Bug Reports and Technical Issues

Code:
if iHasMetTeamY == iMongolia and not utils.getHumanID() == iMongolia:
if iTeamX in [iPersia, iByzantium, iRussia]:
if gc.getGame().getGameTurn() < getTurnForYear(1500) and data.isFirstContactMongols(iTeamX):

data.setFirstContactMongols(iTeamX, False)

teamTarget = gc.getTeam(iTeamX)

if iTeamX == iArabia:
tTL = (73, 31)
tBR = (84, 43)
iDirection = DirectionTypes.DIRECTION_EAST
elif iTeamX == iPersia:
tTL = (73, 37)
tBR = (86, 48)
iDirection = DirectionTypes.DIRECTION_NORTH
elif iTeamX == iByzantium:
tTL = (68, 41)
tBR = (77, 46)
iDirection = DirectionTypes.DIRECTION_EAST
elif iTeamX == iRussia:
tTL = (68, 48)
tBR = (81, 62)
iDirection = DirectionTypes.DIRECTION_EAST

lTargetList = utils.getBorderPlots(iTeamX, tTL, tBR, iDirection, 3)
# Leoreth: Mongol horde event against Mughals, Persia, Arabia, Byzantium, Russia

Arabia is not included in the Array. The Mughals aren't included at all. Are the Mongols intended to get conquerors against them? Because it doesn't seem like they do.
 
This screenshot is from an updated-on-the-22nd 1700 Prussia start.
 

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I cannot seem to raze cities. Here's a sequence of events:
Spoiler :

Civ4ScreenShot0001.JPG
Civ4ScreenShot0002.JPG
Civ4ScreenShot0003.JPG


Even though I pressed "raze", it still kept the city.
I spawned in a bunch of tanks and tried to raze other cities, none of them worked. Same issue every time.
P.S. Thank you Leoreth for all you do :)
 
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Right. It's not visible in your screenshot, but the city should be in unrest now. As the unrest ticks down, the city will lose population (and buildings) and be razed completely when the unrest ends.

I'm wondering now if it would be helpful if I added an interface message like "We have begun razing <city name>" to make this more obvious.
 
Right. It's not visible in your screenshot, but the city should be in unrest now. As the unrest ticks down, the city will lose population (and buildings) and be razed completely when the unrest ends.

I'm wondering now if it would be helpful if I added an interface message like "We have begun razing <city name>" to make this more obvious.
Oh - Awesome! I didn't know this. Thanks :) Would you mind also explaining the meaning of the different city razing options? I don't know what it means to give them gold, etc.
 
Oh - Awesome! I didn't know this. Thanks :) Would you mind also explaining the meaning of the different city razing options? I don't know what it means to give them gold, etc.

As unrest ticks down in a conquered city, buildings are destroyed, city population is massacred (pop points go down), and the city is looted—you gain gold. (Not sure with foreign culture).

Pay Gold: Shortens unrest duration, allows keeping more buildings and sparing more people. But you get less gold from plunder.

Install Governor: The middle option.

Sack City: Longer unrest duration, more buildings destroyed, more people killed, more gold looted.
 
Workers normally have a nice feature where, if they're threatened by a unit, they stop what they were doing and ask for new orders so you can get them to safety. This usually happens with two-movement units like various cavalry. Unfortunately, barbarian Mohawks in North America spawn with Woodsman II, allowing them to move two tiles through forest. Apparently, the workers threatened response doesn't activate when they're a forested tile away from a Mohawk, I suppose because they don't realize the Mohawk has effectively two movement points. This results in situations like this:

Spoiler :
upload_2020-4-27_3-51-9.png


These workers automatically continued their projects despite them being threatened. Would it be possible to update this portion of the AI so the workers can account for this? Or, failing that, can Mohawks just be given Woodsman I? Thanks!
 
I already discussed a solution to this a while back, the problem here is that the plot threat heuristic is rather simplistic and does not properly do pathfinding for all units that could threaten it, so things like the combined impact of terrain and promotions are not properly recognized. You could of course pretend to "fix" this by completely throwing unit balance out of whack by changing random unit properties, but an actual fix would be to merge K-Mod / AdvCiv and use its accurate pathfinding.
 
Hello I believe I am using the latest update but I want to inquire if this is bugged or working as intended.

In this latest game, twice happening civs are "reborning" in someone else's faction core, while they are still alive. (or at moment of collapse, IDK)

The two examples I have:

1. Poland as a vassal of mine had low stability, and the HRE who was dead "reborn" into krakow as their capital. This killed the poland. (it had danzig and krakow as its only cities, and they both went HRE)

2. HRE who was dead, reborns into Italy civilization, with their capital in venice. This killed the italy. I think italy had low stability at the time, but I am not sure.

They just seem like very weird ways to reborn.

(also, in a byzantime game I went to like 1700s, and with the stability pointer being upward (so I had good stability), ottomans all of a sudden reborn itself in constantinople and most of its cities after I had already defeated them)

Should I try to get a save game for this second HRE reborn thing? or is it working as intended

The image is the turn hre reborn into italy

Spoiler :

2jyLtsi.png

 
Looks like a bug, if you upload the save from a turn before this happens respectively I can look into it.
 
Ok I got the save for both instances. The one I showed in the screenshot, apparently Austria gets to have Venice as a core region in industrial era? So maybe thats why that happened. But I don't see why they would do it in the polish case, since when I looked at their core area it was not in the polish area cities.

I will try to figure out how to get them on the forum now
 
Looks like a bug, if you upload the save from a turn before this happens respectively I can look into it.

Ok here are the save files I hope it works. I believe I am on the latest update patch.

The "hm" is 2 turns from it happening. for when it goes into italy. It put it that way in case you want the collapse notification for italian to be included.

The "HRE can into poland" is 1 turn away from it happening when it goes into poland


I modified the game once in this playthrough, I clicked to expand Iran's core by one slot, because they kept collapsing fast. IDK if that could have caused a bug
 

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Oh one more thing,

I am playing as Russia and the mongols never invaded me. I always saw them invade in other games when I played other nations.

I never actually made contact with them (I never saw one of their units or revealed a tile owned by them) is this why I was not invaded?
 
I never actually made contact with them (I never saw one of their units or revealed a tile owned by them) is this why I was not invaded?
AFAIK the Mongolian conqueror events are indeed tied to them making contact with one of their destined victims, so if you just never meet any of their units you are safe in that regard.
 
Communist city renaming doesn't seem to be working, at least not for the human player, e.g. Sankt-Petersburg never changes its name to Leningrad on its own. I noticed this in my own modmod but verified it for DoC 1.16.2 and the most current development version with some quick worldbuilder tests.

After long hours of troubleshooting, testing out various scenarios, reverting to past versions and even digging out vanilla out-of-the-box RFC, finding out during the process that apparently communist city renaming has in fact not been functioning for well over two years, I at long last found the solution to this issue:

Assets\Python\CvRFCEventHandler.py in onRevolution, lines 484 and 485:
Code:
        if iPlayer in [iEgypt]:
            cnm.onRevolution(iPlayer)

Turns out the game is only bothering to look into updating city names on changing civics (and thus doing communist city renamings) when the player is Egypt. So really, if only Egypt had ever gotten a hold of Sankt Petersburg and then become communist renaming to Leningrad would have worked just fine. For Russia though, no such luck.

I suggest removing the line checking if the player is Egypt (which is redundant as onRevolution in the CityNameManager does it again anyway) and moving cnm.onRevolution(iPlayer) to a line above or below dc.onRevolution(iPlayer) in line 480.

At long last, we can finally see Leningrad and Stalingrad again!
 
Playing as America in the 1700 AD scenario.

I saw the Spanish have two Guatemala cities. One that they founded south of the Central American mountains and another one in Honduras or Nicaragua, Ciudad de Guatemala. The city name in that tile is San José.

I have another minor issue with the screen resolution. In the late game where you have met the whole world, have some vassals and espionage the list of civilizations in the world ends up filling the right half of my screen so I have to click my own empire's city so I can see. Is there a way to reduce that text's size?
 
Crash bug after I press the next round button. Might have to do with me completing the UHV.
Build: v1.16 official release (no github modifications or other modmods etc.)

Is there a way to fix this myself? Would love to continue the game.
 

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Can you clarify if it is 1.16.0 or 1.16.2?
 
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