Bug Reports and Technical Issues

I noticed the same. @merijn_v1 Do you want to take a look at it. I could possibly do it myself but you know your own code better than I do.

I noticed it too, but played on and forgot about it. I will take a look at it. Thanks for the reminder.

Ctrl+k still works if you want the stability overlay.
 
I believe Leoreth has said that this is actually the intended effect for Japan's UP.

On a totally different matter, the button to display core/historical/etc. areas directly on the map has stopped working a while ago. I feel like it might just be me, for some reason; are other people getting this bug?
I thought it was weird that the stability display button is activated by right clicking instead of left.

Yeah that's right, it still works, someone just made it react to right clicking for some reason. So if you want your stability guide right click.

I've known this for months but just assumed it was an intended feature for some reason.
 
Kind of ... I like the idea of going to war to modernise your tech, however not if it's a phony war. Maybe I can modify the condition a bit to exclude these situations. However coming up with a working definition of what a "real" war is isn't very easy.
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It's just a little strange: civ can modernize by acquiring techs already known by friends who are willing to share. I can understand that. But if nobody wants to trade (meaning sell for cash or swap for another tech, just like Japan did with buying many licenses and developing it's own industry) -- if nobody wants to trade the tech in a peace time, why would its cost drop just because when at war and not even willing to talk truce BTS game mechanics lists your enemy techs as potential bargain items in a very very distant peace negotiations?
 
3000 BC Japan gets extra 2 Workers: 2 as starting units and regular 2 upon city founding. Not that I am complaining, but we need to be fair... 600 AD is not like that.
 
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1.15RC2

When you build your first Worker, the tutorial popup describes it as a Mounted Unit.
Same goes for missionaries and probably every other unit with more than 1 movement point.
 
Same goes for missionaries and probably every other unit with more than 1 movement point.

Oh, apologies for reporting a vanilla bug then. I guess that when I know I'm playing a major new release, I am more alert to oddities!
 
Oh, apologies for reporting a vanilla bug then. I guess that when I know I'm playing a major new release, I am more alert to oddities!
That bug didn't exist in v 1.14. Perhaps, it was caused by the split between light cavalry and heavy cavalry.
 
I noticed it too, but played on and forgot about it. I will take a look at it. Thanks for the reminder.

Ctrl+k still works if you want the stability overlay.

I got this too. Idk about Ctrl+K, but weirdly, right-clicking the button works. :lol: But I think I received a pull request notif about this already, if I'm not mistaken? :)
 
Already merged :)
 
Civ4ScreenShot0004.JPG

Math does not add up here! Can it be fixed, please?

Also, looks like Aztec Slave is a unit in its own right, separate from Slaves, but it is not documented anywhere in Pedia, at least not in the units list...
 
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1.15 RC2. I am seeing several of those familiar pink blobs instead of these units:
- Ethiopian Heavy Spearman
- Iranian Qizilbash
- English Great General

I am playing with low graphics settings and the VD module (using the installer, after moving the previous version to a different directory), which I believe is sometimes relevant to tracing these problems.

And actually I had a pink Qizilbash in 1.14 as well, so I wonder whether it could possible be a corrupt art file somewhere in my vanilla installation?
 
I can't really do anything about that, it's simply that the low res texture is missing for these unit models. Unless your PC is literally from when Civ4 first came out, it is usually safe to use high resolution textures. Game performance is mostly determined by memory and CPU, which aren't impacted by the graphics settings.
 
I downloaded the latest(?) revision a day or two ago. A few observations so far (Roman game, epic, monarch):

- Early civs are strong when it comes to stability. All ancient civs were stable/solid during time of BC.
- Stability changes seems to occur more often now. Example I was going from shaky to solid and back all the time.
- Ottomans spawned. All of Anatolia were indy. They flipped all expect Sparta and Athens became their capital:nope:. (already said, but heh, that annoying Athens flip to Turks gets me every time :gripe:).

Killed the Turks in turn X. Turn X + 1 they decided to respawn :trophy: (screenshot attached and save if necessary)

upload_2018-1-11_7-2-37.png
Will keep playing to explore more :)
 
It is a "animation frozen" setting you have chosen, many units are like this. Switching back to default in your options will fix it.
 
Stability changes seems to occur more often now. Example I was going from shaky to solid and back all the time.
That is intended, since no negative consequences are associated with going down a level anymore, I made stability levels more volatile. I think it gives a more immediate feedback to where your stability is currently.

View attachment 484992

It says that Norway founded Bergen, but the scorecard says Swedish Empire.
Do you have saves for these?
 
Grenadier is :strength: 10 and has 25% bonus against Rifleman with :strength: 16, but no bonus against more inferior Musketman with :strength: 12. Once people learned how to use grenades against rifles they surely must have bonus against more inferior firearms like arquebus and muskets. But all other things equal -- Muskets will stack up against Grenadiers better than Rifles which is not very logical! 50% bonus?
 
Do you have saves for these?

I managed to get those saves for you. The older one is Norway/Sweden/Bergen. Looks like the Norsk people changed their name right before Bergen was founded.

The newer one is that Incan statesman.

Just hit the next turn to experience those.

EDIT: It seems that Aztec statesman has the same error than Incan.
 

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