Bug Reports and Technical Issues

Tamil starts with horsemen instead of elephants. I know it's because they don't have prerequisite tech, but it's still weird and ahistorical. They should either be granted some enough tech, or let their initial troop pre-defined.
 
Yeah, I concur with that. And there's actually quite a few examples of that happening in the game and I was wondering if any changes could be made. Like India starting with Chariots, Spearmen and Light Swordsmen while not being able to build any of these three for a while.
 
Several bugs or features confirmed in my computer:
1. Savegames from different starts are messed. For example, you have a savegame from 3000BC. Then you start a new game of 600AD, do something, and load the previous savegame. The game will crush. But if you quit to the main menu and load savegame, the game won't crush. It may be related to the "feature" that loading from menu is significantly faster than loading from current game. I just guess.
2. A city with 0 culture CANNOT be razed. I remember someone had mentioned that some city can't be razed, and this may be the answer. The mechanism is that the game prevents razing if you already have enough percent culture in the city. So, when you occupy a city where the previous owner has 0 culture in it, your percentage will always be 100%, and that will prevent you from razing it.
To test it, just let someone build a city with at least 2 population, but without any cultural output. Then you declare war and capture the city by any ways. Check and you will see yourself having 100% culture in the city (0/0 = 1, I guess).
3. If you run an autogame by ctrl+A, you will lose any open border treaties with other AI when the autorun ends. I've not tested other type of treaties.

What's else, Leo, may I confirm when will the next bugfix of 1.17 be released? I'm now running (and planning) several UHV games. It will take a long time before I finish and conclude them into some "UHV guides". I'm a bit worried if there's still serious bugs in current version, while switch to a new version may break the savegame.
 
Looks like there's an unhandled NULL pointer possibility on line 24743 of CvPlayer.cpp, here:


If a city is on the edge of the map, this causes a crash when iterating through the plotCity() method. Simple fix:

if (pLoopPlot != NULL && pLoopPlot->getBonusType() == eBonus && pLoopPlot->getImprovementType() != eSlavePlantation) // MacAurther: Check for NULL plot, i.e. the city is on the border of the map
 
Bug fixes will resume soon as I shift the focus away from the new map until all reports are cleared. No guarantee your issues will receive attention first though.
 
Figure 1: An additional troop spawned upon conqueror war (see Sicily). It seems to be triggered by Roman expansion area. But shouldn't it be triggered only upon a new city is settled? The troop contains 5 legions and 5 ballista - it's lucky that they don't spawn near Qart-Hadast.
Figure 2: Persian Urishlim should convert back to Hierousalem or Yerushalayim or Aelia Capitolina or something else.
 

Attachments

  • RomanCarthage.png
    RomanCarthage.png
    1.3 MB · Views: 2,259
  • Urishlim.png
    Urishlim.png
    1.3 MB · Views: 3,640
Sorry I gotta ruin this for everyone if you've been keeping it a secret but if you capitulate someone during your birth protection and get them to declare war on you by demanding tribute, you get your additional units.
 
Hope the map work goes well but glad to see you back on the drudgery work (sorryyyyy). First a few housekeeping items:
  • In City View for non-core cities, the tool-tip for all Unique Buildings that reduce maintenance, not just those that replace Jail and Courthouse, list "Reduces expansion stability penalty" as an effect.
  • Complete List of Features contains outdated Citadel entry (+5 XP for Siege)
Otherwise, some observations that aren't necessarily bugs per se:
  • AI Mongols only have Paper as a research priority so they beeline Exploration and favor other eco techs over military
  • Mongol Expansion seems to be in conflict with scripted conquerors in that they now rarely attack China. Starting army exhibits strange behavior like hovering around capital.
  • Some wars seem to last insanely long. In particular Spain vs. Moors. After Cordoba is conquered, the war reaches a stalemate as Moors prioritize ships. I only present this as an issue because it has often caused Spain to sit out the Reformation war, which to me is kinda cursed.
  • HRE is only European civ to research Academia. This has been true in 100% of the over 50 games I've played recently.
  • France won't settle Brest if England settles Plymouth or Exeter and vice/versa, even if a settler was already on the war. ALT+hover in debug mode shows the yellow settler X disappearing if that helps.
  • AI sometimes sacks Expansion cities.
  • I need to verify further, but I suspect AI is still pillaging independent improvements. I mention this because I recall a Git log entry stating that this is no longer supposed to happen.
  • Some strange things happen with culture on what seems to be only a few particular tiles. IIRC these include Odessa, Belgrade (or Budapest), and Luxor. City culture will fluctuate between ludicrous positive and negative values. I'm currently trying to replicate and verify.
The above info was reported with a "take this and do what you want with it" attitude. I'll always defer to the boss on design decisions. No doubt several "issues" will resolve organically with new map and systems that you're rebuilding.
 
So I'm not crazy that the HRE beelines Academia and when I played as them nobody else did. I figured Scandinavia or France would get it since I controlled Rome and didn't feel the need eventually England did but way late in the late-1500 instead of the mid-1400 like normal. Techicnally closer to historically accurate though.
 
Hope the map work goes well but glad to see you back on the drudgery work (sorryyyyy). First a few housekeeping items:
  • In City View for non-core cities, the tool-tip for all Unique Buildings that reduce maintenance, not just those that replace Jail and Courthouse, list "Reduces expansion stability penalty" as an effect.
  • Complete List of Features contains outdated Citadel entry (+5 XP for Siege)
Otherwise, some observations that aren't necessarily bugs per se:
  • AI Mongols only have Paper as a research priority so they beeline Exploration and favor other eco techs over military
  • Mongol Expansion seems to be in conflict with scripted conquerors in that they now rarely attack China. Starting army exhibits strange behavior like hovering around capital.
  • Some wars seem to last insanely long. In particular Spain vs. Moors. After Cordoba is conquered, the war reaches a stalemate as Moors prioritize ships. I only present this as an issue because it has often caused Spain to sit out the Reformation war, which to me is kinda cursed.
  • HRE is only European civ to research Academia. This has been true in 100% of the over 50 games I've played recently.
  • France won't settle Brest if England settles Plymouth or Exeter and vice/versa, even if a settler was already on the war. ALT+hover in debug mode shows the yellow settler X disappearing if that helps.
  • AI sometimes sacks Expansion cities.
  • I need to verify further, but I suspect AI is still pillaging independent improvements. I mention this because I recall a Git log entry stating that this is no longer supposed to happen.
  • Some strange things happen with culture on what seems to be only a few particular tiles. IIRC these include Odessa, Belgrade (or Budapest), and Luxor. City culture will fluctuate between ludicrous positive and negative values. I'm currently trying to replicate and verify.
The above info was reported with a "take this and do what you want with it" attitude. I'll always defer to the boss on design decisions. No doubt several "issues" will resolve organically with new map and systems that you're rebuilding.
Mongols attack China only if it weak, if China have a lot of lancers (and they have in most games, esp for 3000bc game), Mongols attack Korea or move started forces to Middle-Asia
 
Tibet 600 AD. Just acquired my fourth city, earned the UHV of having five cities.
Yes, from looking into the save the capital location is recorded as one of the cities you acquired even though there is no city on it. Did you found there and then moved the city with world builder? If I do this in a new game the bug isn't reproduced.
 
So, here's a slightly odd UN resolution request. (And yes, the map had been tweaked to add some bonus resources whilst I was seeing what it would take for the Vikings to take a non-historical victory).
Has someone else encountered this? I would like to have a save with this resolution.
 
Yes, from looking into the save the capital location is recorded as one of the cities you acquired even though there is no city on it. Did you found there and then moved the city with world builder? If I do this in a new game the bug isn't reproduced.
Nope, I don't use worldbuilder. Only thing weird was just not founding on starting location.
 
Will civ-attached-resources disappear if the civilization isn't collapsed, but destroyed (by losing their last city to enemy)?
 
I think this happened because I made a war elephant.
 

Attachments

  • Untitled.png
    Untitled.png
    3 MB · Views: 60
I think this happened because I made a war elephant.
I'm pretty sure this is a problem with Varietas Delectat. See my earlier post #8,441 and the screenshot that I've attached on it. Whenever I built and tried to select a Nuclear Submarine as France I got a similar error popup. It was fixed as soon as I swapped the French Nuclear Submarine model to some other civ's equivalent.
 
Back
Top Bottom