Bug Reports and Technical Issues

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Not directly a bug but England and France seem to be really insistent on founding those two cities on those Caribbean islands and than exchanging them in congress (almost) every time. That is a 3000BC game but it happened in 1700AD scenario as well. They might be using it as an exploit to get those 4 free riflemen every several turns...
 
I can confirm they're always trading those two islands around. Happens in every single 1700 game I play.
 
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Not directly a bug but England and France seem to be really insistent on founding those two cities on those Caribbean islands and than exchanging them in congress (almost) every time. That is a 3000BC game but it happened in 1700AD scenario as well. They might be using it as an exploit to get those 4 free riflemen every several turns...
That sounds excessive but civilizations diplomatically trading Caribbean possessions back and forth seems pretty historical!
 
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.

I went forward and made a list of aforementioned Tiles for consideration:
29,44
32,43
32,42
29,36
26,32
32,37
44,30
57,32
58,31
69,28
74,25
75,25
75,27
115,44
124,30
 
Is it intended that Natives try to form doomstacks outside a city? Those Arquebusiers have been sitting there for a while now and any new nearby spawning Natives seem to go and congregate there? From my experience in 1.17 they mostly attacked any settlements on sight.
They're set at AI_PILLAGE. Rather than attacking cities, they're waiting for improvements to be built, then move in to pillage them, which explains why they don't capture undefended workers.
 
Yes, it impacts the "build science" command.


The relocation to Ireland is intentional, but the unconditional collapse is not.
I figured the relocation to Ireland was (which is very exciting, I finished the UHV last night and it's such a unique game, much more drastic a total restart than Carthage), but had a feeling the insta-collapse was not. I tested and it even happened when I voluntarily released Rome after defeating them :lol:
 
When a defensive pact with the human player is cancelled by an AI civ, if the human player was offering gold per as part of the defensive pact deal (i.e. the AI will often only agree to a defensive pact if there is gold or resources added in) that gold per turn is not cancelled along with the defensive pact, and cannot be ended until the usual ten turns has passed since it was initially negotiated. I haven't ever noticed this behaviour in vanilla BTS or earlier versions of DoC so I assume it is a bug.
 
When a defensive pact with the human player is cancelled by an AI civ, if the human player was offering gold per as part of the defensive pact deal (i.e. the AI will often only agree to a defensive pact if there is gold or resources added in) that gold per turn is not cancelled along with the defensive pact, and cannot be ended until the usual ten turns has passed since it was initially negotiated. I haven't ever noticed this behaviour in vanilla BTS or earlier versions of DoC so I assume it is a bug.
Does the AI cancel it out of their own initiative within the diplo screen or does it happen to get canceled due to some other reason during the game?

As always, a save from before the agreement is about to be canceled would help investigating it.
 
Is it a bug to have Civs founding their capitals all over the place (Greece north of the Black Sea, India in Korea, not to mention Jerusalem in Persia)?
 

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Is the save from before?
 
Does the AI cancel it out of their own initiative within the diplo screen or does it happen to get canceled due to some other reason during the game?

As always, a save from before the agreement is about to be canceled would help investigating it.
It happened to me twice in the one game and both times it was cancelled at the start of the turn without a diplo message to renegotiate, but with no declarations of war having occurred. But bc I didn't see a relevant autosave and to rule out anything I had done in the worlbuilder in that game I ran a new one from 1700CE and got two defensive pacts as soon as I could. Both had the same logic where the AI will only agree if it's favourable to them, but even 1 gold per turn is enough. In this save I wasn't able to get the pacts suddenly cancelled in less than ten turns like in the last game, but what that did let me notice is that the one gold per turn is treated as a tribute I can cancel (after ten turns) without cancelling the defensive pact itself, whereas in previous versions the associated gold or resources would be part of the deal of the defensive pact itself
 

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The Toltec second UHV condition did not trigger. Playing on Regent + Epic, I am in turn 308 now with 2 great people in the capital city. After starting the Golden Age, advancing to the next turn and then again to turn 310 triggers the fail pop up.

EDIT: my interpretation is that the golden age must be started at that time. Or is the condition to have fully experienced it, so I should have been 12 turns earlier?
 

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Submitted a pull request for fixing the Norse stability map issue. The stability files for the Norse are still saved under the old Vikings name. Renaming them allows them to be read properly, although this works only for new games.
 
Two bugs in one save. Hit end turn and a bunch of python exceptions should pop up, accept the civ change with the Celts and the game should softlock.
 

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The Toltec second UHV condition did not trigger. Playing on Regent + Epic, I am in turn 308 now with 2 great people in the capital city. After starting the Golden Age, advancing to the next turn and then again to turn 310 triggers the fail pop up.

EDIT: my interpretation is that the golden age must be started at that time. Or is the condition to have fully experienced it, so I should have been 12 turns earlier?
Yes, for victory goals that require golden ages you only complete it after concluding the golden age. The UHV progress information should already show this as number of GA turns experienced.
 
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