Bug Reports and Technical Issues

Save ten turns before the spawn would be most helpful then.
I played a lot of games in 1.16.8 and mexican never spawn, while aztec in game. Ussualy aztec collapse as normal. Only then aztec was my vassal. Most time you can reload 8-12 turns before, and if aztec be more stable - some other civic will spawn (Moors, or viking etc). So it's connected to some civic spawn at specific turn. And mexican spawn only if aztec unstable (but only if under player control). Or maybe it;s just my bad luck. I have a game, there aztec still alive in 1996 (they was vassalazed by England, but now free)
 
The determination whether a civ can spawn is made ten turns before the actual spawn date. For Mexico, their spawn is only possible if the Aztecs are not alive. I guess it is possible for the Aztecs to be resurrected afterwards so that both of them exist at the same time. Could that be what happened in your game?
 
The determination whether a civ can spawn is made ten turns before the actual spawn date. For Mexico, their spawn is only possible if the Aztecs are not alive. I guess it is possible for the Aztecs to be resurrected afterwards so that both of them exist at the same time. Could that be what happened in your game?
No, Aztecs was alive from their start turn till Mexican spawn. And i never saw this situation in 1.16.4
 
A lot of things changed since 1.16.4 but that does not help me determine the issue. A save 10 turns before the Mexican spawn will.
 
Playing Arabia in 1.16.8, 600 AD start. I built the House of Wisdom in Makkah and settled my first Great Scientist, which successfully bulbs Machinery/Paper. When I go to settle my second great scientist, I find that settling him does not bulb any techs, even though the tech advisor shows that a Great Scientist can now bulb Feudalism (which I am currently researching) and Fortification. Worse still, HoW seems to remove the button for specialists to bulb normally, so my 2nd Great Scientist is denied his most valuable ability..

I used WB to create other Great Specialists as a test, and found that the others did successfully bulb when settled. But just the same, it only works for the first of each type of Great Specialist. Is this intended behavior?

If not, please fix!

If so, please reconsider for 2 reasons!
1. This is not communicated to the player in any way by the HoW's Civilopedia page or tooltip
2. I feel that building the HoW has now made me much worse off, because I can now only bulb techs at all with the first Great Specialist of each kind. In compensation, the benefit of a settled specialist in addition to the tech bulb does not help much considering that I only have until 1300 to reach the UHV goal to be the most advanced civ. To even realize that benefit more than once, I have to built more infrastructure and micromanage to use specialists who aren't as valuable to the UHV goals, while Alexandria likely still pops out multiple GS anyway.

I'd have been better off skipping HoW and freely running scientists, who help me research and bulb techs more effectively than other specialists anyway.
 
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Not intended. Can you upload a save where there is a great person that does not provide a technology when settled?
 
Anything helps, thanks. I'd rather take too early than too late.
 
Not intended. Can you upload a save where there is a great person that does not provide a technology when settled?

Sure. Here's Arabia at 936 AD, you can see the issue when my 2nd Great Scientist makes it to Makkah this turn.

By the way, I did a little more testing on this last night by creating many Great Specialists in Makkah and found that it's not exactly that only the first of each kind can bulb. After doing a few bulbs with others I found that GS can again bulb techs, but I couldn't find a clear pattern or reason why it works sometimes and not others.
 

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With the save I should be able to track down the cause. Thank you for investigating.
 
Sounds great, thanks Leoreth!

My apologies if this has already been reported, but I noted one more minor issue in the 600 AD scenario: The Chinese cities of Hangzhou and Guangzhou both start with Library instead of Taixue. Not only is Library normally impossible for China to build, but its presence does not prevent Taixue from being built. As a result, these cities are able to benefit from both, giving them +50% research very early. I'm guessing this was not intended, and looks easily fixable with an edit to the .txt file for the sceario.
 
Could Mazzini's bulbing/settling issue be caused by having already researched all the techs in the category associated with that GP? For example I think after the discovery of civil liberties, great prophets cannot bulb anything until either social contract or representation is available. I wonder how this affects the AI.
 
Could Mazzini's bulbing/settling issue be caused by having already researched all the techs in the category associated with that GP? For example I think after the discovery of civil liberties, great prophets cannot bulb anything until either social contract or representation is available. I wonder how this affects the AI.
Dannimal, the science advisor screen says the next techs for a Great Scientist are Fortification and Feudalism, both of which are definitely currently available to research.
 
If I've understood correctly how Great Person discoveries work, techs are chosen by flavors in XML file. Since neither of Fortification and Feudalism has Science flavor Great Scientist shouldn't be abler to bulb them. That sound like a bug in science advisor.

Also funnily enough Great Artist can bulb Fortification while Great Engineers can not.
 
Ikonium should be Quniyah under arab, turk and mongol control.
Screenshot_1.8.png Screenshot_1.9.png

Would be better change the initial dynamic name of the arabs from "Arabian Sultanates" to "Arabian Kingdoms"? Since the sultan title was created after the rise of islam and have religious significance to muslim countries.
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In 3000 B.C. and 600 A.D. scenarios, in Arabia's birth turn, the game doesn't show its " A new civilization is born" tab. Saves attached.


Purushapura should be Parashawar under arabic control and change to Peshawar only when the mughals have researched Firearms (because is when the civilization change its dynamic name from "Sultanate of Delhi" to "Mughal Empire"), since the name Peshawar first appeared during Akbar's reign. During the Sultanate of Delhi age, the name should be Parashawar too.
Screenshot_1.6.png Screenshot_3.9.png

This region around Montevideo should be territorial expansion to Portugal (until Brazil rise), Brazil and Argentina. Since this region was very disputed by these three civilizations through history.
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This marked region of Central America was not considered part of the Viceroyalty of New Granada neither from Gran Colombia, but from the Viceroyalty of New Spain and posteriorly Mexico, thus it should not be considered in the Colombian UHV since the colombians and Simón Bolivar never take part in Central America process of independence or aimed at controling the region.
Screenshot_1.2.png

Also, all this region marked in red is considered historical and contested for Colombia in the game, but historically is not true. Colombia never controlled Central America, besides Panamá. Maybe is in that way because in previous versions of the game Colombia was the mayan substitute in modern age?
Screenshot_1.1.png
 

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Hello! Played the latest available 1.16.8 version of RFC DoC on Marathon speed, eventually reaching the turn 1499, having just one turn left until the final one. Clicked the next turn to get to the final 1500 turn of the game, the game froze for 5 seconds and crashed onto the desktop. Launched the game from the latest auto save 4 turns before that, reached the turn 1499, clicked the next turn again and the crash happened once again. Lowering the graphics to low in order to get through this crash to finally get to the game's end also didn't help. Retiring on the turn 1499 also gives the exact same crash to desktop with no chances of seeing the defeat screen.
What is interesting about this save is that by the final turn there's a massive German Empire occupying a huge chunk of the map and just recently it had a failed attempt of invading me, leading up to Germany having a collapsing stability. What I think is that Germany might be exploding right exactly on the turn 1500 which could've been resulting in crash every time but then why does it still crash even on turn 1499 when Germany is still there and I just try to retire from the round? So many questions and I also wish to continue the round into the future after the "final turn", finding the way to get over the crash somehow but still having Germany collapse naturally by itself.
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If I've understood correctly how Great Person discoveries work, techs are chosen by flavors in XML file. Since neither of Fortification and Feudalism has Science flavor Great Scientist shouldn't be abler to bulb them. That sound like a bug in science advisor.

Also funnily enough Great Artist can bulb Fortification while Great Engineers can not.
Looks like this is the reason. I did a bunch more testing and found that it's not the HoW that's causing the issue. Even without it, many bulbs that should work per the Science Advisor can't be performed.

I used WB to grant myself Feudalism and Fortification, and Science Advisor says I can then bulb Guilds and Compass with a GS, but there is no option to bulb. Then I gave myself those techs via WB and the Advisor says GS should bulb Civil Service and Education. Still no go.

Checking against flavors: Feudalism, Fortification, Guilds, Compass, and Civil Service all lack the science flavor, but Education has it. Granted myself Civil Service and the Advisor says a GS bulbs Education and Printing. Both have science flavor, so the bulb works.

EDIT: From what I can tell the full display of what techs each GP can research is correct. It's just the next two that show next to the GP icon that are often wrong, showing techs that GP cannot research. Perhaps everything works as intended, and I'm just misinterpreting that as the display of what techs each GP would bulb currently?
 
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Hello! Played the latest available 1.16.8 version of RFC DoC on Marathon speed, eventually reaching the turn 1499, having just one turn left until the final one. Clicked the next turn to get to the final 1500 turn of the game, the game froze for 5 seconds and crashed onto the desktop. Launched the game from the latest auto save 4 turns before that, reached the turn 1499, clicked the next turn again and the crash happened once again. Lowering the graphics to low in order to get through this crash to finally get to the game's end also didn't help. Retiring on the turn 1499 also gives the exact same crash to desktop with no chances of seeing the defeat screen.
What is interesting about this save is that by the final turn there's a massive German Empire occupying a huge chunk of the map and just recently it had a failed attempt of invading me, leading up to Germany having a collapsing stability. What I think is that Germany might be exploding right exactly on the turn 1500 which could've been resulting in crash every time but then why does it still crash even on turn 1499 when Germany is still there and I just try to retire from the round? So many questions and I also wish to continue the round into the future after the "final turn", finding the way to get over the crash somehow but still having Germany collapse naturally by itself. View attachment 652136View attachment 652137
Can you tell me your configuration of modules? All of them?
 
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