Bug Reports and Technical Issues

I have a save file that crashes on current turn city conquest. 1700 India start, the crash occurs for me when trying to conquer Independent Lahore (Mughals collapsed on the same turn). Using the two Patiyodha and Arquebusiers in Delhi and successfully defeating the units defending Lahore, the game instantly CTD's. I'm using the latest Unique Units revision as well as the Blue Marble submodule.
 

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Loaded an Argentine spawn to switch to the Mexicans. Ending the attached turn and hitting Yes to the switch prompt gives no effect, simply beginning my next turn as Argentina.

By the way Leo, if it's any help, while playing as the Mughals in 1700 AD, the American and Argentine spawns offer a new-looking civ switch option which radio buttons and the "no" option on top. The Mexican spawn offers the old-style civ switch option with the rectangle box buttons and "yes" on top. Maybe rebirth civ switches in general are broken? I wouldn't think *just* the Mexican spawn would be broken.
 
That's probably what is going on, thanks.
 
Since we're talking about the respawn civs error again, I'm going to put forth a friendly reminder about the Turk spawn issue.

I was playing a game where I killed the Turks, their flip occurred, and despite them having zero cities and zero units, some barbarians in their flip zone joined them on their flip turn. Is this intended behavior? I thought flips don't occur if the Civ is dead.

Seems like they also flip their cities if they're dead.

I conquered their capital. They are dead, have zero cities, not on the scoreboard. End turn and they came back with their capital in Dukhan, a city that was independent the turn before.

Followup to a previous bug report. I've attached a save where I world builder'd the Turks to be dead. If you end the turn they will trigger a flip and come back to life. This isn't intended, right?
 
I think every civ that gets killed within the first two turns (the spawm turn and the one before the city flip) always resurrects due to the city flip mechanic. I also think this is characteristic not only of DoC but of the original as well as every mod of RFC, as I've observed other RFC mods exhibiting the same behavior. I remember, when I play as Tang in RFCA, the Song leave their capital undefended after founding, so I take it to kill them, then the turn after the Song are resurrected, though much weaker since the strong starting army has already been lost.
 
I think every civ that gets killed within the first two turns (the spawm turn and the one before the city flip) always resurrects due to the city flip mechanic. I also think this is characteristic not only of DoC but of the original as well as every mod of RFC, as I've observed other RFC mods exhibiting the same behavior. I remember, when I play as Tang in RFCA, the Song leave their capital undefended after founding, so I take it to kill them, then the turn after the Song are resurrected, though much weaker since the strong starting army has already been lost.
Interesting. I was confused because I took out the Thai before by rejecting their spawn and killing them before my city could flip.

Also, I'm testing out the world builder features, and it seems that left clicking while in Region ID mode doesn't set a tile's region ID like it should.
 
Also, I'm testing out the world builder features, and it seems that left clicking while in Region ID mode doesn't set a tile's region ID like it should.

For me it works fine. Can you elaborate a bit more which actions you performed?
 
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Can someone help me with this error? Latest git pull....
 

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Looks like there's an extra "<" before the French tag in the Regions.xml text file at line 479. I made a few typos like this when I worked on the translation, but this one is not actually in the latest develop (I just checked), so make sure you really do have the latest version.
 
Looks like there's an extra "<" before the French tag in the Regions.xml text file at line 479. I made a few typos like this when I worked on the translation, but this one is not actually in the latest develop (I just checked), so make sure you really do have the latest version.

And how would I do that? I just did a regular git pull from origin and develop, like I was doing many times before. Unlike SVN git does not show simmple revision number so I could double check it, but after I complete my pull without error it says in blue: Already up to date
 
Try deleting the Assets/XML/Test/Regions.xml file and another pull.
 
Hello! I've been playing this mod for some weeks, but unfortunately it shows an error and crashes randomly (so not always) when a civilization collapses, or when a new civilization is born (last time that happened when the incas spawned). This might have something to do with the fact that I'm playing on Linux with Wine, but I don't think that's the case because BtS, every mod included in BtS (so Rhye's and Fall) and the LoR mod (these are the only mods I tried) work perfectly. I tried both the 1.15 and the latest development version from git, they both do this randomly, although the 1.15 version doesn't crash as often.
I included a save where I play with Greece (yes, that's Greece in Ireland, doesn't matter here), next turn the Roman Empire collapses and the game shows an error. If I hit the next turn button, the game crashes. There was also a similar error when the Babylonian Empire collapsed, but the game didn't crash after that, and after I tried to reload the previous turn Babylonia collapsed properly (without errors), this is why I feel that the whole crashing thing is random :confused:
I understand if you don't want to debug a possibly wine-specific issue, but could you at least try the save I uploaded? The crash *should* happen next turn.
The error log:
Spoiler :

Traceback (most recent call last):
File "BugEventManager", line 400, in _handleDefaultEvent
File "CvRFCEventHandler", line 652, in onBeginGameTurn
File "Stability", line 50, in checkTurn
File "Stability", line 555, in completeCollapse
File "Stability", line 499, in secedeCities
File "Stability", line 530, in secedeCity
File "RFCUtils", line 1890, in flipOrCreateDefenders
File "RFCUtils", line 1858, in flipUnits
File "RFCUtils", line 1864, in flipUnit
File "RFCUtils", line 184, in makeUnit
RuntimeError: unidentifiable C++ exception
 

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Hey, the error in your log does not seem to be related to Wine, but it may also be unrelated to the crash. I will look into it.

Can you also share your Wine setup, i.e. how you got the mod to run? I'd love to reproduce it on Ubuntu, and lately many MacOS players have asked how to set the mod up with Wine and I couldn't yet give them an answer from my own experience.
 
Thanks! I'm using a 64-bit Wine 3.6 on Ubuntu 18.04. These packages are also installed (with winetricks):
d3xdx11_42, d3xdx11_43, d3dx11, msls31, msxml3, vcrun2008, xact and xinput. I'm not sure if all of these are needed (especially msls, I have no idea what that does) but it works like this for sure. I used the GOG installer, the Windows version of Steam doesn't seem to work (it might work with Proton though).
 
Ah interesting, thanks. Most people are trying to make Steam work. Haven't tried Proton myself either.
 
I think I've irreparably messed up my git version of DoC by failing to properly switch, fetch, pull, etc different branches.
 
Easiest solution: keep the folder in place and delete all of its files, then do another pull.
 
Line 2243 of CvCity.cpp:

Code:
// Leoreth: pagan buildings require no religion in the city
    if (GC.getBuildingInfo(eBuilding).isPagan())
    {
        if ((!isHasReligion(JUDAISM) && !GET_PLAYER(getOwnerINLINE()).getStateReligion() == JUDAISM && getReligionCount() > 0) || getReligionCount() > 1)
        {
            return false;
        }
}

If I read this right, you cannot build pagan buildings if:
  • Your city has 2 or more religions
  • Your State Religion is not Judaism and you do not have Judaism in your city.

So a Christian Civ's city with only Judaism is able to build pagan
So is a Jewish Civ's city with only Christianity

Is that intended?
 
I guess not, what is intended is that at least one religion disables pagan buildings, unless that religion is Judaism.

But also, if the state religion is Judaism this exception is not supposed to apply. Can't figure out right now what this is supposed to look like, seems like I need to draw a truth table later.

Edit: I think the first condition needs to be

Code:
getReligionCount() > 0 && (!isHasReligion(JUDAISM) || GET_PLAYER(getOwnerINLINE()).getStateReligion() == JUDAISM)
 
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