Bug Reports and Technical Issues

I know this is ongoing but here's another save of a TC army spawning on the wrong side of the continent.
View attachment 738049
What version/commit is this save from?

Edit: nevermind, not being able to open it was my issue. But now opening the save it is stuck in "game paused by barbarian". I am not sure what to make of this.
 
Last edited:
How?
 
It literally never occurred to me to pause a turn based game.
 
Bug or Feature: For the purposes of Conqueror units, being in a state of war with Indies allows them to persist. Example: England destroyed Celts, was not at war with another major civ, units remained. I waited a few turns, then WB forced peace with Indies and units all vanished. This seems to present two problems: 1) As long as they're close enough to maintain contact, AI rarely enters a state of peace with both Indy civs, which would of course allow them to keep Conq units for far long then intended if not indefinitely. 2) If this is changed to exclude Indies, cases in which the Conqueror war routinely ends with the defender's sudden destruction (mainly New World), freshly acquired cities will be left defenseless. Takeaway: perhaps the implementation can make an allowance for City Defenders to remain, however that might be dialed-in.

PS I love this idea in principal.

EDIT: Ok so it seems that Expansion armies operate differently from Scripted/Triggered ones? Ottomans were still at war with Indies, but I observed their units suddenly vanish. I was able to confirm this correlated with the expiration of their Expansion areas. I reloaded and put Ottos at war with Italy, and sure enough they kept units past expiration date. Either way I'm starting to see visions of big trouble ahead, mainly for the AI. So far as things seem to stand, a less scrupulous player can game this mechanic by maintaining a state of war with any major civ. In any case, as currently implemented (and I recognize the change is literally a few hours old), the disbandment conditions are subject to a degree of randomness (for AI anyway) that, I'd presume, betrays their intent. Fortunately it would just be a matter of tacking on a few more operations or whatever you ProgramLordz do, nay?
 
Last edited:
It literally never occurred to me to pause a turn based game.
I made use of it when I played some multiplayer games with my friends back in the day; It pauses the turn timer.
 
Did you mean to hammer Thalassocracy this hard?

Civ4ScreenShot0086.JPG
Civ4ScreenShot0087.JPG
 
When I try to start a new game (in this case the Rus 600 AD) the game crashes to desktop without any messages while initialising. I use the newest git-version from today. All worked well yesterday.

from the pythonErr2.log
11:29:29 DEBUG: BugEventManager - adding event 'autoplayEnded'
load_module UniquePowers
load_module Wonders
11:29:29 DEBUG: BugEventManager - adding event 'techTraded'
11:29:29 DEBUG: BugInit - game not fully initialized
PY:OnInit
 
Strangely I can not attach the log files as they are not supported types

Spoiler log :

sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module CvUtil
load_module traceback
load_module Consts
load_module DataStructures
load_module CoreTypes
load_module copy
load_module BugEventManager
load_module CvEventManager
load_module CvDebugTools
load_module PyHelpers
load_module Popup
load_module CvScreenEnums
load_module CvCameraControls
load_module CvAdvisorUtils
load_module CvPlatyBuilderSettings
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugDll
load_module BugUtil
load_module ColorUtil
load_module time
load_module BugInit
load_module BugPath
load_module BugConfigTracker
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
11:29:28 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
11:29:28 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
11:29:28 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
11:29:28 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
11:29:28 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module BugData
load_module Pickling
load_module cPickle
load_module StoredData
load_module InputUtil
load_module CvAppInterface
11:29:28 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
11:29:28 DEBUG: BugEventManager - adding event 'PreGameStart'
11:29:28 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
11:29:28 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
11:29:28 DEBUG: BugEventManager - adding event 'LanguageChanged'
11:29:28 DEBUG: BugEventManager - adding event 'ResolutionChanged'
11:29:28 DEBUG: BugEventManager - adding event 'PythonReloaded'
11:29:28 DEBUG: BugEventManager - adding event 'unitUpgraded'
11:29:28 DEBUG: BugEventManager - adding event 'unitCaptured'
11:29:28 DEBUG: BugEventManager - adding event 'combatWithdrawal'
11:29:28 DEBUG: BugEventManager - adding event 'combatRetreat'
11:29:28 DEBUG: BugEventManager - adding event 'combatLogCollateral'
11:29:28 DEBUG: BugEventManager - adding event 'combatLogFlanking'
11:29:28 DEBUG: BugEventManager - adding event 'playerRevolution'
load_module Handlers
load_module Setup
load_module Core
load_module Areas
load_module random
load_module sets
load_module datetime
11:29:28 INFO : BugCore - creating uninitialized mod MainInterface
load_module Events
load_module GoalHandlers
11:29:28 DEBUG: BugEventManager - adding event 'firstCity'
11:29:28 DEBUG: BugEventManager - adding event 'capitalMoved'
11:29:28 DEBUG: BugEventManager - adding event 'wonderBuilt'
11:29:28 DEBUG: BugEventManager - adding event 'immigration'
11:29:28 DEBUG: BugEventManager - adding event 'collapse'
11:29:28 DEBUG: BugEventManager - adding event 'periodChange'
11:29:28 DEBUG: BugEventManager - adding event 'playerPeriodChange'
11:29:28 DEBUG: BugEventManager - adding event 'birth'
11:29:28 DEBUG: BugEventManager - adding event 'resurrection'
11:29:28 DEBUG: BugEventManager - adding event 'enslave'
11:29:28 DEBUG: BugEventManager - adding event 'combatGold'
11:29:28 DEBUG: BugEventManager - adding event 'combatFood'
11:29:28 DEBUG: BugEventManager - adding event 'sacrificeGoldenAge'
11:29:28 DEBUG: BugEventManager - adding event 'prepareBirth'
11:29:28 DEBUG: BugEventManager - adding event 'flip'
11:29:28 DEBUG: BugEventManager - adding event 'conquerors'
11:29:28 DEBUG: BugEventManager - adding event 'tribute'
11:29:28 DEBUG: BugEventManager - adding event 'playerCityRenamed'
load_module SettlerMaps
load_module Files
load_module csv
load_module Periods
load_module RFCUtils
load_module Civilizations
11:29:28 DEBUG: BugEventManager - adding event 'playerCivAssigned'
load_module Popups
load_module CvPopupInterface
load_module Locations
load_module DynamicCivs
load_module encodings.utf_16_be
load_module Civics
load_module CityNames
load_module CityNameTranslations
11:29:28 DEBUG: BugEventManager - adding event 'playerCityRename'
load_module WarMaps
load_module RegionMap
load_module Modifiers
load_module AIParameters
load_module Scenarios
load_module Scenario3000BC
load_module Scenario
load_module Resources
11:29:28 DEBUG: BugEventManager - adding event 'playerDestroyed'
load_module Slots
load_module Parsers
load_module MapParser
load_module CvWBDesc
load_module array
11:29:29 DEBUG: BugEventManager - adding event 'fontsLoaded'
load_module Scenario600AD
load_module Scenario1700AD
load_module ScreensHandler
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module Stability
load_module Resurrection
11:29:29 DEBUG: BugEventManager - adding event 'releasedCivilization'
load_module Secession
load_module Collapse
load_module operator
load_module Logging
load_module Rules
11:29:29 DEBUG: BugEventManager - adding event 'cityGifted'
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
load_module BugHelp
11:29:29 INFO : BugCore - creating uninitialized mod Core
load_module CityUtil
11:29:29 INFO : BugCore - creating uninitialized mod NJAGC
11:29:29 INFO : BugCore - creating uninitialized mod Scores
11:29:29 INFO : BugCore - creating uninitialized mod CityScreen
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
11:29:29 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module Scoreboard
load_module DealUtil
load_module BugUnitPlot
load_module WidgetUtil
load_module TechPrefs
load_module ReminderEventManager
load_module SdToolKit
11:29:29 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GSpyUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module RawYields
load_module CvDomesticAdvisor
load_module CvTechChooser
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
11:29:29 INFO : BugCore - creating uninitialized mod Advisors
load_module CvMilitaryAdvisor
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module GameSetUpCheck
load_module AutoSave
load_module MapFinder
load_module MapFinderStatusScreen
11:29:29 INFO : BugCore - creating uninitialized mod MapFinder
11:29:29 INFO : BugCore - creating uninitialized mod AutoSave
load_module Buffy
11:29:29 INFO : BugCore - creating uninitialized mod BUFFY
load_module CvEspionageAdvisor
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
11:29:29 INFO : BugCore - creating uninitialized mod StrategyOverlay
11:29:29 INFO : BugCore - creating uninitialized mod CustDomAdv
11:29:29 INFO : BugCore - creating uninitialized mod TechWindow
load_module Victories
load_module Types
load_module Arguments
load_module Formatting
11:29:29 DEBUG: BugEventManager - adding event 'switch'
11:29:29 DEBUG: BugEventManager - adding event 'civicChanged'
load_module CvPlatyBuilderScreen
load_module WBPlotScreen
load_module WBEventScreen
load_module WBCityEditScreen
load_module WBBuildingScreen
load_module WBCityDataScreen
load_module WBPlayerScreen
load_module WBProjectScreen
load_module WBTeamScreen
load_module WBTechScreen
load_module WBPlayerUnits
load_module WBUnitScreen
load_module WBPromotionScreen
load_module WBInfoScreen
load_module WBReligionScreen
load_module WBGameDataScreen
load_module WBCorporationScreen
load_module Congresses
load_module MapEditorTools
load_module WBDiplomacyScreen
load_module WBTradeScreen
load_module GreatPeople
11:29:29 INFO : BugCore - creating uninitialized mod MoreCiv4lerts
11:29:29 INFO : WidgetUtil - WidgetTypes.WIDGET_PEDIA_JUMP_TO_RESOURCE = 189
11:29:29 INFO : WidgetUtil - WidgetTypes.WIDGET_ESPIONAGE_SELECT_PLAYER = 190
11:29:29 INFO : WidgetUtil - WidgetTypes.WIDGET_ESPIONAGE_SELECT_CITY = 191
11:29:29 INFO : WidgetUtil - WidgetTypes.WIDGET_ESPIONAGE_SELECT_MISSION = 192
11:29:29 INFO : WidgetUtil - WidgetTypes.WIDGET_GO_TO_CITY = 193
load_module CvPediaMain
load_module CvPediaScreen
load_module CvScreen
load_module CvPediaCivilization
load_module CvPediaLeader
load_module CvPediaCivic
load_module CvPediaReligion
load_module CvPediaPaganReligion
load_module CvPediaCorporation
load_module CvPediaSpecialist
load_module CvPediaTech
load_module CvPediaUnit
load_module CvPediaUnitChart
load_module CvPediaPromotion
load_module CvPediaBuilding
load_module CvPediaProject
load_module CvPediaTerrain
load_module CvPediaFeature
load_module CvPediaResource
load_module CvPediaImprovement
load_module CvPediaRoute
load_module CvPediaCultureLevel
load_module CvPediaConcepts
load_module TraitUtil
load_module UnitUpgradesGraph
load_module CvPediaHistory
load_module CvWBPopups
load_module CvWorldBuilderScreen
11:29:29 DEBUG: BugEventManager - setting popup handler for event EditCityName (5000)
11:29:29 DEBUG: BugEventManager - setting popup handler for event PlaceObject (5002)
11:29:29 DEBUG: BugEventManager - setting popup handler for event AwardTechsAndGold (5003)
11:29:29 DEBUG: BugEventManager - setting popup handler for event EditUnitName (5006)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBLandmarkPopup (5009)
11:29:29 DEBUG: BugEventManager - setting popup handler for event ShowWonder (5012)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBPlayerScript (1111)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBCityScript (2222)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBUnitScript (3333)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBGameScript (4444)
11:29:29 DEBUG: BugEventManager - setting popup handler for event WBPlotScript (5555)
load_module AIWars
load_module Communications
load_module Companies
load_module EventSigns
load_module CvRandomEventInterface
load_module Religions
11:29:29 INFO : BugCore - creating uninitialized mod EventSigns
load_module History
load_module Messages
load_module Minors
load_module Plague
load_module Rise
load_module Shortcuts
11:29:29 DEBUG: BugEventManager - adding event 'autoplayEnded'
load_module UniquePowers
load_module Wonders
11:29:29 DEBUG: BugEventManager - adding event 'techTraded'
11:29:29 DEBUG: BugInit - game not fully initialized
PY:OnInit

 
Bug or Feature: For the purposes of Conqueror units, being in a state of war with Indies allows them to persist. Example: England destroyed Celts, was not at war with another major civ, units remained. I waited a few turns, then WB forced peace with Indies and units all vanished. This seems to present two problems: 1) As long as they're close enough to maintain contact, AI rarely enters a state of peace with both Indy civs, which would of course allow them to keep Conq units for far long then intended if not indefinitely. 2) If this is changed to exclude Indies, cases in which the Conqueror war routinely ends with the defender's sudden destruction (mainly New World), freshly acquired cities will be left defenseless. Takeaway: perhaps the implementation can make an allowance for City Defenders to remain, however that might be dialed-in.

PS I love this idea in principal.

EDIT: Ok so it seems that Expansion armies operate differently from Scripted/Triggered ones? Ottomans were still at war with Indies, but I observed their units suddenly vanish. I was able to confirm this correlated with the expiration of their Expansion areas. I reloaded and put Ottos at war with Italy, and sure enough they kept units past expiration date. Either way I'm starting to see visions of big trouble ahead, mainly for the AI. So far as things seem to stand, a less scrupulous player can game this mechanic by maintaining a state of war with any major civ. In any case, as currently implemented (and I recognize the change is literally a few hours old), the disbandment conditions are subject to a degree of randomness (for AI anyway) that, I'd presume, betrays their intent. Fortunately it would just be a matter of tacking on a few more operations or whatever you ProgramLordz do, nay?
I explained it in more detail elsewhere but to reiterate:
  • Only expansion units and scripted AI conquerors use this system, so it is AI only
  • The condition for disbandment is no war with major players AND no minor cities in expansion area (the latter is needed because these units are supposed to help expanding into independent territory too)
  • I don't think it can be cheesed because it's an AI only mechanic, the only possible player interference is to prolong a war with the AI to let it keep the units for longer.
I made use of it when I played some multiplayer games with my friends back in the day; It pauses the turn timer.
Yeah I was about to ask why you would ever need this, but then I remembered multiplayer. I never played Civ4 MP.

Did you mean to hammer Thalassocracy this hard?
Nope, sorry. The intent was to penalize non Merchant Trade economy civics (that said, I should have also permitted Reciprocity...). This is what happens when you implement so many changes at once, some things fall through the cracks.
 
I can start other civs (tested Egypt 3000 BC and China 600 AD).
 
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