Bug Reports and Technical Issues

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.
Can you clarify the situation?

Let's assume you are on turn X and make a save. You advance to turn X+1 and complete your UHV, and save again. Then on turn X+2 you are supposed to win.

Do you get the win when loading again from turn X or from turn X+1? Or when loading a save from any turn?
 
I'm posting the following here instead of General Discussion because it resembles buggy behavior more than a design choice subject to debate. At a certain point in the game, once a few conditions are met, some AI workers get stuck in an interminable Resource Improvement/Cottage loop. This takes place most consistently in the home areas of European civs (likely others as well, I just haven't watched them as closely) once no unimproved tiles remain locally, and fortunately only seems to be done to Bonus Resource tiles. For clarity, what takes place is that workers will build a cottage on a Pasture, then rebuild the Pasture, then cottage again, ad infinitum (or at least until new factors are introduced like yield increases or new route types from techs).
 
I can also confirm that while playing as Nubia, my automated workers would just march into the middle of the jungle and stand there, inactive. Far outside of my territory btw
 
I'm posting the following here instead of General Discussion because it resembles buggy behavior more than a design choice subject to debate. At a certain point in the game, once a few conditions are met, some AI workers get stuck in an interminable Resource Improvement/Cottage loop. This takes place most consistently in the home areas of European civs (likely others as well, I just haven't watched them as closely) once no unimproved tiles remain locally, and fortunately only seems to be done to Bonus Resource tiles. For clarity, what takes place is that workers will build a cottage on a Pasture, then rebuild the Pasture, then cottage again, ad infinitum (or at least until new factors are introduced like yield increases or new route types from techs).
It would help if you have a save where the AI decides on the next turn to build on a resource improvement.

Forum Bug: General Discussion thread has vanished!
I am aware, CFC was hit by an issue over the weekend. Efforts are underway to bring it back.

I can also confirm that while playing as Nubia, my automated workers would just march into the middle of the jungle and stand there, inactive. Far outside of my territory btw
That sounds like a separate issue. Please upload a save where this happens.
 
It would help if you have a save where the AI decides on the next turn to build on a resource improvement.


I am aware, CFC was hit by an issue over the weekend. Efforts are underway to bring it back.


That sounds like a separate issue. Please upload a save where this happens.
I think this must have been from an older GitHub revision. I played a game as Nubia this morning and no longer experienced this issue.
 
Hey,
I'm having an issue with the mod. I play IV bts on steam, i downloaded and applied it to MODs under the name RFC Dawn of Civilization. The mod boots up under "Load a mod" and everything works fine until i try to launch the game. The moment I press launch after choosing a civ, the game abruptly crashes every time. Any solutions or ideas what might be going wrong? Thanks.
King regards.
 
Did you check the FAQ in this thread's opening post?
 
Carthage's cothon seems a bit overcrowded with galleys.

View attachment 729114
I have seen this and similar issues reported for England as well. I have a hunch for the possible reason, but so far I have been unable to reproduce this in any of my games. Does someone have a save, or a typical case that is easy to reproduce?
 
Great, thanks!
 
I have the save from the moment I noticed it (turn 166) and from the beggining of the game (turn 119).
The issue is that Phoenicia usually dies during autoplay due to AI conquerors. Do you have a save where they are currently building a galley?

Hey,
I have checked it before and I have put my game to beta version, but the problem persists. Unless you meant some other explanation that I have missed?
No, just checking. Are you getting any error message? If you check task manager, is there still a Civ4BeyondSword.exe process running in the background?
 
The issue is that Phoenicia usually dies during autoplay due to AI conquerors. Do you have a save where they are currently building a galley?


No, just checking. Are you getting any error message? If you check task manager, is there still a Civ4BeyondSword.exe process running in the background?
It crashes immediately after the load screen "initializing", a couple frames into that everytime. No, the .exe shuts down completely, as if i closed the game. I have to relaunch it to get back to civ bts again (unmodded)
 
Do other mods work for you? Are you running on Linux or something like that?
 
I've noticed that the Aztec UP claims it'll give 5 turns of unhappiness but actually gives 10 turns. I'm assuming this is an error.
 
Seems like the incense resource doesn't count as a happiness resource for the Nubian UHV, unless I'm missing something. It does not show up in the city panel either. Latest git version
 
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