Bug Reports

well. there can be more leaders from the same nation in the game... (when not playing with random AIs)
 
By setting the war plan the AI uses I can make it so they should readily accept peace except in the circumstances where they would currently opt to keep the war. Perhaps keeping all wars by default is the way to go?

Oh definetly maintaining the war stance until diplomacy happens is theoretically the way to go I think. Minor civs is such a cool option but just needs to be smoothed out a little when the big moment of writing comes.

But to practically achieve this, by doing as you say somehow distinguishing between the diplomacy of the AI negotiating peace for good reason, or negotiating it without proper thought, well that doesn't seem easy to achieve from my humble perspective. However, I reckon you has the skills to pull it off!!!

I'm still a little unclear of whether the AI has a collective memory of hostilities prior to writing. In the real world it could only be passed on from generation to generation by word of mouth, art and religion I guess.

Cheers.

PS) version 1.63 is very impressive. Currently checking out how the AI behaves on using trade blocks and how it cooperates it's harrassment navies.
 
well. there can be more leaders from the same nation in the game... (when not playing with random AIs)

For sure ... I prefer names for this reason, but it's a very easy option to add.

If you can't wait, it's also a simple switch. In Revolution\Assets\Python\Screens\CvMainInterface.py find the function called updateScoreStrings. There are three lines (two of them are really long) clustered together which contain the following (lines 3350, 3352, and 3354 in my copy):

gc.getPlayer(ePlayer).getName()

Change that to:

gc.getPlayer(ePlayer).getCivilizationDescription(0)

You could also use getCivilizationShortDescription(0) which would use just America instead of American Empire in case the strings get too long.
 
When you get revolutions on 1 tile islands with a city on it and there is only watertiles around it all your troops get kicked out and all units disappear and the rebels get it for free automaticly.

Wouldn't it be better if the rebels go ships and attacked from sea or something? Or that your soldiers get driven out to the sea and get at least a chance to retake the city?
 
I found a havy bug. I started a game with start as minor civ and a team. So both team mates started as minor civs. But although they discovered writing together only one team mate will become a full civ. The other will be a minor civ for ever.

€: Next bug. I think you forgot a text. Here is a screen.
attachment.php
 
I've found a strange bug that I've noticed for a while, but I've neglected to post it. On some of my games, whenever a barbarian enters a tile next to my borders, they immediately disappear. This will usually either happen the entire game, or it won't happen at all during the game, which probably means it's dependent on the settings/map.

(EDIT: apparently my current game just defied this rule by allowing some inside my borders and killing a few, so this may not be true.)

(EDIT AGAIN: I'm a little later in my current game, and my culture's expanded. Some barbarians have made it deep into my lands, only to disappear right next to my city, and I've noticed some disappear
a few tiles away from my borders, so apparently it doesn't just happen next to borders.)
 
I found a havy bug. I started a game with start as minor civ and a team. So both team mates started as minor civs. But although they discovered writing together only one team mate will become a full civ. The other will be a minor civ for ever.

€: Next bug. I think you forgot a text. Here is a screen.

Ah, of course ... only one member of a team is credited with acquiring the tech. That should be easy to fix. I'll try to track down the text too.
 
I've found a strange bug that I've noticed for a while, but I've neglected to post it. On some of my games, whenever a barbarian enters a tile next to my borders, they immediately disappear. This will usually either happen the entire game, or it won't happen at all during the game, which probably means it's dependent on the settings/map.

(EDIT: apparently my current game just defied this rule by allowing some inside my borders and killing a few, so this may not be true.)

(EDIT AGAIN: I'm a little later in my current game, and my culture's expanded. Some barbarians have made it deep into my lands, only to disappear right next to my city, and I've noticed some disappear
a few tiles away from my borders, so apparently it doesn't just happen next to borders.)
Excuse me, how is that a bug, and not a FEATURE? I think that incursions that implode on themselves (they spontaneously disbanded / gave up their cause) would be GREAT false alarms.

Fits right in with the modpack's whole philosophy! :)
 
(I dont know were to post this but it seems to fit here the most. )
Why does dropping nukes on your own city do nothing when it comes to revolution? The revolution risk should get ALOT higher.
I mean... I wouldnt support a leader that does that. :p
 
@Gladdig
You have brought up a revolutionary scale idea in my own game. Blow myself up in domestic nuclear war in order to avoid a rebellion. The question in my mind is whether self annihilation is actually a form of rebellion and thus we do not actually have a bug in the code but a bug in the player :)
Cheers.
 
did you merge it? or do you get this error screen when playing original revolution mod?
 
The cause is that there's a player who doesn't have a unit type defined for some unit class ... this shouldn't be a problem, but my code wasn't written to handle it since it doesn't normally come up. Easy to fix though, just insert:

Code:
if( unitInfo == NONE ) :
    continue

at line 536 of RevUtils.py ... if you run into other things like this please post and I'll fix them in the eventual future release.

In other news, I'm back on the right continent now after a business/pleasure trip ... not quite sleeping normally yet, but life will be a lot more normal for me starting pretty soon. When you all get tired of Colonization or Spore or whatever there may be that long awaited new version of Revolution out ...
 
@Jdog
Yes Jdog good to hear from you. Am tired of Colonization Spore thingems already. Just give me more Revolutions man is all I askee :) What continent was your trip, the new world or the old world get it?
Cheers.
 
I think this is a bug. I have rev 1.63 and add some modular civs and modular units (so i don't think they are the problem). i started a game with 8 civs and set the limits to 12. but each time I get a revolutio the revolting civ is immediately destroyed in the same turn.

so the event log says "100AD civil war in country X, the Y are formng nation"
100AD "Y is destroyed"

so they never form. it happenned a lot and I just don't imagine the AI wiping the rebels out that quickly each time. thx
 
Hmm ... something is definitely going wrong it sounds like, but I can't figure it out from that description. Are any civs created successfully? If you post the full log I might be able to spot something.

Also, there will be a new version up some time on Saturday probably ... just fixing a few bugs people have spotted, nothing major new yet.
 
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