Bug reports

Strange problem... I wanted to play a gigantic Terra map. Thats what i selected in the beginning of the game and i also double checked it in the victory conditions.

I also tried the start as minor civs and got overrun after conquering the french (first game.. so... :P )

Usually when i lose hope i go or the world builder to check how is the AI doing... i was shocked to find that the map was NOT TERRA... it wasn't even Pangaea, but something without any water in it.

Tried then with giant and the same result, seems that Terra maps dont work with the gigantic and giant maps, or is it just me? or was it because i put 43 civs?

On huge + 34 civs Terra worked.

Anyway guys.. this mod is BRILLIANT! Much better then the original game. :D
 
Some map scripts don't work correctly on Giant or Gigantic map sizes and I can't do much about it so we'll have to use those that work (modder made scripts in most cases should work).
 
Hey,

is it just me, or is there a problem with selecting units in garrisoned in a city?
For some reason I cannot indivually select a unit I want, but only do so with a unit the AI selects. Also deselecting is not working. This way I can only select whole unitgroups by moving all units out of a city and then moving same unittypes inside the city again.
I play ROM 2.3 with all standart modules turned on.
 
I've noticed a problem with rifleman in my games with RoM.

I can move my rifleman well enough, but the unit action icons (fortify, sentry, etc.) don't work when I click on them. So in order to do the equivalent action I need to use the hot keys (F, S, etc.). I also can't promote them or upgrade them to infantry because of this bug.

Who else has this problem?
 
i have encountered a possible bug while playing with Arabia,
it looks like some units (War elephants and rifleman so far) don't have their command bar displayed. I mean, I can give them orders but only trough shortcuts and no promotions are possible since no informations about the unit are visible on the interface. Furthermore, if you selected another kind of unit before, when you select rifleman or war elephants you will still see information about the provious unit. Very annoying and quite difficult to explain (hope you got the message I am not english...), I just tried to remove the arabian rifleman graphics and replace it with the default one but I couldn't make it so far. Any suggestion?

tx
Nemesys

Yes, I'm playing with the Arabs and I have the same predicament.

I don't know what the problem is, but otherwise I haven't had any issues with this excellent modpack.:goodjob:
 
I'm thinking this is a pretty big glitch, if its not a glitch then please, shed some light on the subject, but after i have a fairly large change in civics, ALL my cities started filling up the revolt bar after the govt was re-established.
 

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I'm thinking this is a pretty big glitch, if its not a glitch then please, shed some light on the subject, but after i have a fairly large change in civics, ALL my cities started filling up the revolt bar after the govt was re-established.

I think anarchy causes rebellion to increase. It should go down after a few turns.
 
I cant use my inquisitors.. Bug or how I am supposed to remove religions? I move my inquisitor in a city with 3 religions (want remove to the 2 other) But I cant get any option to remove anything.
 
I cant use my inquisitors.. Bug or how I am supposed to remove religions? I move my inquisitor in a city with 3 religions (want remove to the 2 other) But I cant get any option to remove anything.
You should have Theocracy civic active and your state religion must be present in the city where you try to remove the other religions.
 
Parthanon bug - can't seem to build it, i have hinduism, hellenism and state religion in my city. Shedawagon palace comes up but not parthenon.
 
Parthanon bug - can't seem to build it, i have hinduism, hellenism and state religion in my city. Shedawagon palace comes up but not parthenon.
There was something odd with Taj Mahal too in another game I had. I was only able to build it in the 1900's, after capturing the capital of the Native Americans. In general, there seems to be an error in tracking the Holy Cities. Even whit all religions discovered some appear "Unknown" in the Religion tab.
 
I note a problem in the civics window. When you click on a civic, you see a text in an explanatory text in a separate box below, with a slider on the right side. Fine so far, but in most cases you cannot see ALL the text, and if you try to move the cursor to the text box it disappears, so you can not access the slider and thus never get the full explanation of the civic. In some cases this is quite important.
 
Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk.

Frankly, WTH? :mad:

I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right?
 
Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk.

Frankly, WTH? :mad:

I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right?
They even easily sink Privateers.

Another bug, or maybe it's a feature built-in to Civ: when you build Wonders like The Eiffel Tower you don't see a Broadcast Tower when you hover over your cities. All the other buildings are shown but not those that come by the merit of a Wonder.
 
1. This one is only a typo. Tracked it down to line 59 in CvRandomEventInterface.py:

Code:
Can't find type enum for type tag UNITCLASS_FL[COLOR="Red"]YU[/COLOR]T
2. Here seems to be the line import Popup as PyPopup amiss in RevEvents.py:

Spoiler :
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 25, in onEvent

  File "CvCustomEventManager", line 160, in handleEvent

  File "CvCustomEventManager", line 171, in _handleDefaultEvent

  File "RevEvents", line 121, in onEndGameTurn

  File "RevEvents", line 1110, in checkForAssimilation

NameError: global name 'PyPopup' is not defined
ERR: Python function onEvent failed, module CvEventInterface
 
I don't know what you guys where thinking, but I just wasted 3 hours of life on this Mod (previously my favorite) only to be totally, utterly destroyed by the Greeks. :mad:

Why? I had high walls, I had lots of troops and I had barracks to build tough units. So how did I fail? :confused:

Easy - PHALANX - 50% versus melee units.

Well I didn't have horses and I hadn't had access to ivory that long so regardless all the defenses I did; I was screwed. I even built fortress in choke-points between mountains so they would have to attack me at my strongest. Didn't matter a damn. :mad:

Plus, I know they've tweaked the AI and it's not supposed to "cheat" but how come I was practically bankrupting my Civ just to keep enough units so other Civs won't attack me and the Greeks (who had a similar sized empire as mine) is able to pump out twice as many units as me? Yes, I'm sure certain civics helped, but this is insane! I know this is "just a game" but you know as a fan of history and a 17y intel analyst vet of the Army, I can tell you that it is true what they say about talking tactics vs logistics. We were barely into the classic age and these guys are able to field multiple 10 unit stacks? How? How are they going to support that? :mad:

Well, until these balance issues get fixed (see my previous post about the SUPER Xebecs) I'm going back to playing Fall from Heaven. Which is really too bad since I like a lot of the changes recently in this mod. However, it's just unplayable as too many Civs seem to have 'super troopers' you can't beat. I mean I pretty much was "build a defensive unit/build a building" and I still got clobber. Hell, I even got mad and before pulling the plug on the game, I went into the Worldbuilder and plunk down lots of heavy swordsmen and pikemen and THEY almost to a unit got killed by these Phalanxes!

You know, historically the swifter Roman Legion defeated the bulky Phalanx. In Rise of Mankind, that wouldn't happen. :mad:
 
I noticed this bug quite a few times. I apprently don't have super spies or inquisitors turned on (I don't know how to turn them on). However, the game still alows me to build inquisitors, but they don't do anything! And my spies can't do anything either! I know it's not that I don't have enough EP, so I think it has something to do with the fact that super spies isnt turned on.
 
Have you figured out yet on those Arch Shields, the radar that makes them so darn big?? If not i guess i'll just have to get rid of the radar.

Also, is anyone else having problems with the Nuclear Fallout coming so early in the tech area, mine come right after Calvary or so, and i know no civs have advanced past the nuclear area yet??
 
Yes, I'm playing with the Arabs and I have the same predicament.

I don't know what the problem is, but otherwise I haven't had any issues with this excellent modpack.:goodjob:
Missing unit buttons are caused by animation problem with that certain unit graphics so when you see this happen, please report which unit type and for what nationality it belongs to (ethnic unit graphics) so I can track these and fix them.

Is there a way to set the nuclear fallout some place, cause mine always starts right around rifling/cavalry and i am no way near the nuclear area techs yet?
btw thx for your help.
It's not nuclear fallout - it's the new v3.17 global warming system that Firaxis changed in last patch. I thought I fixed the TXT element for that message so that it says global warming instead of nuclear fallout when it happens... seems there's another TXT element that overwrites the default one still since you still saw this bug happen.

Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk.

Frankly, WTH? :mad:

I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right?
Xebec is supposed to be the middle east version of Frigate and its stats the same. I'll check it.

1. This one is only a typo. Tracked it down to line 59 in CvRandomEventInterface.py:

Code:
Can't find type enum for type tag UNITCLASS_FL[COLOR="Red"]YU[/COLOR]T
2. Here seems to be the line import Popup as PyPopup amiss in RevEvents.py:

Spoiler :
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 25, in onEvent

  File "CvCustomEventManager", line 160, in handleEvent

  File "CvCustomEventManager", line 171, in _handleDefaultEvent

  File "RevEvents", line 121, in onEndGameTurn

  File "RevEvents", line 1110, in checkForAssimilation

NameError: global name 'PyPopup' is not defined
ERR: Python function onEvent failed, module CvEventInterface
Thanks, will check and fix them. :)

I noticed this bug quite a few times. I apprently don't have super spies or inquisitors turned on (I don't know how to turn them on). However, the game still alows me to build inquisitors, but they don't do anything! And my spies can't do anything either! I know it's not that I don't have enough EP, so I think it has something to do with the fact that super spies isnt turned on.
Super Spies or Revolution's Inquisition are not turned on for couple reasons: the DLL included doesn't have the code for Super Spies thus it can't be turned on (Super Spies is included in next RoM version) and RoM has already own system for Inquisitors so there's no need to enable Revolution's inquisition system (and the included DLL does not have the required code for it so it can't be enabled).

Have you figured out yet on those Arch Shields, the radar that makes them so darn big?? See attached. If not i guess i'll just have to get rid of the radar.
It's not just one building that is causing it - it's combination of buildings and the size of city that cause the bug. I tested it few times for RoM 2.3 and it was one reason why I had to "obsolete" missile batteries building from the city when it builds Arcology but the bug can still happen if your city size goes over 40 and you have built certain buildings there. I don't think there's much that I can do to fix it permanently - other than disabling bunch of buildings from cities when Arcologies are built and then I would need realistic reasons why those buildings would obsolete when Arcology is built...
 
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