Bug Reports

Start a Rev Game using 1.62 and use Start As Minors.
You dont know about the existance of the other players (as should be)
As soon as the game starts, open worldbuilder and make a save.
Exit worldbulider, then exit back to the main menu.
Now play a custom scenario and choose the worldbuilder save you just made.
When you start, you will see all other Civs as a non-diplomacy capable minor civ listing.
If you continue to play this game up to the point where you and someone else have writing, then yuo can engage in diplomacy with each other, even if that other civ is on a different continent. This only seems to happen if you began the game from a scenario.
 
I've also had a case where I attempted to play a previously made scenario, using the custom scenario option and turned start as Minor's off, yet when I started, start as minors was still on anyway, and it still did the above diplomacy bug.
 
The Chinese minor civ had been bothering my vassals, the Romans, for quite some time. When they finally organized and became a full fledged civ, they DoW on me and my vassals. However, when the "first meeting" dialogue came up with Mao that turn, I was unable to see any kind of trade options. In other words, when I click "What would you like to propose?", the left and right side trade windows flash briefly but then they disappear and all it says is "Would you accept this deal?" and "What is the price for peace?".
 

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Regard the scenario bug I mentioned before. This might help you fix it or might not. In order to 'manually' fix the issue when starting a game from a scenario I had to do the following: (which really only works if your scenario is at the start year before any cities are founded)
After I start the scenario and am on turn 1, open WB and delete all units belonging to an AI, exit WB and notice their name disappears from the diplomacy list. Re-open WB and replace all the units you just deleted. Repeat this for all the AI players, until I see no one on my Diplomacy list. I do all this before I ever take any actions during my first turn. If you can run a script at game start which determines if a scenario is being played, it could look for all AI units, save what they are and where they are located, delete them, then re-add them back. (again this only works if there are no cities founded. If there are cities I'd imagine you'd have to delete and restore all the cities)

Well that's assuming you can't just force the diplomacy list to be empty at game start and clear all first contact flags which would be the best solution.


On another note, complete separate from the above, occasionally an AI Minor nation's name, (which is still alive as I can see its territory and its units) disappears from the diplomacy lists leaving only a blank line. It then stays gone even across re-loading the game and restart Civ entirely. I don't know yet if it will fix itself once the Minor nation obtains writing.
 
How can I prevent gc.getGame().countCivPlayersEverAlive() from counting also the Minor Civs from StartAsMinorCivs?
 
Plans to plug into WoC any time soon?
Yeah, it's been on my list for a while. I know exactly how I'll do it, the hurdle right now is that TortoiseSVN has been bluescreening my computer for the last month ... I've tried a bunch of different things so far including updating and rolling back my version to no avail. I'll give things another go and see if I can check out the current sources again.

How can I prevent gc.getGame().countCivPlayersEverAlive() from counting also the Minor Civs from StartAsMinorCivs?

If I understand correctly, you want to know how many full civs are alive or ever were alive, ignoring either living minors or dead civs who never graduated to full status. Right now when a civ dies RevEvents.py clears the minor status of the civ. It's not strictly speaking necessary, just makes things easier when reincarnating them later as their minor status doesn't need to be checked. With that there is no way right now to tell whether a dead civ was a minor when they died or not.

I'm don't know what you have in mind but if not counting dead minor civs is important then you could remove the reset of the civs minor status and add it to the bottom of Revolution.chooseRevolutionCiv and a few other places in Revolution.pickRevolutionStyle where the cities top cultural player is chosen.
 
Yeah, it's been on my list for a while. I know exactly how I'll do it, the hurdle right now is that TortoiseSVN has been bluescreening my computer for the last month ... I've tried a bunch of different things so far including updating and rolling back my version to no avail. I'll give things another go and see if I can check out the current sources again.



If I understand correctly, you want to know how many full civs are alive or ever were alive, ignoring either living minors or dead civs who never graduated to full status. Right now when a civ dies RevEvents.py clears the minor status of the civ. It's not strictly speaking necessary, just makes things easier when reincarnating them later as their minor status doesn't need to be checked. With that there is no way right now to tell whether a dead civ was a minor when they died or not.

I'm don't know what you have in mind but if not counting dead minor civs is important then you could remove the reset of the civs minor status and add it to the bottom of Revolution.chooseRevolutionCiv and a few other places in Revolution.pickRevolutionStyle where the cities top cultural player is chosen.

Do you still NEED TortoiseSVN now that the full version is out?

http://forums.civfanatics.com/showthread.php?t=285856
 
Just an observation and minor "issue" with minor civs.

If you are in the middle of a battle on a minor civ and that minor discovers writing, the posture between the two of you is assumed peace. This expels all your units out of their territory during discussions. You can then resume the war if you like but have to reorganise all your troops back onto the battle front which takes time and means that the former minor get's time to defend that he would otherwise not have had.

Why can you not assume that war is continuing when writing envokes discussions between you and the minor? This would leave your troops at the war front and you might still discuss a cease fire and withdraw but war is still the assumed stance.

Now there's probably a very good reason why you can't do this! Hmmmmm...what would it be?

Cheers.
 
Hi, I'm running Revolution v1.63 (the newest) with BTS 3.17 and I think it's brilliant :) The only thing that I have noticed recently (with 1.62 too) is that when I found a city on a different continent, the option to grant it independence disappears after a few turns (I think perhaps upon building the first unit). Is this a bug, or is it some in-game mechanic I haven't noticed?

Thanks
 
I got a problem. Is not a big one. The name of empire.

I am playing with the option of "non states" on. I don´t remember if this is the right name.

When I discovery "Writing" the name of my civlization change to my own.

Is possible to fix it?

Thanx
 
Were new civs being born after you founded the colony? You won't be able to grant independence if all the civ slots have filled up.

I don't think so, as once I noticed I started a new game and placed (using worldbuilder) a colony on a different continent. After a couple of turns (2 or 3 into the game) I cannot grant independence any more, the little fist icon completely disappears.
 
Just an observation and minor "issue" with minor civs.

If you are in the middle of a battle on a minor civ and that minor discovers writing, the posture between the two of you is assumed peace. This expels all your units out of their territory during discussions. You can then resume the war if you like but have to reorganise all your troops back onto the battle front which takes time and means that the former minor get's time to defend that he would otherwise not have had.

Why can you not assume that war is continuing when writing envokes discussions between you and the minor? This would leave your troops at the war front and you might still discuss a cease fire and withdraw but war is still the assumed stance.

Now there's probably a very good reason why you can't do this! Hmmmmm...what would it be?

Cheers.

It would be possible to make this happen ... the only issue right now is when you want to continue a war when either you or another civ's minor status changes. The AI is given the chance to keep the war without having its units bumped since they can make that decision at any point. To ask the human player if they want to continue the war requires putting up a popup and then waiting for the human player's turn to come around for them to answer it ... certainly easy enough to do. Of course, there could also be an option to have all wars (with players you've met) continue by default and only stop using diplomacy. 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?

Hi, I'm running Revolution v1.63 (the newest) with BTS 3.17 and I think it's brilliant :) The only thing that I have noticed recently (with 1.62 too) is that when I found a city on a different continent, the option to grant it independence disappears after a few turns (I think perhaps upon building the first unit). Is this a bug, or is it some in-game mechanic I haven't noticed?

Thanks

I haven't noticed that, I'll check it out and see what I can uncover.

I got a problem. Is not a big one. The name of empire.

I am playing with the option of "non states" on. I don´t remember if this is the right name.

When I discovery "Writing" the name of my civlization change to my own.

Is possible to fix it?

Thanx

You can change all of your civ's name strings at any point using Ctrl+Shift+N. That popup was just for my own testing so it isn't clearly explained, but you might fill out the fields using:

jdog5000
American Empire
America
American

DynamicCivNames will then use the adjective and short form you provide to create new names in the future.

EDIT: Did you mean just that the scoreboard shows your equivalent of jdog5000? This is the normal Civ style, once the other players promote to full status they'll show that way too. Minor civs cannot be contacted so to show that they're different Revolution uses American Tribe in the scoreboard (and for the mouseover of units). You can check your civ's name by mousing over your flag next to the minimap.
 
Is there a way to appear just the nation name (ex: american empire) in the score board? I think is much better this way...

I mean the scoreboard, in my post. Thanks for helping me.
 
Is there a way to appear just the nation name (ex: american empire) in the score board? I think is much better this way...

I agree. I prefer to see the name of the nation, rather than the leader name, in the scoreboard. Perhaps an option? Also, if you could incorporate one of those mods to make the scoreboard more neat, that would probably be appreciated.
 
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