Bug Reports and Technical Issues

Something strange has happened. I've downloaded the latest GitHub 1.18 version, and upon auto-playing the game from 3000 BC spawning as Prussia I'm seeing that some civilizations didn't spawn whatsoever (Celtia, Nubia)

Here's the save attached. Additionally the Byzantines never appeared too as the city of Byzantium was never placed neither by the Greeks nor by the Romans
Working as intended.

Adjustments to wandering units going after rando cities has been largely successful. Its with regret that I have to report an exception. A Portuguese Lancer located 1NW of Lyon (Role = Attack / Mission: Explore) snipes Rome.
I see, however I don't think you can completely prevent this without making the AI very stupid. If an AI unit is already next to an enemy city it might be there to deliberately attack the city.
 
Working as intended.


I see, however I don't think you can completely prevent this without making the AI very stupid. If an AI unit is already next to an enemy city it might be there to deliberately attack the city.
What purpose does it serve in that case?
 
I see, however I don't think you can completely prevent this without making the AI very stupid. If an AI unit is already next to an enemy city it might be there to deliberately attack the city.
Agreed. I suppose it was a one-in-a-million situation, and the main focus of the fixes was to address rando cities out in Russia and whathaveyou and that goofiness seems to be gone.
 
I have a reproducible soft crash at the end of 1832/start of 1834 (Epic) on 1.17.4 in Linux. No modules. I have attached the 1832 autosave, recently modified logfiles, the .dmp, and the previous manual save. Steps to reproduce: End Turn.
Unfortunately the crash does not reproduce for me.
 
On the 1700 AD scenario in China, the Pig on X 126 Y 51 and the Pasture on X126 Y 50 are mismatched.

e: The Pig and Cow around Montreal are also covered by Cottages, I don't know if this is intended.
 
Last edited:
I think it's pretty bugged that in every single game that I had Assyria keeps on sending their most capable units that they obtain at spawn to one single happiness resource tile near the Elamite Independent city and then camp on it for dozens and dozens of turns virtually for no logical reason other than it being a bug. They'll even invade Elam if necessary, just to go to that very tile and camp there, not even trying to conquer Elam
 
Talking about the AI taking cities, I'm playing a game as the Celts. Held as long as I could, but after Rome took my capital I left all my cities empty and fled to Ireland and Britain. Still, Rome seems hesitant to conquer my cities that have at most two archers. They only took Troyes when barbarians conquered it, and have been sitting there for a couple turns. Iberia has also been completely ignored so far.

1738006045111.png
 
Can you share a save from that situation?
 
I think it's pretty bugged that in every single game that I had Assyria keeps on sending their most capable units that they obtain at spawn to one single happiness resource tile near the Elamite Independent city and then camp on it for dozens and dozens of turns virtually for no logical reason other than it being a bug. They'll even invade Elam if necessary, just to go to that very tile and camp there, not even trying to conquer Elam
From my recent Babylonia campaign, notice how much time passes with me finishing the construction of Hanging Gardens and then moving onto Ishtar Gate, a huge amount of turns passes and it was on marathon speed. Assyrian most capable units sit on that very tile and do literally nothing. They sit on the Independent territory, they're evidently in a state of war with Elam which they declared just to get on that tile, not even trying to actually fight the Elamites and capture Shushan. They sent four units there, most of their military force that they have at spawn. This happens every single round from my observation and might be a huge reason behind the Assyrians lacking in aggressiveness and expansionism
 

Attachments

  • Civ4BeyondSword 2025-01-25 20-36-47-572.jpg
    Civ4BeyondSword 2025-01-25 20-36-47-572.jpg
    1.4 MB · Views: 1,754
  • Civ4BeyondSword 2025-01-25 20-41-55-785.jpg
    Civ4BeyondSword 2025-01-25 20-41-55-785.jpg
    1.4 MB · Views: 2,117
  • Civ4BeyondSword 2025-01-25 20-45-06-028.jpg
    Civ4BeyondSword 2025-01-25 20-45-06-028.jpg
    1.4 MB · Views: 1,528
Last edited:
Pretty sure this is a bug. Isolationism somehow still allows foreign trade roads. I do have a Porcelain Tower, but it should only allow trade with closed borders not a prohibitive civic. Attached both saves: before and after civic change.
 

Attachments

No, this is intended.
 
No.
 
I understand this has probably been addressed here a dozen times, but I am trying to download the latest 1.18 develop branch from github.

Several things make this difficult. I am computer illiterate, and I play on the steam version. I did fine following the instructions for the official 1.17 link, but I have no idea what to do with that github copy/paste situation.

Also, I have tried to delete 1.17 and just download/ unzip the recent develop into C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods

but when I start up the mod, nothing happens. Just BTS loading screen.

Love your mod Leoreth. Tried it a little last night. Known about it for years, but too ignorant to attempt the download.
 
The location looks correct. Did you rename the mod folder to "RFC Dawn of Civilization"? How are you starting the mod?
 
The location looks correct. Did you rename the mod folder to "RFC Dawn of Civilization"? How are you starting the mod?
I have, yes. Like I said, I managed to play 1.17 just fine.
So is the right move to download the develop as a 7zip and unzip it into the above line?
Also, I did beta to unsupported on BTS

How I'm starting it is in Steam, start up BTS, then I have to click RFC mod, then from there I am able to find Dawn in the advanced options to load a mod. Very tedious process, but it worked.
 
Back
Top Bottom