Bug Reports and Technical Issues

Not sure if this is the right thread to post this in, I just wanted to report that on the latest GitHub revision, the Tamils are settling Sri Lanka again.
 
It works for me.
Let me establish a few things to minimize variables: Mod version is latest Git. Scenario is 1700AD. I deleted then re-cloned mod folder, cleared cache. Started games as both Prussia and AI. In neither case did Prussia flip additional cities (usually Kolberg, Danzig, Konigsberg, and Wroclaw) to the ones they start with (Hamburg, Berlin, Koln, and Munchen). They do flip the additional cities when starting from 600AD scenario.

I swapped to official release to check against but on the old map the core area already corresponds to cities Prussia starts with so it doesnt help as a comparison.

Would others mind running a 1700AD start and passing one turn to eliminate my local install as a variable?
 
I have not tried this recently, but I know that this happened with me as well when I reported the double advanced start bug for Prussia either earlier this year or late last year. I assumed it was WAD since cities flipping on turn 0 didn't make a lot of sense to me.
 
There is no flip for civs that are present at scenario start. Germany is starting with the cities it is intended to start with.
 
There were furthermore some general issues that I improved. Ships with settlers are generally directed to pick up a defender and a worker before embarking. This is useful logic in general, but assumed that ships had three cargo slots. Transports with only two cargo often got stuck waiting to have a worker, even though they already had their slots full with the settler and defender. I also relaxed the conditions for bringing these two units. If the destination landmass has zero cities, it is considered safe and no defender is needed (previously this was merely an exception for one tile islands). Likewise a worker is only needed if the destination landmass has fewer workers than cities.
Could something similar be going on with the AI rarely doing naval invasions? They want a stack of a certain size or strength to attack but can't fit it onto their available ships. Might explain why there seems to be more naval attacks in modern/future eras - transports have higher capacity (and possibly a bigger tech disparity allowing them to field stronger units vs weaker defenders).

Might be interesting to jack up the cargo capacity of ships and run a few plays to see if it has an impact
 
Sorry about that, I was experimenting with different things and after reverting the changes I did not want to keep, I accidentally ended up pushing not the intended code. It should be fixed now.
 
Aside from the latest crashes, I was playing on the last stable commit (the ship in defenders one, I think), and I noticed a bug that I saw also when playing since the civic change commit --- after switching out of a civic that gives specialist slots (e.g. Republic, Deification), you keep the slot and you actually get another slot, so after switching out of Deification all cities have +2 Priest slots and after switching out of Republic all cities have +2 Statesmen, Merchant, and Artist slots.

On my end, the bug is replicable just by starting as Egypt in 3000 BC and revolting out of Deification into Animism. On turn 1 this allows you to observe in Cairo both the +1 slot in Deification working as intended, and the +2 slots after switching out during the anarchy. However, I have observed it also with gameplay on other civs. I can post a save if needed from my gameplay.

ETA: Specifying this seems to be civics that add specialist slots (the above two noted), not ones that multiply them (Theocracy, Constitution, Egalitarianism, etc.).
 
Sorry for that.

I am not seeing these crashes locally, after trying autoplay from all scenarios. I pushed another DLL, can you try again. If not, can you tell me how to reproduce it?
 
I just did a fresh install on a wiped Windows the current version you pushed today doesn't crash for me unsure if it was fixed or it's just not hitting me. Did about 15 turns on both a 3000 and 600 start.
 
I'm afraid that current UHV check can cause much unintended results - Assuming you have finished all goals at the deadline. Each time you enter the game, it checks the UHV and "tells" the dll to trigger your victory in next turn. Then you enter another save, your UHV is empty but you still get victory in next turn.
 
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