Bug Reports and Technical Issues

Hello (again) after one year of absence. Great to see that things are still going strong. And of course I'm eager to see that bigger map:thumbsup:

Yesterday I downloaded the latest .zip. Started a game with the Romans. There is now this new rise and fall-system going on. Something about that and some other points:

1) Where is the US? The year came and no Americans...bug maybe:dunno: (save attached)

2) For me expansive tiles may take some time to adjust.. Winning or atleast withdrawing (100%) is guaranteed when attacking by a siege unit on your own Exp area. Can't settle a new city for almost a 150 years to a rise of an empire-area. A free army is granted either way when going in to war. I have to play more games to figure out the outcome of this rise and fall-system that change the dynamics of gaming.

3) I was given a choice to wage war or give city to a resurrected nation. I chose to give. I had units in that city (like a 100 points general-unit) which I lost to the new nation. Although units in tiles next to that city where returned to me. Not nice:eek:
 

Attachments

3) I was given a choice to wage war or give city to a resurrected nation. I chose to give. I had units in that city (like a 100 points general-unit) which I lost to the new nation. Although units in tiles next to that city where returned to me. Not nice:eek:
That's not intentional, all units should be returned to you. If you still have a save from before that happens, it would help me find the cause.

Thanks for the feedback in general. How many turns are you talking about with the 150 years of rise? And you are talking about the birth protection now, not the expansion bonuses, right? Because you mentioned them earlier and I am not sure if you are switching the topic here or not.

All these things are due for more rebalancing. I will give more attention to it when I come back from the custom map work.
 
That's not intentional, all units should be returned to you. If you still have a save from before that happens, it would help me find the cause.
I sure do! Just check Carthago.
Thanks for the feedback in general. How many turns are you talking about with the 150 years of rise? And you are talking about the birth protection now, not the expansion bonuses, right? Because you mentioned them earlier and I am not sure if you are switching the topic here or not.
Yes, I meant birth protection...I said Rise of an empire-area. When the Turks appeared, they auto-turned Athena. Because there was no city of Byzantion in the Bosphorus, there was an area with no ownership. It lasted like that from 1280 to about 1420AD when the birth protection faded away. So the answer is about 30 turns.
All these things are due for more rebalancing. I will give more attention to it when I come back from the custom map work.
That's good to know. From the first playround I'm having now I would say it feels a bit too handicap-balansed.
 

Attachments

Yes, I meant birth protection...I said Rise of an empire-area. When the Turks appeared, they auto-turned Athena. Because there was no city of Byzantion in the Bosphorus, there was an area with no ownership. It lasted like that from 1280 to about 1420AD when the birth protection faded away. So the answer is about 30 turns.
On normal speed?
 
Spain conquered these two barbarian cities right before I spawned as France, and when they flipped to me, they were still in unrest.
Spoiler City unrest :
20220114160450_1.jpg
 

Attachments

Some things about my experience with the new mechanics
  1. The Advanced Start has been proving a bit irrelevant
  2. Getting declared at the start is viable. Baiting the Vikings spawned me 10 troops.
  3. Apparently if England is too stable, the US doesnt spawn. A shame, cause i can't RP as the Soviet Union without my mortal American enemy. (gotta settle with the British i guess.)
  4. You get way too many troops on expansion. I had to delete half of it as the Ottomans cause otherwise i would bankrupt and game would delete the units for me.

The change overall is welcoming. It made the mod much more dynamic and fun. It needs more improvement but it's a given since it's early dev. lmao
 
Some things about my experience with the new mechanics
  1. The Advanced Start has been proving a bit irrelevant
Can you elaborate why/how?

Apparently if England is too stable, the US doesnt spawn. A shame, cause i can't RP as the Soviet Union without my mortal American enemy. (gotta settle with the British i guess.)
That's a bug, if you have games where that is the case, please supply saves from before the American spawn.
 
Can you elaborate why/how?


That's a bug, if you have games where that is the case, please supply saves from before the American spawn.

The Advanced start gives too little money and the bonuses and improvements are too expensive. If the idea is to give you 1/2 improvements at the start, then i guess it does the job.

The save? i have it, i save like a schizo on marathon games.
 

Attachments

The Advanced start gives too little money and the bonuses and improvements are too expensive. If the idea is to give you 1/2 improvements at the start, then i guess it does the job.
Yeah, I noticed too that it's sometimes underwhelming. However the main purpose is to allow you to connect the main resources and not much else, but even then a budget that is a bit more generous may be justified. Which civs in particular are you talking about?

The save? i have it, i save like a schizo on marathon games.
Thanks.
 
Yeah, I noticed too that it's sometimes underwhelming. However the main purpose is to allow you to connect the main resources and not much else, but even then a budget that is a bit more generous may be justified. Which civs in particular are you talking about?

The only 2 nations i've experienced having it were France and Ottomans. Oddly, i dont recall Russia getting it and i think even Japan didnt too.
I'd imagine that Post Colonials get way more gold to make use of it.
 
Yes, not all civs get advanced start points.
 
Hello, a newbie here...I've just recently discovered DoC after finishing my, also first, Rhys FoC game :). And thank you Leoreth, for making me happy in this winter time, I've only played DoC for about 100 turns but Im thrilled :)

I'm having problem with loading DoC mod. First, I searched the forum and this thread but I didnt find a solution.

So, I installed the DoC via installer, and selected to be installed with that soundtrack and unit modmod, but without the Blue Marble and Carbon color HUD (so 2 out of 4).

And when I load the DoC mod, after a 20 minute of "background loading", it starts to load but then I get the message below and the application stops.

Is this a known problem and what did I do wrong? :)


gfc.jpg
 
Does it work if you install without any modules?
 
Does it work if you install without any modules?
Yes, I tried without any modules, the same problem...then just with Varietas Delectat module (1 out of 4 modules), also the same...but since the error message is saying "...primary control theme.", which drew me to CC HUD module, I tried the combination with 3 modules (Carbon color HUD included), just without Blue Marble, and it works :)

So I presume maybe that Carbon color HUD module was the problem, it must be included?
 
That should not be required. No idea why that is.
 
Hello to everyone.

These are from the latest version in development. I assume these are bugs instead of my confusion with some mechanisms:

1. Italy spawns despite that France controls Rome, Byzantium Venice, and Vikings Naples. Is the spawn condition of Italy checked a few terns before 1170, so that even if there are no indie cities in Italy in 1170, it may still spawn?
upload_2022-1-20_17-12-7.png

2. Canada flips Boston, which is an American core city. This should not be intentional, right? Also, due to the fact that a lot of uncolonizable ice tiles are counted as Canada, it seems to be impossible to cover 90% of the tiles (80.16% in the end). I WBed a few settlers and GAs to test.
upload_2022-1-20_17-14-43.png


Regarding to the stable 1.16, I had a problem with the Tamils UHV check on the 4000 gold by trade. I also had a problem, which I think has been mentioned in earlier threads, with the Thails UHV check confusing on what accounts to a foreign power in South Asia.
 

Attachments

Qusqu stopped working on Machu Picchu for no reason, as I see.

Downloaded v 1.16 with VD

Is it possible that someone had researched the tech that obsoletes the wonder? Since the new tech tree was added, or around then, if someone has researched the obsolescence tech, it cannot be built.
 
What exactly is the issue with the Thai UHV goal? Is it unclear which civilisations count as native or foreign, or is the goal clearly doing something wrong?
 
Back
Top Bottom