Bug Reports and Technical Issues

Is the message displayed at the top supposed to read "The American Empire" and not "America" or "United States of America" or something like that?
 

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Yes, looks like the wrong descriptor is being used in the event message. Probably because the template is "The [adjective] empire...".
 
So, the updated SVN was meant to kill off bonus expansion units for Players. Yet, as America, i got 10+ units when i declared war on France for New Orleans.
 
So, the updated SVN was meant to kill off bonus expansion units for Players. Yet, as America, i got 10+ units when i declared war on France for New Orleans.
Please upload the save from before the war.
 
Please upload the save from before the war.

Currently out of home and the save i dont know if i have it. But i do remember that i started on 1700 AD, right after the american cities flip, i decced on France for New Orleans and i immediately got the 10 units. So i'll try to reenact what i did and see if it still get the units and i'll send you the save.

Considering that it was merely 2 turns after spawn, it could've been the Rise protection spawn happening on the offensive, cause i got extra units when Britain refused to cede peacefully the land.
 
I've not yet reproduced the defensive pact bug (working on it) but I have noticed that when Peru (re)spawns in the 1700 scenario, they seem to be starting only with the techs the Inca start with, as seen by this Canada initial save. This is something I've noticed is consistent across several games, I hope the save helps!

Finally achieved this as promised, with before and after saves. The trigger seems to be declaring war on ANYONE. I'm playing Britain, I have defensive pacts with the USA, Thailand, Portugal, and Japan. I declare war on China and all those pacts disappear, with none of my pact partners joining the war when China's defensive pact with Korea triggers either.

I hope these are of use!
 

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Korea UHV goal 1 fails on the conquest of a city. Just downloaded from the GitHub so I'm fairly confident it's the most recent version...
 

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Finally achieved this as promised, with before and after saves. The trigger seems to be declaring war on ANYONE. I'm playing Britain, I have defensive pacts with the USA, Thailand, Portugal, and Japan. I declare war on China and all those pacts disappear, with none of my pact partners joining the war when China's defensive pact with Korea triggers either.

I hope these are of use!
Okay, there are two things going on here. As stated in the changelog, the intent was to restore the defensive pacts rules to the original BtS rules after the United Nations have been built. What happens here is exactly what has been intended: if you declare an offensive war, your defensive pacts are canceled, preventing any cascading alliances. Unless the war had a negative impact on your relations, you should be able to restore the defensive pacts afterwards.

However, obviously the United Nations have not been built in this game yet: I realised I accidentally checked for the Apostolic Palace instead. That will be fixed.
 
Korea UHV goal 1 fails on the conquest of a city. Just downloaded from the GitHub so I'm fairly confident it's the most recent version...
I could only open your save with 1.16.3, which is fairly old. This bug has since been fixed.
 
Okay, there are two things going on here. As stated in the changelog, the intent was to restore the defensive pacts rules to the original BtS rules after the United Nations have been built. What happens here is exactly what has been intended: if you declare an offensive war, your defensive pacts are canceled, preventing any cascading alliances. Unless the war had a negative impact on your relations, you should be able to restore the defensive pacts afterwards.

However, obviously the United Nations have not been built in this game yet: I realised I accidentally checked for the Apostolic Palace instead. That will be fixed.
Ah, my bad on not realizing it was a UN tied thing from the changelog, my lack of activity in the forum has left me sort of lost when it comes to what is or isn't intended features as it's been some time, sorry about that!
 
Oh alright. The original report you were referencing made mention of this specific change. Still, no need to apologise for the report, because it made me find a genuine bug. Thank you!

Also now I realise I forgot to push the fix, it's coming now.
 
- New World conqueror spawn disables birth protection of the target civilization, if still active
Discovering the Aztecs still activates their birth protection.
Spoiler New World Conquerors :
20220213202449_1.jpg
 

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Ran into a problem with the second Dutch victory condition. According to the victory screen, I should be about to fulfill the first two conditions, but it only gives me the first. I did lose a colony to France in a recent world congress, not sure if that's relevant, but I took Quelimane, Recife, Rio, & that city in India from Portugal, so the condition should trigger, right?
 

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Is that save from before the conquerors are triggered?
Yes, the caravel is one tile east from discovering the Aztecs.
 
I tried to use the Byzantine unique power (spy can bribe barbarian units), nothing happened and I get a python error message instead. The save just before I try this is attached, emperor difficulty, normal length. I'm using the latest github release and have not played around in worldbuilder or the game files. I also looked in this thread to see if this issue has been reported but it seems I'm the first. Am I the only one who's ever tried to bribe the barbs?
 

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I have reworked how the bribery dialog window is created recently, that must have done it. Will take a look.
 
Iran initial dynamic name have an error and its initial revealed map shows random places instead of an specific location.
Screenshot_1.png Screenshot_5.png Screenshot_6.png Screenshot_8.png

After Poland declares war on me, new units have spawn in my cities, most of them in the capital. Is that intended? Save attached.

Its intended that civilizations can now trade with barbarian cities?
Screenshot_10.png Screenshot_11.png
 

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Iran initial dynamic name have an error and its initial revealed map shows random places instead of an specific location.
View attachment 621022 View attachment 621023 View attachment 621024 View attachment 621026
The starting dynamic name should be fixed, are you on the latest update? As far as the revealed map is concerned, tiles get revealed based on what other civs that are either your neighbour or in your tech group have discovered. This can sometimes lead to disconnected patches because each of them know different connecting paths to them. Checking and eliminating sections that are disconnected is non-trivial and may not even be desired. Think of it as Iran having knowledge of e.g. Peru but not of how exactly to get there.

After Poland declares war on me, new units have spawn in my cities, most of them in the capital. Is that intended? Save attached.
Are you still within the first couple of turns after your spawn? If so, in general, yes. But recent updates have limited or removed spawns benefiting the player, so again checking for an update might be worth it.

Its intended that civilizations can now trade with barbarian cities?
View attachment 621028 View attachment 621029
No, can you upload a save of that situation as well?
 
The starting dynamic name should be fixed, are you on the latest update?
Yes. I have downloaded the whole branch right before the last update and updated again after reading this to have sure.

Are you still within the first couple of turns after your spawn?
This happened 19 turns after the beginning of the game, so I believe it counts as the first couple of turns. Thank you to describe this to me.

can you upload a save of that situation as well?
Yes. Save attached. Just buy an map from Mali and watch Baghdad trade routes have barbarian Teotihuacan as their trading partner.
 

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