Bug Reports

I've seen that a couple times, but only after changing players (which isn't a standard thing to do). Also it always goes away after reloading (which made the error impossible to debug directly); and I haven't seen it in the 0.9.9 development build on the SVN. Just curious, but does it go away after reloading, and if not could you upload a save for me to take a look at?
 
I loaded it up again and it still occurs when ending the turn.

I'll see if I can figure out how to upload/attach the save
 

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Thanks for the save. Yeah, it's some rare error caused by a rebel spawning and the game trying to get the diplo values of this new civ with the civs in the game, but for some reason here it's trying to call a diplo value on a dead civ. The bug is fixed in the development build; I'll try to get 0.9.9 out soon, mainly just waiting on jdog to update RevDCM with the new version of BetterAI that just came out.
 
Fresh install of latest build, all old versions totally deleted, no modifications. The "choose religion" game option is broken.

When I am the first to reach a religion granting tech, not only do I get to pick a religion to found, but I also found a second religion at the same time. So say I am the first to research meditation. What keeps happening is when I close the tech summery window with the narrated quote, a random religion gets founded in one of my cities, then the choose religion window appears letting me choose a religion which hasn't been founded yet (so the religion that just got founded isn't on the list). When I make a choice, I then found that religion as well, often in the same city as the first one! It's a two for one offer, research one get one free!!!!! :crazyeye: Act now while supplies last!!

I haven't noticed this affecting the AI, only me. The AI only gets the religion it chooses. This also wasn't happening in the pre-SVN 0.9.8 or so versions.
 
Thanks for the report, I have forgotten to add that to the known bugs list. Choose religions is fixed in the current development build, and is a proper gameoption now. I'll try to get a 0.9.9 prerelease out in the next couple of days.
 
Hi,

Build a swordsman in a city with a barracks, get no experience points for the unit. Save attached if required, one turn before completion of another swordsman in the city in question. (probably not necessary, but just in case....)
 

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Assume this is for the SVN. Not a bug, look at the reqs for a Swordsman; also check it again when you get into the Medieval era.
 
I love the mod, just one problem:

No matter how many times I bombard Hue with my catapult army of 15 catapults, it stays at 125% defense.

Screenshot:

Spoiler :
125glitch.jpg
 
Hey so I dl'd the newest version, uninstalled the version I had and installed the new version, but now I don't see any text in diplo. I had the same problem when I installed bug 4.4 and bull 1.2 over versions 4.3 and 1.1 respectively and the fix was to delete my Custom Assets folder and reinstall, so I did that with Bug and Bull just for lols and it still doesn't work. Got any fixes to this?
 
No I already have a newer version than what LOR uses installed in custom assets on regular civ. Could that be the problem?
 
It may be having weird conflicts. My version of LoR has Bug 4.4 in it, as well as BULL 1.2+, both from Fuyu's Better Bug AI.
 
This would seem to be a component issue with the BBAI, but AIs still attach GGs to Rams. I thought that this had been fixed. Just sharin'.
 
Interesting, is it a civ AI or a rebel AI? The rebels seem to have GG's on the weirdest units sometimes.

In this case it was the units of a recently spawned Augustus (he "organized the Barbarians of blah, blah, blah"). I saw a stack of his a while later, and he had a GG attached to a capped ram. The AI used to do this all the time in earlier versions of LoR (not sure if this was due to BBAI, or RevDCM); I thought it had been fixed.
 
I have seen that too. I think the rebel AI may spawn GGs on random units when a civ arises. I dont know where to look in the code to figure that one out, and im working on getting other things to work at the moment. Ill keep it in mind though, tahnks for bringing it to my attention.
 
I have seen that too. I think the rebel AI may spawn GGs on random units when a civ arises. I dont know where to look in the code to figure that one out, and im working on getting other things to work at the moment. Ill keep it in mind though, tahnks for bringing it to my attention.

No charge. Thanks for keepin' the mod goin'. :goodjob:

Btw, did we ever get an anwer to what the rules are regarding why some units receive xp from barracks, and others don't? I know Phungus went to great length to reveal the Revolution mechanics to the the player; seems kind of silly that this would be hidden.
 
From the little bit of testing i did when i noticed this, if a building is required to train a unit (ie barracks), then it does not give exp for that unit. As far as i can remember, the actual effects hover text is correct, if a unit does not receive exp then it doesn't show it receiving exp.
 
From the little bit of testing i did when i noticed this, if a building is required to train a unit (ie barracks), then it does not give exp for that unit. As far as i can remember, the actual effects hover text is correct, if a unit does not receive exp then it doesn't show it receiving exp.

Ok, got it. Yeah, the hover has been correct. Now the only question is what units require a barracks? Swordsmen, Pikes....
 
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