Bug Reports and Technical Issues

Romans seem to continue with building roads to Denmark in the new map
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And there are some barbarian swordsmen spawns at sea near Sicily
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Does it happen every time? Or just sometimes?
Happens every time in 600 AD. I just tried it many more times. Here is the image of the second exception (first bring Zaddy's original pic).
 

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Portuguese Indian Trade Route sea tiles are no longer labelled at all in hover tool-tips. They are still calculated toward UHV goal. The display functioned as intended before branches were merged if that helps.
This might be a very stupid question but what does this UHV mean in practice
 
Happens every time in 600 AD. I just tried it many more times. Here is the image of the second exception (first bring Zaddy's original pic).
Zaddy do you get this as well? I’m guessing it’s something I changed in BUG settings while playing as Egypt earlier
 
Zaddy do you get this as well? I’m guessing it’s something I changed in BUG settings while playing as Egypt earlier
I'm actually not getting that error, no.

Also, another oddity; the city governor here is opting to work (as far as I can tell) strictly worse unimproved flood plains over flood plains with cottages.

Spoiler :

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Saves please. It is difficult to do anything concrete just based on this observation.
Darn it of course the nearest saves are from several turns after observations. Currently trying to reproduce. IIRC The Mongol spawns across the Black Sea occurred with Byz being vassals to Turks but Turks owning Anatolian cities. I've rerun a few turns and so far Mongol spawns have been on Anatolian tiles. Otherwise disregard the item about Mongol spawns on desert tiles; on reexamination it isnt a problem since they do have valid adjacent tiles to move into. The English and Spanish having Jerusalem as TC target is 100% reproducible. On a more general related note, the larger map *might* warrant a reexamination of the Mongol conq. situation namely Contact triggers. It hasn't been infrequent that Mongols acquire contact with Byz and Arabs on turn 1 or 2 and thus trigger Conqs for them before even having stepped foot in Persia.
 
This might be a very stupid question but what does this UHV mean in practice
This should be clearer now that the UHV tile tooltip has been fixed. The goal is associated with an area of sea tiles from around Africa to India. The requirement is to culturally control the required percentage of them.
 
Me again! This is a case of "Bug or Design": There are several tiles scattered across the globe, mainly in the torrid zone, that have resources but also Jungle features. On previous map, these were few and it was clear from location that it these were not intended to be accessible for much of the game (eastern New Guinea is best example I can think of). The current map has many more tiles like these and intent is harder to discern for many of them, especially with the addition of new Base Terrain types and Features and associated rules for Improvements. I would gladly catalog every single tile if it is indeed the case that the current implementation warrants attention.
 
It's not always intentional.
 
Error in BeginGameTurn event handler, attached screenshot and save file.

Edit: Also, the citizen automation really doesn't want to work cottages, even when they're strictly better. I'm having to do a ton of micro to keep them growing. It will frequently choose a 2 food 2 commerce water tile over a 2 food 4 commerce village.
 

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super excited about this update Leoreth and been having a blast, playing through Egypt to get a sense of things

However, I've noticed that non-scripted cities seem to use the default city tile name no matter who founds them or controls them--see Ineb-Hedj here as one of several examples, and even when I entered worldbuilder, razed the city, and then experimented with Arabia or Byzantium settling the tile, it kept the same name. Possibly something is just amiss or I'm being silly but it is unclear!

Save from a bit before the Arabian spawn also attached.
 

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However, I've noticed that non-scripted cities seem to use the default city tile name no matter who founds them or controls them--see Ineb-Hedj here as one of several examples, and even when I entered worldbuilder, razed the city, and then experimented with Arabia or Byzantium settling the tile, it kept the same name. Possibly something is just amiss or I'm being silly but it is unclear!
Please be aware that development is not yet complete and do not report issues for parts of the mod that I had no time to work on yet. That includes for example city names, great people names, dawn of man texts, civilopedia texts, and similar flavour content.
 
Starting as Hittites you are greated with an exception (see attached image).
Playing on git development (1.18).
 

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Do you have a save from the turn before?
It comes up at the first turn of the scenario, so picking any civ that's present at the beginning (e.g. Norse in my save) should make the stray ship show up.
 

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It comes up at the first turn of the scenario, so picking any civ that's present at the beginning (e.g. Norse in my save) should make the stray ship show up.
Okay, it was actually the Celtic starting Galley but assigned to the wrong civilization. It ended up in the wrong place due to a second, unrelated issue.
 
600AD: Civs aren't converting religions as they used to, especially pagans. Most notable case is the Norse even with Catholicism in all cities and well into the 600AD scenario. Encountered examples include Mali, Turks, Ruthenia, Mongols, Aztecs, and Inca. Mughals convert to either Buddhism or Hinduism and stay. To control for the insufficient Pop variable I used WB to give each 100% of a given religion and ran a few turns to observe AI response. No conversions followed. This was noted across several plays but I'll include a save.
 

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