finger on the problem.

(I'll try to get the save, but I'm leaving for vacation very soon so I may not be able to for a couple of weeks)
 
Alright then, I will give it a look myself. Enjoy your vacation :)
 
Have you ever tried a complete new install with the current installer? It includes all patches I have released.
Yeah, I have just tried it out. It works fine, the only problem is that some Dutch dynamic names are broken and show up as a TXT_KEY with a bunch of weird cyrillic symbols.
 
Yeah, I have just tried it out. It works fine, the only problem is that some Dutch dynamic names are broken and show up as a TXT_KEY with a bunch of weird cyrillic symbols.
'Tis because Peter the Great wanted Dutch to be the court language. The game doesn't know what to use.
 
I just couldn't wait to play with the new stuff (like the new tech tree) added and I was really sad to see that bug happen again in the Git version.
I hope these screenshots and logs can help.
Sorry, if I'm annoying or something.
 

Attachments

I can't address it right now, but the module that causes the error will be removed before release. I'll mention it in my update notes.
 
True, noted.
 
There's a whole bunch of XML errors during loading after the latest update.
 
Had you checked about road building order? In my last American game, I found that modern worker (I cannot remember name right now) builds railroad and then it tries to rebuild it with highway, then again build railroad and repeats forever. Same thing happens even on the city tile itself, as the unit thinks it has the railroad. I cannot sure this happens to worker units too.
 
I thought I had forbidden the AI from doing that, will check though.
 
Not bug exactly but is there reason that units icons are so disorganized? What I mean that in vanilla civ4 units are in order infantry, cavalry, navy last. In DoC after roster changes new cavalry/heavy spear are after navy in layout.
 
It's simply the order in which the unit combat types are listed in the XML. I can definitely change it.
 
Back
Top Bottom