Bug Reports

achilleszero: I think that is partially due to the number of advanced players playing mods and lesser amount of beginners, despite the fact there are easy installation scripts these days. Also, the things that make life harder on above-Noble difficulty settings also do have indirect effect on how hard it is to play with revolutions, especially the things that make harder to keep people happy. Personally I like playing Noble simply because it is equal to what computers are using, I don't like the "artificial" handicapping so much as I'd like an AI that simply plays better. However, it would be nice/interesting if AIs could have other difficulty settings...
 
PerfectWorld maps are great (never mind the resources; it's the damn mid-continent desert wastes that bug me). The issue might be that PerfectWorld maps are larger than default BTS maps, so you should play one size down from what your computer can usually handle.

oh they are bigger alright. it's just that the script normally (ie without the mod) works and that my system specs should quite easily handle it. so I wonder, if I messed sth up badly and what I can do to fix it. surely, there must be some way.

interestingly enough, it seems to handle some of the large PW2 maps, but not others. break pangeas or cylindrical vs thoroidal might make the difference here. do the maps get even bigger with these on?
 
For some reason in the last game Lenin disappeared. He call himself "Lenin of Russia" but now it is Cath in all - traits, head and behaviour. Don't know if this is a "revolution effect" but if I'm not wrong no revolution happened until now to the russian, so it's strange.

Is this in the normal game or a scenario?
 
In my recent and very long game (still version 0.9.5), the very powerful Celts made a Permanent Alliance with the weak Chinese. Now, I had pooled a lot of espionage points against the Celts, about 70.000, but only 8.000 against China. As they formed their alliance, my EPs were suddenly bumped back to roughly 8.000 for BOTH nations. Has this bug been observed before?

Just a note, reported this to jdog, and it's a bug in BtS itself, but will be fixed now in the UP (and by extension LoR once RevDCM is updated with the new UP) thanks to the report:

http://forums.civfanatics.com/showpost.php?p=8358062&postcount=122
 
Is this in the normal game or a scenario?


I created a "custom game" [huge, tectonics, 31 player random] and then worldbuilded it [a lot] to his final shape. Then played as a normal game. I didn't checked if Lenin became Cath from the first turn however [minor nations on with "show no minor" set].
 
I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.
 
I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.

Thats new. Ive always had both light and normal LoR installed at the same time. Will have to try for myself and see what happens.
 
I created a "custom game" [huge, tectonics, 31 player random] and then worldbuilded it [a lot] to his final shape. Then played as a normal game. I didn't checked if Lenin became Cath from the first turn however [minor nations on with "show no minor" set].

Been reported numerous times. And Responded to before. It's a bug in BtS itself, that becomes more noticeable due to Revolutions. Basically the game stores the leadername in the teamID slot it assigns the player, but if the leader is switched, it retains the old name. You only notice this in default BtS when creating colonies, but it happens. With revolutions old leaders are replaced with new ones in the same slot teamID number more often. Anyway it will be fixed in the next update, as it's been fixed in the UP. Also this really isn't an issue in terms of gameplay, and most players don't notice it.

I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.

In order to have the two versions be save game compatible, they must both use the same mod name, and thus must use the same folder. So sorry, you can't have LoR, and LoR light occupy the same computer, unless you duel install BtS. Anyway unless you're messing around with the art for development, there really is no reason to have LoR and LoR light installed simultaneously.
 
I'm getting a weird bug whenever I start a new game as the Vikings, using full version version of 0.9.6. The tech adviser screen shows up along with the options sidebar pop-up. The adviser screen is also all jacked up, missing all the arrows and half of the techs, and is frozen with only the exit button working. After exiting the adviser screen the game continues normally, except my interface is turned off. I have to press ctr+shift+r, followed by ctr+shift+i to get the interface back, but the tech adviser screen is still not working correctly. Starting as other civs works just fine though. This is of course with a clean install of the mod, so I haven't done anything on my end. Screenshots attached.
 

Attachments

Thanks for the report, that means there is a critical art bug in the Vikings.

How this managed to get past a week of a test build being out, and how it was released in the first place shows sloppiness on my part.

I'm pissed off at this, so am taking down the mod for a couple of days.
 
Thanks for the report, that means there is a critical art bug in the Vikings.

What could this art bug be? Thats something Ive never seen before. I dont think that was there in 0.95. But then again I may have never started a game as Vikings. They were the 2nd civ that I rebuilt several weeks ago, so I still had civ switching funtionality then.
 
What could this art bug be? Thats something Ive never seen before. I dont think that was there in 0.95. But then again I may have never started a game as Vikings. They were the 2nd civ that I rebuilt several weeks ago, so I still had civ switching funtionality then.

This was defiantly not there in 0.9.5, I won a game with them in that version, if that is any help in narrowing down the problem.
 
Did not know that, hmm. Thought they were the same size.

The deserts thing is a pain. It may actually be kindof realistic but it ruins gameplay. Ive tikered with the PW settings but it either marginally helps or totally ruins the map. Deserts should somehow be more useful. How am I supposed to simulate any mid-east civ, egypt, or Pheonix, AZ, or Vegas.

Well I think a concept could be borrowed from Civilization: Revolutions - the addition of a building that adds commerce to deserts (called the trading post). It would give, say, one or two commerce to desert tiles. This still wouldn't make desert tiles ideal to be worked, but at least they wouldn't be a total waste. They'd actually be decent commerce tiles in the late game when you can build Extreme Climate Cottages. If possible, this would preferably be set up so that the option only appears if there are desert tiles within the cross of the city.

I also wouldn't mind a building that makes it so mountains add some production. In Civilization: Revolution mountains are actually the main source of production (particularly after you get the Railroad technology). The "Iron Mine" building makes mountains five production. I'd say a building that adds four or so production to mountains would be reasonable, particularly if it's a late game tech.

As for tundra and ice... well... not much to do with that.

While I bring up Civilization: Revolution points, though, another thing I like is that navy can support units (they will support if adjacent to wherever the action is happening, be it on offense or defense). It makes navy feel much more useful.
 
Thanks for the report, that means there is a critical art bug in the Vikings.

How this managed to get past a week of a test build being out, and how it was released in the first place shows sloppiness on my part.

I'm pissed off at this, so am taking down the mod for a couple of days.

Has anyone else confirmed this?
 
I had a little that kind of a problem when there were bugs in the text files with Finnish language. And, I've found bugs that could cause those problems in the text files as well. For example, there is an errorneous TEXT-element CIV4GameText_Objects_Bts.xml (line 6738)

I try walking through the changes and check that there are no other possible issues.


Edit!
Nah, I'm using light version, thus no issues with Vikings because of that.
 
Argh! My new and really interesting game has just gone wrong.

Ive loaded a few saves and figured out that the discovery of iron working makes cottages invisible on the map. They are still there but they just looks like plain ground.

Is there a setting that makes cottages un- visable?

I cant load a save because ive used some modified XML, but only basic to add in a classical age bowman. I cant think that any of my XML changes could cause this. I am using the new 0.9.6b.

Has anyone got any ideas, because I really dont want to play another 2000 years with non-visable cottages.

Edit: I think it is the same error as Alsark, did this ever get addressed? I have the same setting as Alsark, 0.9.6b non-light, not blue marble.

:Edit: Oh, and yeah, I'm not seeing any villages or what not past the classical age, either (I am not using Blue Marble).

This is using 0.9.6 non-light version.

I imagine that the art for cottages, when they change from ancient to classical, is missing. Im using Darius (Persians) by the way, would that effect things ethic art wise?
 
Back
Top Bottom