Bug Reports and Technical Issues

Those flipzones are kinda sketchy. Cause if you look at the maps it isn't in the flipzone, Greece, also some play through the claim it and others they do not, maybe it is related to being Solid? I am stable now not solid like last time. Same with Byzantium sometimes they get neutral/barb cities in Egypt and another turn they don't get them. Is there a secondary hidden flipzone? Also in this game Persian Babylon didn't flip to the Arabs, so there must be a factor.

I'll declare war and take the cities back later on, just hope he doesn't get like last times, that some of my troops switch sides, that was a weird bug. He got independence troops when at war from me :s
If you look in World Builder, you'll see a red flip zone. That is what's called an "AI Only Flip", which does exactly what it says on the tin.
 
Ah thanks for that info.

Again when declaring war to the Ottomans as Rome at 1400 enough time passed to declare it after spawn. I see 2 troops (1 musketman, 1 pistolier) switching sides under the war of independence. The typical each turn units switch sides issue, not the stack of troops you they get from denying the cities. I gave them the cities at 1300, so they shouldn't get this. Makes a reconquest tricky as it can be 1-2 but also 4-6 troops switching sides in a regular war. After checking again, now two other troops turn coat (ballista and a pistolier)

I can test if this also happens with Ethiopia in a couple turns when declaring war, since I gave them a city too, a short time back.

On another note, I cannot conquer and give cities to my Vassals, mexico and Peru, even while it is in their historical areas and the cities are not in rebellion (use the 1 turn spare city option). Noticed this is finicky as sometimes you can give them other times not and sometimes you release 1 other city and then you suddenly can give them.
 

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I completed the human genome project and no change happened to the towns' yield, they don't yield +1:food:. And no, I'm not running republic. The team data editor didn't show a change in yield either.

I'm also unable to build solar collectors after researching renewable energy, in desert tiles, next to coast or anywhere. I thought that had been fixed a while ago, maybe I'm missing something.


A less buggy issue, settled satellites appear like pink squares over the GP bar in the city view screen.
superspec.jpg


They do appear ok in the city bar hover and civilopedia.

And about settled satellites and GP, if you settle a lot of them in the same city they eventually get lost over the right edge, as you can see. I've no idea if someone has thought of that before, but wouldn't it be possible to change the display so that it uses just one of each specialist icon and a tiny number next to it to represent how many of each are in the city? Possibly with some repositioning so it can fit all possible kinds of them.
 
And about settled satellites and GP, if you settle a lot of them in the same city they eventually get lost over the right edge, as you can see. I've no idea if someone has thought of that before, but wouldn't it be possible to change the display so that it uses just one of each specialist icon and a tiny number next to it to represent how many of each are in the city? Possibly with some repositioning so it can fit all possible kinds of them.
There should be a bug option that does that (indicating number with chevrons), and it should be enabled by default. Maybe satellites are not affected though.
 
There should be a bug option that does that (indicating number with chevrons), and it should be enabled by default. Maybe satellites are not affected though.

I thought that was just for the regular specialists, but turns out settled specialists do also eventually stack together. No chevron or number, but hovering over their icon does show how many there are. Oh well, not an issue.

I still have no idea why I can't build solar collectors though.
 
A little note when you for example want a resource like corn, and ask what he wants he can ask tons of resources + gold. But if you offer like 1 horse he gives the corn. Is this intended for them to super greedy, if you ask?

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A question more, what is required for a vassal to get his city be given Back. The Aztec got a revolt and lost 3 cities I conquer 2 back but can't give them to them. They in his historical area not core, but even when they not revolting anymore (1 turn save city), I can't give them back.

Sometimes you can give them at a stage and other times not. Like with the Inca I couldn't give Chan chan back but when i tried/conquer some turns later, I got the release to them in the conquer menu.
 
Not sure if this is a bug or not, but Open Borders make relations deteriorate a lot of times.
Here's an example.
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Khmer goes from Pleased to Cautious after we sign Open Borders.
Is this a bug or some clever AI behavior?
 

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The Cheomseongdae became obsolete in 1724 while I was building it in Kyoto, why did this happen?
I have both Buddhism and Confucianism in the city,
Nobody controls it so it can't be that someone built it,
and I haven't researched Physics (which obsoletes the wonder).

Attaching saves before&after it goes obsolete.
 

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More problems with satellites. I'm not seeing the limitation to settled satellites at all, supposedly you shouldn't be able to settle more than a fifth of the city's total specialist slot count, but that doesn't seem to apply at all. I accrued 30 satellites in a city with 55 specialist slots, and I can settle as many as I want dumping satellite units in the WB.

If it were fixed, maybe the city could "spit out" satellites back as units if at some turn its specialist maximum lowers such that the current satellite count goes over that limit? Or perhaps having them become irredeemably lost as "space trash"? Or what if instead those become "angry satellites" out of control, and each one gives a -x% malus to spaceship production in the civ? Should I shut up already?


Another issue is that satellites can indeed "rebase" to any tile in the map, but like other air units' standard behavior they'll snap back to the nearest available city or fort at the end of the turn. Also, they can't rebase onto peaks, presumably their "impassability" extends to outer space. Maybe an exception to this behavior can be coded for them, for peaks maybe the "can move over impassable" xml flag does the trick for them. I haven't tested their nuke-stopping mechanic once you build the SDI, but I imagine a satellite unit would only be able to intercept a nuke in its field of view, so perhaps being able to truly position them on any point in the map and have them stay there during the enemy's turn while the nuke is on its way would be important for that.
 
So that's why I couldn't build the great lighthouse of Uxmal!
That was kind of the entire reason for that feature. To stop the filthy Mayans from taking all the classical pagan wonders no one else wanted.
 
I didn't realize the AI techs prevented you from building it? Is that with all techs or some?

Yeah do remember the Mayans building Great Cothon in the past, the Aztec never could build classical wonders for me ever.
 
I didn't realize the AI techs prevented you from building it? Is that with all techs or some?

Yeah do remember the Mayans building Great Cothon in the past, the Aztec never could build classical wonders for me ever.
All Wonders with Obsoletion Techs can Obsolete this way.
 
There is an old bug comes again. When Mexico collapsed, Spain gains the rest cities in Mexico. The version is latest git.
After the bug occurs, I open PythonErr.log but find it blank.
Spoiler :
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Civ4ScreenShot0530.JPG

 

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I assume some sort of code pushed out their ships from somewhere else to one of their cities. Usually coastal cities are preferred for that but I guess that's what happens when there isn't any.
 
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