Bug Reports and Technical Issues

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.
According to a test I just ran, this does not seem to be the case. OB treaties are not automatically invalidated. Note that autoplay gives control of your current civilization to the AI and that it might decide to cancel existing treaties as it sees fit.
 
According to a test I just ran, this does not seem to be the case. OB treaties are not automatically invalidated. Note that autoplay gives control of your current civilization to the AI and that it might decide to cancel existing treaties as it sees fit.
Ain’t this the truth and more. Auto run after you’ve acquired some vassals and prepare to face-palm the results.
 
Inca is still losing UP (EDIT for sentence rewrite: "Inca is once again losing UP". Issue never surfaced during the dozens of games I played on official 1.17 release, only as of recent Git updates - hehe yes I'm looking at the same changelog item 😉). Trying to find exact save or replicate, but for now I can report that in last two Spain games I'd noticed at various but not too many turns after having vassalized them. Notable possible triggers were gifting techs to get them to Medieval, their converting to Catholic, and some switches to Medieval civics. Log didn't report an era change if that helps.

EDIT: Was able to trigger. Switched to Inca turn of vassalizing and run a few. Spain demanded copper a few turns later. In one instance I accepted and no change happened. In another I refused triggering war and mountain yields were immediately lost.
 

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EDIT: Was able to trigger. Switched to Inca turn of vassalizing and run a few. Spain demanded copper a few turns later. In one instance I accepted and no change happened. In another I refused triggering war and mountain yields were immediately lost.
Thanks. There was a bug that caused them to lose their UP when their vassal status changes, when the intended behaviour was that the UP is disabled when they become a vassal, but not when they break free. That said, I do not understand how they can be a vassal while still having the UP active in the first place.
 
Thanks. There was a bug that caused them to lose their UP when their vassal status changes, when the intended behaviour was that the UP is disabled when they become a vassal, but not when they break free. That said, I do not understand how they can be a vassal while still having the UP active in the first place.
TBH I hastily slapped this operation together last night pulling from various different saves and fiddling with WB (which I probably used to set vassal status) without keeping careful track. Funny if I’d known the vassal-UP-disabled was intended I’d have never posted a bug report and now up springs a problem. 🤷🏻

I’ll assemble a more methodical test and report back.
 
No it's fine, it uncovered a genuine issue that I could fix. I was just confused how the state from the save could come about because if it was from an unedited game it would have been another issue.
 
Playing 1.17 and Babylon's UHV is hinging on Construction only. It told me the goal was completed as soon as I researched Construction and none of the other techs. (I don't have the save unfortunately - I just now thought to report it.)
 
Pretty sure I fixed the bug behind this recently. If you're not on git, I plan to release 1.17.1 in the next few weeks.
 
Hi, still using 1.17.0 as per my download+install in March.

I think this is the turn that the third Congress is supposed to start in my gameworld, in 1685. I'm attaching the prior end-of-turn of year 1680.
I get these six error messages in succession, and then no congress starts. Skipping ahead a few turns, there are also no future congresses apparently, but the rest of the game appears stable enough.

ErrorMessages-In-Order.png



A different error for which I didn't create savefiles, also happened during a Congress: There was a hickup where each Civ demanded the city that would have been demanded by another Civ instead; and in the end it turned out that the French City of Canton (my demand actually) would be handed to France (I played as France) and upon my refusal to hand over my city, war was declared.
I reloaded, took a few different actions two turns prior, and in the new attempt this mess never happened, so I don't think the two bugs are necessarily related.
Spoiler Spoiler of screenshots :

Civ4ScreenShot0091.JPG

Civ4ScreenShot0092.JPG



However, I can provide savefiles for all recent end-of-turns, if needed.
 

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Pretty sure I fixed the bug behind this recently. If you're not on git, I plan to release 1.17.1 in the next few weeks.
Nah just the main 17.0
I'll download it soon. No problems with Greece. :dunno:
 
I think the issue only occurs if you launch multiple games as a civilization during the same session - so to work around the problem you can always quit the entire game.
 
I think the issue only occurs if you launch multiple games as a civilization during the same session - so to work around the problem you can always quit the entire game.
Huh, odd. Got it.
 
Yeah, I made a mistake when storing goal progress - it was meant to be stored with game specific data but parts of it just stayed around in Python. So as long as it's the same Python instance (which is the same as long as Civ4 is running even if you start new games) progress from a previous game can stick around.
 
There are some civs that have different names in the civ selecion screen in the 1700 AD scenario, e.g., English in 3000 BC -> British in 1700 AD. The bug is that if you go to the 1700 AD scenario, and then go back and select the 3000 BC or 600 AD scenarios, the names in the civ selection screen will still be the ones from the 1700 AD scenario..
 
A different error for which I didn't create savefiles, also happened during a Congress: There was a hickup where each Civ demanded the city that would have been demanded by another Civ instead; and in the end it turned out that the French City of Canton (my demand actually) would be handed to France (I played as France) and upon my refusal to hand over my city, war was declared.
I reloaded, took a few different actions two turns prior, and in the new attempt this mess never happened, so I don't think the two bugs are necessarily related.
Spoiler Spoiler of screenshots :


However, I can provide savefiles for all recent end-of-turns, if needed.
I cannot fully follow what happened from your description. I assume the sequence of events was:
1. Canton is owned by civilization A (China?)
2. Civilization B demands Canton
3. You demand Canton
4. You get awarded Canton and the city is assigned to you
5. Civilization B also gets awarded Canton and you get the event to refuse the flip

Is that right? Or did you own Canton before the congress even started?
 
I'm playing as Arabia, I own Persia and have the Turks vassalized. Instead of Mongol conquerors, when Genghis spawns I'm getting a bunch of python exceptions and errors. It flips the Turk cities but no conquerors. I'm on the current git version. Here's a save file from a few turns before if you need it:
 

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I cannot fully follow what happened from your description. I assume the sequence of events was:
1. Canton is owned by civilization A (China?)
2. Civilization B demands Canton
3. You demand Canton
4. You get awarded Canton and the city is assigned to you
5. Civilization B also gets awarded Canton and you get the event to refuse the flip

Is that right? Or did you own Canton before the congress even started?
In my recent French playthrough (still working on it), I think three of the ten Congresses so far were "corrupted" in a way that forced me to reload the game from EoT of two turns earlier, then replay the turn before the Congress. Probably because of the random factor, the new attempt at going into Congress usually works smoothly; which was also the case with the broken one where I showed the bug-messages.

I haven't kept the savefiles from that other "corrupted" congress that revolved around Canton.
Apologies for my earlier, much more incomplete explanation. If I remember correctly the sequence of events was:

0. Guangzhou owned by China.
1. Congress starts (I don't remember if that dialog also appeared twice? It seems plausible in retrospect...)
2. I demanded Guangzhou
3. I demanded Guangzhou, a second time
4. The first foreign demand was the Mughals demanding some Turk/Iranian city, as expected
5. The second foreign demand was suddenly someone else, maybe Netherlands (instead of the Mughals) demanding the same Turk/Iranian city, while the screen switched to Tasmania.
5+n From then on, no demands made any sense: From other Congresses I knew that for example China would each time invariably demand Pyongyang - but this time around the Iranians demanded Pyongyang with the screen panning to show me the situation of Novgorod (usually a demand by either Sweden or Poland). But I think this whole nonsense was just in the display+dialog and that in the background, the demands were processed correctly (but twice), given the rather "normal" results.
6. after each participating Civilization made two demands, we got the screen where the exchanged cities are displayed twice each [View attachment 667545]
7. I then dared to refuse to cede Canton to myself, and so four of the five still independent participants (Mughals, Russia, Durch, Iran - but not China) DoWed on me. [View attachment 667546]

I have no idea about your underlying coding, nor about what triggered this event. Maybe it already helps to prohibit two Congresses from taking place simultaneously.
 
Two congresses should never happen simultaneously. Is that aspect at least reproducible when you load a previous save? Or is there suddenly only one congress in that case?

But then again if the results show up in the same summary dialog then it's the same congress...
 
I'm playing as Arabia, I own Persia and have the Turks vassalized. Instead of Mongol conquerors, when Genghis spawns I'm getting a bunch of python exceptions and errors. It flips the Turk cities but no conquerors. I'm on the current git version. Here's a save file from a few turns before if you need it:
This doesn't reproduce for me when I play from your save. Can you replay from there yourself and upload a closer save when it reproduces for you?
 
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