Bug Reports and Technical Issues

Yes, dowloaded the latest 1.16.8 version installer from sourceforge with all the modules
Must say I played the other full rounds with this version too and in all other cases I was able to both finish the rounds and play "one more turn" rounds too as well. The issue only started with this round
 
Must say I played the other full rounds with this version too and in all other cases I was able to both finish the rounds and play "one more turn" rounds too as well. The issue only started with this round
Quite often game crushes for me on the winning turn due to some issue with sound being on in the game settings - you may want to try this.
 
No, it's probably a missing or incorrectly addressed audio file. Turning sound off just works around the issue.
 
About the issue with GP discoveries that has been reported recently: sometimes it can happen that a great person genuinely cannot discover any of the currently researchable technologies. The display in the tech tree screen was incorrect: it would list even techs that the great person was not able to discover. Fix will be coming.

Whether a great person can discover is based on whether the tech has an associated "flavour" that matches the great person. I quickly went through all techs and added a few flavours particularly to techs that only had 1-2, so that this situation does not occur as often. But it's still mostly a vibes based approach.

Please let me know if you are ever in a situation where you think a GP should be able to research a tech (or prioritise it more in the discovery order) and I can make further adjustments. I am sure there are cases where it would make sense that I did not think of.

Also, while thinking about this I also realised that the current implementation of multiple GP tech discoveries is flawed because currently, for the second tech it only takes into account currently researchable techs, without also considering what is being unlocked by the first discovered tech. Doing so is not entirely trivial but I would like to change the implementation so that it does.
 
Another bug is happening on the same round where I reported the previous crashing glitch to take place. First it happened with China, then with Germany and now with the United States. As the civilizations are facing the collapsing stability and as soon as the collapse gets triggered, they do not fall part into independent cities but instead just lose every single of their units which they just rebuild with no issues later on. Never seen this happening before at all.
 

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Another bug is happening on the same round where I reported the previous crashing glitch to take place. First it happened with China, then with Germany and now with the United States. As the civilizations are facing the collapsing stability and as soon as the collapse gets triggered, they do not fall part into independent cities but instead just lose every single of their units which they just rebuild with no issues later on. Never seen this happening before at all.
Very interesting, so I discovered that it only happens when there're no independent cities left on the map at all
 
Also, while thinking about this I also realised that the current implementation of multiple GP tech discoveries is flawed because currently, for the second tech it only takes into account currently researchable techs, without also considering what is being unlocked by the first discovered tech. Doing so is not entirely trivial but I would like to change the implementation so that it does.
I feel it's a testament to how much (unappreciated) effort you put into the mod that you would consider this is something to be fixed seeing as it would take the user maybe 5 seconds to check if the first tech might unlock another / save & reload to see what happens.
 
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Another bug is happening on the same round where I reported the previous crashing glitch to take place. First it happened with China, then with Germany and now with the United States. As the civilizations are facing the collapsing stability and as soon as the collapse gets triggered, they do not fall part into independent cities but instead just lose every single of their units which they just rebuild with no issues later on. Never seen this happening before at all.
Sorry but your save is from 2047 AD, I am not going to investigate that. If you see any issues in the regular game time period, let me know.

I feel it's a testament to how much (unappreciated) effort you put into the mod that you would consider this is something to be fixed seeing as it would take the user maybe 5 seconds to check if the first tech might unlock another / save & reload to see what happens.
How do you mean? It's not just a convenience thing, because usually GPs discover two techs at once and you get locked out of a more advanced second tech the way things currently work.

Let's assume you have Steel but lack Architecture and Artisanry. Then a Great Engineer would give you Architecture first, and Artisanry second. What this rule ignores is that once you have Architecture, you can also research Fortification, which can also be discovered by a Great Engineer. So Fortification should be the second tech you get.

Usually getting research into later techs is more valuable and desirable, both because they are more likely ahead of the curve and also because there is less of a chance of overflow research getting lost.
 
England and Holy Rome think that I'm Catholic, this is the first turn I've met both of them:
Spoiler Screenshots :
Screenshot 2023-01-31 010750.png
Screenshot 2023-01-31 010810.png

Perhaps it has something to do with the Catholic cities I captured from Spain? I have an equal number of them as Muslim cities, but they have smaller population anyway, and it's not my state religion.

Number 2: The UHV doesn't seem to be working. It says I haven't captured any cities in Iberia, but I've captured 3.
Spoiler Screenshots :
Screenshot 2023-01-31 011519.png
Screenshot 2023-01-31 011325.png

I captured the third city a turn ago, so as far as I know everything should be updated. Certainly at least Madrid by now.

Save is attached! The version is 1.16.7, I think. I have a few earlier ones too if they are needed. :)
 

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Sorry but your save is from 2047 AD, I am not going to investigate that. If you see any issues in the regular game time period, let me know.


How do you mean? It's not just a convenience thing, because usually GPs discover two techs at once and you get locked out of a more advanced second tech the way things currently work.

Let's assume you have Steel but lack Architecture and Artisanry. Then a Great Engineer would give you Architecture first, and Artisanry second. What this rule ignores is that once you have Architecture, you can also research Fortification, which can also be discovered by a Great Engineer. So Fortification should be the second tech you get.

Usually getting research into later techs is more valuable and desirable, both because they are more likely ahead of the curve and also because there is less of a chance of overflow research getting lost.
The save is, however the bug first happened during the late XX century part of the round with China, before the 2020 AD end turn. I don't see any point in disregarding the whole save.
On the 1990 AD screenshot to the left, China having no units in their cities whatsoever, losing all of them while having the collapse triggered, instead fully disappearing and turning into the independent cities. As the end round minimap confirms, there were no independent cities left anywhere on the map whatsoever by that time. It definitely looks like for the collapse to happen in the right way the game requires for at least one independent city to exist on the map otherwise the collapse would always glitch in such a way.
 

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The save is, however the bug first happened during the late XX century part of the round with China, before the 2020 AD end turn. I don't see any point in disregarding the whole save.
On the 1990 AD screenshot to the left, China having no units in their cities whatsoever, losing all of them while having the collapse triggered, instead fully disappearing and turning into the independent cities. As the end round minimap confirms, there were no independent cities left anywhere on the map whatsoever by that time. It definitely looks like for the collapse to happen in the right way the game requires for at least one independent city to exist on the map otherwise the collapse would always glitch in such a way.
If you still do not want to see the post-2020 AD file of the exact same round here is the earlier save, I still don't get why it's problematic to check the post-2020 AD save in the first place as it's still the same game and the bug still continued in the exact same pattern as with China in 1990 AD. The China's collapse would happen just a few turns after this 1989 AD save.
 

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Its not a first game where i cant build Burj Khalifa anywhere in 1.6.18
Its not even in unavailable to build wonders in city menu. Maybe i'm something do wrong? Has anyone build that skyscraper?
 

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These python exceptions have show up in turn 211-900 A.D. Save attached.
Screenshot_5.4.pngScreenshot_5.5.pngScreenshot_5.6.pngScreenshot_5.7.pngScreenshot_5.8.pngScreenshot_5.9.pngScreenshot_6.1.png

The dutch name for Cape Horn should be Kaap Hoorn (the actual name is missing the second "o") and the name in spanish should be Cabo de Hornos.
Screenshot_5.1.png

Under greek control and the civilization in Industrial Age, Epidamnos and Sparte should be Dirráchio and Spárti respectively.
Screenshot_4.8.png
 

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Got a bunch of python exceptions on this turn about collapse and vassals I think didn't take screenshots of them stupidly. Attached an auto from a couple turns back unsure if it'll play out the same I'm guessing Babylon lost something and was supposed to collapse.
 

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With modules or without?
 
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