Bug Reports and Technical Issues

Yes. It's not guaranteed that Catholicism will be founded in 3000 BC in which case they start with Orthodoxy. They will still start as Catholic if it's already founded.
 
Yes. It's not guaranteed that Catholicism will be founded in 3000 BC in which case they start with Orthodoxy. They will still start as Catholic if it's already founded.
Okay, that's awesome.
 
I don't think the new foreign stability changes are working correctly, I currently have 1 negative and 1 positive temporary relations (+1 with India, -1 with Babylon) and a -5 penalty. I've attached the save, press next turn for a stability check.
 

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I don't think the new foreign stability changes are working correctly, I currently have 1 negative and 1 positive temporary relations (+1 with India, -1 with Babylon) and a -5 penalty. I've attached the save, press new turn for a stability check.
You're right, you should be getting positive stability from positive relations with more powerful civs, but are getting negative stability. A fix will come with the next update.
 
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I was playing this game on 1.16 installer and recently got the new development version (Hurrah for new foreign stability calculation!). On hitting the next turn button, it gives me this error message.

I'm unsure how helpful this will be as I don't have autosaves of previous turns and wasn't able to test if the message appears prior.
 

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Do you have any earlier saves, even if they are a few turns ago?
 
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I just started as the Greeks, saw that I'm in Republic, but don't have at least one specialist slot for each of Artist, Scientist, Merchant, and Statesman, but rather just one slot for a Scientist. Am I misreading how Republic works?
 
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I just started as the Greeks, saw that I'm in Republic, but don't have at least one specialist slot for each of Artist, Scientist, Merchant, and Statesman, but rather just one slot for a Scientist. Am I misreading how Republic works?
You need a tech that unlocks a building that gives a specialist to get a free slot of that kind. For example, currency and merchants.
 
Somewhat. You need to be at least theoretically able to get a slot, i.e. having researched a building that enables it.
 
Got it, so the Scientist is from having started with Writing for a Library. Thanks! So the Merchant slot would require Currency (Market), the Artist slot would require Aesthetics (Weaver), and the Statesman... Politics? Does the Administrative Center count, since it's not a normally built building?

EDIT: Nevermind, the Greek unique Odeon gives a Statesman slot, so Literature does it.
 
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Right. I think it needs to be a buildable building, so GP buildings like the Admin Centre don't count. Also sorry for not making that explicit in the description, but it would have been too wordy.
 
No problem, I was just thinking that it worked like vanilla Caste System that gave specialist slots to all of your cities, no questions asked. I always liked having the option of using it to run an Artist at size 1 to expand borders.
 
Early Orthodox monastery

Do you have the turn before the flip for that?

Edit: I ran five games and none of them had it.

LOL. That was a long time ago. No I don't.

But seriously, what is the deal with my version of this mod? (I shout the question at the sky, not you.) The installer wouldn't work for me (thanks again for shooting me over to the non-installer version). I get Python exceptions out the ass, but they don't replicate when I reload an earlier save. There's that ghostly Orthodox monastery that doesn't replicate for you.

And then there's today's adventure in non-replicable buggy behavior.

So I'm playing Harappa, killing time until the Turkmen spawn. The Turkmen spawn, I switch. I play a few turns, getting my new empire in order. I go in to check Toshkent.

There's a Solar Plant in the city.

You know, the kind that provides clean power.

A ************g Solar Plant in a Central Asian steppe city in AD 590.

Well, it could have been worse. It could have been in Edinburgh or some other place where the sun doesn't shine.

Anyway, I go back a few turns, to just after the switch. Yep, there it is. So I open up my last Harappan turn, just before the switch, look in World Builder.

No Solar Plant in the city.

Huh. So I play forward, switch civs again. Play until Toshkent flips to me. Look in the city.

No Solar Plant. I play forward a few more turns. No Solar Plant shows up.

So is there a point in me uploading a saved game showing said Solar Plant? If I give you my last Harappan save, I will eat the front left tire off my car if the error replicates for you.

It's like my version of DoC is haunted.

In other news, would you like a screenshot of the Great Wall of China in my last China game? The one where the Wall was built to enclose two Mountain peaks in Yunan province, north of Kunming? It was either built to enclose Kublai Khan's Xanadu, or the Chinese were more scared of Yeti than barbarians. (It's just a graphical glitch anyway; the Wall, despite its screwy locale, worked as intended.)
 
If it does not even reliably replicate for you, that is indeed very strange. If you ever run into seemingly impossible buildings appearing again though, I would still appreciate a save from a previous turn of it appearing. Who knows what I can find in the game.
 
Okay, here's some saves for you to look at.

1. DoC1.16-Solar Plant: This is the one with the Solar Plant. Though I'm sure you won't find one. This is a Harappa save, from just before the Turkmen spawn. The first time through, when I switched to the Turkmen, I found a Solar Plant in Toshkent. When I reloaded this save, and switched again, no Solar Plant.

Last night I downloaded the development version, to see if it was more stable for me. It was, I had no problems, until Turn 237 of my Egyptian game.

2. Ramesses II-Turn 237: I hit return and got Python exceptions. Reloaded Turn 236, advanced to 237, hit return. More Python exceptions, then a CtD. The next three reloads of Turn 237 went straight to CtDs when I ended the turn.

I went back to Turn 232 and took another run at it.

3. Ramesses II-Turn 235: The first time I went through Turn 235, nothing happened until a CtD when ending Turn 237. Then, the second time I reloaded 232 and went forward again, I got a weird message after advancing from Turn 235 to 236, about Byzantine cities wanting to flip and rejoin their empire, should I let them? Weird, because all my cities were Egyptian, and the message didn't specify which cities wanted to go. I said "Yes, let them go." Nothing happened. No flips, no DoW. I proceeded on to a CtD on Turn 237. Another load from 232. This time when I hit Turn 236 I got Python exceptions, apparently related to Byzantium respawning. I reloaded from 232 again, advanced. No problems on Turn 236 -- no message, no Python exceptions, nothing.

I am betting that the Turn 235 problem won't replicate for you, but I do have Turn 232 if you want to look at it.
 

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I get a CTD upon ending this turn. Unfortunately I have no idea what might be causing it. v1.16.
 

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Attached game save of the development version, with an Overflow bug.
Is that the turn the overflow bug was detected, or the previous turn? Please upload the previous turn as well if you can.
 
I don't remember if that was the turn it first showed up or not, and I carelessly didn't make any more saves before continuing the game. It was a production overflow, and I dealt with it by razing the city in World Builder.
 
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Started a 3000BC Netherlands game. This happened during the interturn, and I'm not familiar with those error messages. I clicked through it and got this, and the game seems to be continuing without further issues.

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