Bug Reports and Technical Issues

Which revisions are you both on? I tried develop and couldn't load, and the commit from the other of your saves I looked into didn't work either @Vekkimaster.

upload_2019-2-17_1-49-33.png

Will this help or where else can I find what you are missing?

EDIT:

This version of the mod of mine includes only the castle-bug. The satellite, submarine, overflow etc where in the previous version.
 
Was it related to not possible calculations being made after a Raze? Just curious :)
Yes, normally at the end of a city being conquered the game would determine the building and population damage to apply every turn, this was erroneously also applied when the AI decides to raze a city but then the city object is already deleted.
 
That should be enough to open the save, thanks.
 
. I think that when the effect of Krak des Chevaliers obsoletes, it should not erase castles away from the cities that wonder gave you (castles to all your cities). Because now it does.
I think it should. It's the same with Great Lighthouse. Once it is obsolete , you need to build regular lighthouses.
In case of the Krak, if you have combined arms already, you don't need the castles for defense that much, right? They still go obsolete with Urban Planning, regularly.
Or, if you are dependent on them, research something else to keep the effect as long as possible.
 
How do I check the revision?
With Tortoise, right click the entire mod directory and select git log, it should show the current commit and below there is a field with "SHA-1:" followed by an alphanumeric hash, which is the commit revision ID.
 
With Tortoise, right click the entire mod directory and select git log, it should show the current commit and below there is a field with "SHA-1:" followed by an alphanumeric hash, which is the commit revision ID.
I guess my last version was on 1/29/2019 and the SHA-1 is 0bcb904c184674c9ea3b4f7129f4de65a7a4b9b9
 
I think it should. It's the same with Great Lighthouse. Once it is obsolete , you need to build regular lighthouses.
In case of the Krak, if you have combined arms already, you don't need the castles for defense that much, right? They still go obsolete with Urban Planning, regularly.
Or, if you are dependent on them, research something else to keep the effect as long as possible.

But it's kind of funny that you lost all the lighthouses/castles given to you via The Great Lighthouse/Krak des Chevaliers when obsoleting them, but ALL your "normally" constructed you are allowed to keep :crazyeye:
 
But it's kind of funny that you lost all the lighthouses/castles given to you via The Great Lighthouse/Krak des Chevaliers when obsoleting them, but ALL your "normally" constructed you are allowed to keep :crazyeye:
Alternatively, what does losing the lighthouses/monuments/castles/etc represent?
 
I think that makes perfect sense. What would you expect to happen when someone conquers a wonder giving free buildings?
 
Crash to desktop in my current HRE game when I just discovered Academia, founded Protestantism and the Golden Age began with the second UHV.
Enclosed save just before the CTD, just press Enter to end the turn.
1 commit behind the current develop version (wonder limit display) but when I just updated now it was the same obviously.

Some logs I found too, not sure which may be relevant.
I looked into this and couldn't reproduce it, regardless of which reformation decision I make.
 
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
I still want to look into this, do you know the commit this is from? I tried 1.15 and the latest commit as of the time of the post, neither of which were compatible.
 
So I found a glitch that allowed me to win the UHV with Babylonia.

1) Hold shift and enter to end a turn where you'd gain a UP free tech
2) Continue holding until the new tech popup goes away. This will both close the tech pop up and advance to the next turn.
3) Now you'll get 2 free techs.
This seems like it should be a bug report. @1SDAN, do you have a savegame file for Leoreth to check out? (Or is it a general glitch that occurs with any 'free tech' popup?)
 
This seems like it should be a bug report. @1SDAN, do you have a savegame file for Leoreth to check out? (Or is it a general glitch that occurs with any 'free tech' popup?)
I didn't post it here because it would be bad for the game to fix it if rebalancing Babylonia doesn't happen shortly afterwards. Currently the Babylonian UHV is impossible without that technique as China always gets Construction before the player can, and if they focus on Construction Greece and India will take Writing, Calendar, or Arithmetic.

I gave the steps for reproducing it right there. It's insanely easy to do and can be reproduced within a couple minutes of starting a 3000 BC game. AFAIK it only occurs with Babylonia's UP. I gotta go to bed now, but I'll upload a savefile when I wake up noonish EST.
 
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