Bug Reports and Technical Issues

The game code uses "real population" for the population shown in the city screen, which is (iirc) a quadratic formula. This is used for domination, so larger cities are more valuable here than many smaller ones.

I think all UHV goals that refer to population use population points.
 
This popped the turn after Brazil spawned:
Code:
Traceback (most recent call last):
  File "BugEventManager", line 400, in _handleDefaultEvent
  File "CvRFCEventHandler", line 658, in onTechAcquired
  File "DynamicCivs", line 641, in onTechAcquired
NameError: global name 'capital' is not defined

I'm also seeing weird stuff with random events and DOWs, where the notification states that the civ declares war to itself (the war does happen with another player though). Or, for example, as the Portuguese I got the Fugitive event involving the Mongols and Russians. After turning in the fugitive to the Russians, the notification stated "Our gesture of good will toward the Portugese Empire has angered Genghis Khan."

Finally, Colombia starts with Ideology civic yet doesn't have Journalism or even its reqs. It also seems like many medieval civs spawn with no Territory civic active, could be good to give them Tributaries.
 
I'm still getting warriors from goody huts. Am I supposed to get militias instead?

EDIT: Some warriors are still spawning, either as roaming barbarians or independent garrisons.
 
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The second URV goal for the Inti pagan religion shows as a missing text key.

Also, I'm having immigrants from the old world always rush into the same city, which doesn't have food to sustain the growth. I thought that was an issue fixed long ago.
 
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Post-medieval Independents seem to be mostly protected by Archers. Do they not get tech for up to date units?

Trade on rivers is possible without Fishing (coastal trade requires tech). Can adjust espionage rate before Arithmetics.

Mouseover in Civilopedia shows different yields for Village, Town, Pasture and probably others too. Opening the page gives correct values.

Tech tree and Civilopedia don't specify that reaching a tech only spawns a religion if you're the right civ or control the right terrain.

Mongols can spawn without declaring war to China (player), instead initiating normal dialogue. Save attached, git from Sunday 10th of September. Happened once in 1.14.5 too where I recall they declared war to Korea (here Korea is my vassal). Removing Chinese culture from desert didn't affect the outcome. Can use world builder to force war.
Spoiler Mongols move, build city, game gives opportunity to play as Mongol, then this. Next turn contested area flips for a turn. :
mongolia war bug.png


Espionage screen doesn't scale properly to show action costs (1920x1080 fullscreen mode).
Spoiler Espionage screen :
fullscreenm1920x1080-espionage.png
 

Attachments

Mongolia does not necessarily spawn at war with China. There is a high chance, but it is not guaranteed.
 
Pikemans are not being considered melee units, at least for Pombos.
View attachment 477207

They are. Pikeman have a 100% bonus vs. melee units, Pombos have a 25% vs. melee units. The green -75% melee units (last line of the combat advisor) indicates that. (100-25=75)
 
I'm assuming you have a Coal Plant, that is +3 unhealth (+1 for power, +2 for dirty power (coal)). With 1.15, this is multiplied by the number of buildings that consume power.
 
The second URV goal for the Inti pagan religion shows as a missing text key.
Looks okay to me, can I see a screenshot or savegame?
 
After building a coal plant in Frankfurt I get +150 unhealth from power.
Sorry, introduced this error when I tried to streamline the code. The fix has been committed, if you want to correct the unhealth in your game first remove all buildings that consume power (the Coal Plant itself can stay), then pull the update (the save will remain compatible) and add the buildings back in.
 
Can you fix the corporation yield limit? Corporation e.g. trading company :food: and :gold: do not have the 3:food: 9:gold: limit as intended.
Spoiler :
Civ4ScreenShot0022.JPG
 
Why do you think that should be the limit?
 
Looks okay to me, can I see a screenshot or savegame?
Right, didn't notice it works right with the Inca. The problem is when switching to it with Colombia, which is not a very good idea anyways:
Civ4ScreenShot0002.JPG

Also, something I don't know if it's intended, but Torpedo Boats don't get their 50% coast attack bonus if the target is on an islands feature. I don't know if that's about combat rules in general.

Finally, the new WB feature to automatically name placed cities is a godsend, but when placing a city somewhere with no names available, this pops:
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 613, in leftMouseDown

  File "CvPlatyBuilderScreen", line 2053, in leftMouseDown

  File "CvPlatyBuilderScreen", line 493, in placeObject

ArgumentError: Python argument types in
    CyCity.setName(CyCity, NoneType, bool)
did not match C++ signature:
    setName(class CyCity {lvalue}, class std::basic_string<unsigned short,struct std::char_traits<unsigned short>,class std::allocator<unsigned short> >, bool)
ERR: Python function leftMouseDown failed, module CvScreensInterface
 
Finally, the new WB feature to automatically name placed cities is a godsend, but when placing a city somewhere with no names available, this pops:

Sorry, my bad. I will make a PR with a fix.
 
Also, something I don't know if it's intended, but Torpedo Boats don't get their 50% coast attack bonus if the target is on an islands feature. I don't know if that's about combat rules in general.
Yeah, all terrain type specific bonuses require no feature on the tile.
 
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