Bug Reports and Technical Issues

Yeah, I encountered a similar problem in the past with roads already. The code for waking threatened workers isn't as intelligent as you would assume, and it's surprisingly difficult to rewrite so that it is. So unless a professor of philosophy and logic comes up with any smart solutions, I have decided to put this off until I can merge K-Mod / AdvCiv.
 
Or you could increase their movement to 2, then the game would detect it and they would still move exactly two tiles through forest. This is one of the reasons I increased movement across the board in my mod, because units shouldn't be able to move faster through hills and forests than they do on flat land.
 
Why not?
 
... Have you ever seen anyone move twice as fast through a forest or a bunch of hills than they did through an open plain?
 
Tarzan? Spiderman?

But more seriously, the movement speed of units does not really have much to do with the literal speed of the people in them.
 
Maybe a bug in the "map" branch, the fonts on the city bar is wrong. In fact they should be :mad:, :yuck: and a city defence icon.
Spoiler :
Civ4ScreenShot0036.JPG

And it's normal inside the city screen.
Spoiler :
Civ4ScreenShot0037.JPG
 
Oh, I didn't check that part. Please report development branch specific bugs in their respective threads in the future though.
 
So I was looking through the DLL and am a tiny bit confused by something in CvRhyes.h
Code:
#define BEGIN_WONDERS                (170) // increment if normal building (not for wonders) is added
#define BEGIN_GREAT_WONDERS            (BEGIN_WONDERS+12)

This says that BEGIN_GREAT_WONDERS should start at 182, right?

and this line in Consts.py says that it starts at the Great Sphinx, right?
Code:
iBeginWonders = iGreatSphinx # different from DLL constant because that includes national wonders

When I look at the DoCBuildings enum in CvRhyes.h, it seems that the value 182 would be that of SPACEPORT
Code:
enum DoCBuildings
{
    TRADING_COMPANY = BEGIN_WONDERS, = 170
    IBERIAN_TRADING_COMPANY, = 171
    NATIONAL_MONUMENT,= 172
    NATIONAL_THEATRE, = 173
    NATIONAL_GALLERY, = 174
    NATIONAL_COLLEGE, = 175
    MILITARY_ACADEMY, = 176
    SECRET_SERVICE,= 177

    IRONWORKS, = 178
    RED_CROSS, = 179
    NATIONAL_PARK, = 180
    CENTRAL_BANK, = 181
    SPACEPORT, = 182
    GREAT_SPHINX, = 183

The Consts.py code states " different from DLL constant because that includes national wonders". Since the Spaceport is the final national wonder and thus only 1 would be included, I interpret that as meaning the Python integer is different from the DLL one but they are meant to point towards the same building.

Is this intended?
 
No, that's an oversight I made probably when the Spaceport was added.
 
I think I found another thing:

In CvCity.cpp
Code:
for (int iI = 0; iI < GC.getNumBuildingInfos(); iI++)
    {
        if (isHasRealBuilding((BuildingTypes)iI))
        {
            iRate += GC.getBuildingInfo((BuildingTypes)iI).getGreatPeopleRateChange();
        }
    }

    for (int iI = 0; iI < GC.getNumBuildingInfos(); iI++)
    {
        if (isHasRealBuilding((BuildingTypes)iI))
        {
            if (!GET_TEAM(getTeam()).isObsoleteBuilding((BuildingTypes)iI))
            {
                iRate += getBuildingGreatPeopleRateChange((BuildingClassTypes)GC.getBuildingInfo((BuildingTypes)iI).getBuildingClassType());
            }
        }
    }

It seems these could be merged into a single loop.
 
I'm not sure if this is a correct place to question branch-map, but I'm getting my city names seriously off.

Romans start with capital named "Cumae" instead of, well, Rome, Greeks are getting "Megara" instead of Athens and so on. Changing settling place doesn't seem to work, and there are no city names on tiles with settler selected. As if they were gone.
I was playing this branch just fine in the past. Is it the bug of mine or is the map being broken currently? Main build with default map is perfectly fine with all that.
 
The map branch is not meant for playing.
 
The map branch is not meant for playing.
 
I've been getting back into Civ4 a lot lately, but this is the first mod not included in BtS I've tried to install and I can't work out why it's not working. I can load up the main menu, but then I have no option to start a scenario - pictures attached. I think this is 1.16 version.
https://imgur.com/a/8x5tL6f
 
Hey, thank you for giving DoC a try. Common mistakes to check for include:
- the mod folder needs to be located in Beyond the Swords/Mods
- the mod folder needs to be named "RFC Dawn of Civilization"
- make sure that your BtS is patched to the latest version (3.19)
- if you are using Steam, make sure the game is set up correctly

You can find more information about the last three points in the first post of this thread.
 
Back
Top Bottom