Bug Reports and Technical Issues

Played for the first time today and maybe this has been brought up before but Babylones historical goals 2 & 3 are bugged or misspelled. It said I was the most populous city and the one with the most culture but yet I failed them. I checked with the editor and indeed there was no tie, I did "win" them both.

Maybe it is known but I can't be bothered to go through 330 pages, I don't really care but thought I might as well report it.
 
Playing as the Byzantines. Ottomans respawned in 1745, taking Constantinople with them, despite that the city had firmly remained under my control ever since the start. It shouldn't be considered a core city of theirs if they've never conquered it, no? Fortunately I can fix this via WB.
I'm playing Civilizations Reborn, but I vaguely recall the same happening in one of my prior late Byz games from a year or two back, in DoC proper, and forgot to write about it here.
 
Playing as the Byzantines. Ottomans respawned in 1745, taking Constantinople with them, despite that the city had firmly remained under my control ever since the start. It shouldn't be considered a core city of theirs if they've never conquered it, no? Fortunately I can fix this via WB.
I'm playing Civilizations Reborn, but I vaguely recall the same happening in one of my prior late Byz games from a year or two back, in DoC proper, and forgot to write about it here.
Whether or not a city is in your core does not determine whether it flips, cities are flipped if they are in the birth area, normal area, or broader area, with each applying to a different type of spawn.
Also, IIRC cities can flip if they have enough of the flipping civ's culture in them.
 
Please don't report games from modmods here.
 
Edited the opening post to be more explicit on that:
I have a problem or bug that happened in a Dawn of Civ modmod, but I am certain that the issue could not be caused by any of the modmod's changes.
Unfortunately there is not much I can do in such a situation. I would like to fix the underlying problem in DoC, but because I have no knowledge about possible changes that might influence the behaviour of the game in the modmod, and because I cannot open savegames from modmods in DoC to recreate the issue, it is not really possible to effectively do so. If modmods attract an increasing number of players (and playtesters) away from the main mod, they have an increased responsibility to fix bugs encountered by their players. If the bug goes back to DoC itself, the right thing to do is submit a pull request with the fix to the base mod.
 
Lately, whenever a civ's about to collapse I receive a message window telling me OK or Cancel. It's about that particular civ's collapse.
Can you be more concrete? Screenshot/save?
 
Can you be more concrete? Screenshot/save?
It's the debug pop up from when you were investigating the crashes on civ collapses. IIRC it turned out to be due to orphaned pointers to units that were deleted when the ships they were cargo on were destroyed
 
No, it was about the culture bug that I assumed were about the collapse implementation. But I think I can turn them off regardless.
 
Playing on the new update you put out last night, and when I try to open the "Toggle Stability Display" button, this pops up.
Spoiler Error Code :
20200621125500_1.jpg
 
Another one: Looks like a barbarian elephant captured Pagan, and now there are pirates all over the place (3 more inside Pagan)...
Spoiler Pirates! :

20200621140214_1.jpg
 

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Another one: Looks like a barbarian elephant captured Pagan, and now there are pirates all over the place (3 more inside Pagan)...
Spoiler Pirates! :
Do you have any idea where those ships came from? Did they spawn in Pagan? All at once or over time?
 
Do you have any idea where those ships came from? Did they spawn in Pagan? All at once or over time?
So I went back to the autosave of the turn after I spawn in, and it turns out they were all over the Indian Ocean at that point too. I had just assumed they came from Pagan. I don't have the initial save, unfortunately.
 

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So I went back to the autosave of the turn after I spawn in, and it turns out they were all over the Indian Ocean at that point too. I had just assumed they came from Pagan. I don't have the initial save, unfortunately.
Thank you. Barbarian pirates are meant to spawn in the Indian Ocean coast, and I messed with the code controlling spawn frequencies a bit. It would help if you (and anyone else playing in that area) could have an eye out if spawns happen too frequently around there. I'll look into the code too.
 
Please upload a save of that turn, otherwise you can ignore it.
 
Please upload a save of that turn, otherwise you can ignore it.
Yes here it is

Just to add a couple things: I didn't play the game in a traditional way. For me it's mostly a simulator kinda playstyle where I try to make events as historical as it can get. I used most of the time the world builder where I add extra units for conquering or speedrun buildings and wonders etc.
 

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Okay, world builder might explain this. Thanks, I will keep it in mind.
 
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