Bug Reports

We finally have been getting feedback from someone playing RevDCM in multiplayer. A couple days ago they reported that if 1 player messes with the field of view, it effects all players, which can be unsettling. We will be locking out the field of view in multiplayer player games in the next update, as that's a pretty simple fix. In the meantime you can all agree not to mess with it, and your problems will stop.
 
My question is, has the unavoidable out of syncing error in multiplayer ever been resolved? I know wiping the custom assets folder used to temporarily fix that problem, but no matter what, my friends and I always get it repeatedly and unavoidably in the late game. Nothing seems to fix it and I was told awhile back that it'd probably never get fixed.

Since Civ V still has yet to come near this mod in pretty much every aspect, I'd really like to return to this mod, especially while waiting for Civ V to become a more "finished" product.

So, creators/staff responsible for my favorite Civ mod of all times, has this OoS error been resolved? :)
 
I don't know, we've worked on making MP functional, and most reports indicate it is now; and only seems to OoS as much as default BtS does. If you could test it, would be nice. If you reach a point where the game goes OoS consitently, please upload the save for Glider and I to look at in the RevDCM thread. Our main problem with getting MP fully tested is that Glider and I don't have the means to test it.
 
I don't know, we've worked on making MP functional, and most reports indicate it is now; and only seems to OoS as much as default BtS does. If you could test it, would be nice. If you reach a point where the game goes OoS consitently, please upload the save for Glider and I to look at in the RevDCM thread. Our main problem with getting MP fully tested is that Glider and I don't have the means to test it.

Sounds good to me :) I was reading about how you guys weren't as "capable" of fixing the MP problems because most people aren't testing it for you. I wouldn't mind contributing to perfecting this, in my mind, nearly perfect mod.

I was telling a friend of mine the other day: If I had to be forced to play a single game for the rest of my life, it'd be the Legends of Revolutions Mod for Civ IV--providing multiplayer worked properly :)

Edit: Was playing today with a friend and notice we were both unable to build inquisitors. Seems to be a bug, never had the issue before.
 
Edit: Was playing today with a friend and notice we were both unable to build inquisitors. Seems to be a bug, never had the issue before.

Check the civilopedia, or hover over the unit button in the city before assuming there is any bug going on. Inquisitors work perfectly. Also remember that there is a No Inquisitions game option, so you may have that option on, in which case, there will be no inquisitors, as is intended.

Sorry if I sound terse, but I'm getting a little irritated at people reporting bugs that don't exist.
 
Check the civilopedia, or hover over the unit button in the city before assuming there is any bug going on. Inquisitors work perfectly. Also remember that there is a No Inquisitions game option, so you may have that option on, in which case, there will be no inquisitors, as is intended.

Sorry if I sound terse, but I'm getting a little irritated at people reporting bugs that don't exist.

I'm not the type of person to just assume there are bugs. I'm also not an idiot :) I have been playing this mod for a long time now, I know how inquisitors work and I've used them plenty of times.

Theocracy as a civic and they should be buildable (were in the past). There is also no unit icon in the city despite meeting all of the requirements. As such, there are only two possibilities here.

1) There is a bug with the new patch.
2) Since the new patch, you guys prevent users from changing any of the special settings for multiplayer games, so I can only assume that the "default" setting regarding inquisitors for multiplayer games is that they're turned off, even though the default setting for single player is that they're turned on, in which case, it'd still be a bug in my opinion.

Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)
 
I'm not the type of person to just assume there are bugs. I'm also not an idiot :) I have been playing this mod for a long time now, I know how inquisitors work and I've used them plenty of times.

Theocracy as a civic and they should be buildable (were in the past). There is also no unit icon in the city despite meeting all of the requirements. As such, there are only two possibilities here.

1) There is a bug with the new patch.
2) Since the new patch, you guys prevent users from changing any of the special settings for multiplayer games, so I can only assume that the "default" setting regarding inquisitors for multiplayer games is that they're turned off, even though the default setting for single player is that they're turned on, in which case, it'd still be a bug in my opinion.

Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)

Inquisitions also requires more than just Theocracy. If you run any other incompatible civics, it won't be enabled. I know, off the top of my head, that Free Speech disables Inquisitions. What're your other civics?
 
Inquisitions also requires more than just Theocracy. If you run any other incompatible civics, it won't be enabled. I know, off the top of my head, that Free Speech disables Inquisitions. What're your other civics?

That is definitely new with this patch because that was never the case before.

I believe it was representation, vassalage, serfdom, mercantilism, and of course theocracy. I'll look into those civics a bit more now that I know they can prevent inquisitions.
 
Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)

Sorry, I was having a bad day. If you have the Theology tech, the Inquisitor unit button should be present in your cities' build selection section; if inquisition conditions aren't met it should just be greyed out -same as a unit that is missing a resource; hovering over the greyed out button should show why it's greyed out. If the button is missing entirely then the Game Option "No Inquisitions" was most likely checked, or you are a playing a scenario that has this option auto selected for that scenario. Check the game options and ensure this isn't the case; if this option is not selected I'll need help figuring out what's going on with MP that would remove inquisitors entirely, so let me know if that's the case.
 
Sorry, I was having a bad day. If you have the Theology tech, the Inquisitor unit button should be present in your cities' build selection section; if inquisition conditions aren't met it should just be greyed out -same as a unit that is missing a resource; hovering over the greyed out button should show why it's greyed out. If the button is missing entirely then the Game Option "No Inquisitions" was most likely checked, or you are a playing a scenario that has this option auto selected for that scenario. Check the game options and ensure this isn't the case; if this option is not selected I'll need help figuring out what's going on with MP that would remove inquisitors entirely, so let me know if that's the case.

We all have less than awesome days, ironically I wasn't in a terribly good mood when I got your reply. Anyway, moving on...

It would seem to me that since Multiplayer under the latest patch has its own default settings that cannot be changed, that one if them is the lack of the inquisitor. I'm running a fresh, non-tampered copy of the latest patch. The only thing I did was start a single player game, turn off the unit naming feature, turned on the dynamic civ names feature, turned on advanced air bombardment missions, and I think one more unrelated option. After that, I entered a Multiplayer game and discovered that the options are all preset to a "multiplayer default" that actually changes all of my single player options back to default as well.

Regardless, for some reason I still have inquisitions in SP but not in MP. In MP, the icon does not appear in any city. I'll do some more digging though and let you know what I come up with if anything. It's a bad time of the year though, giving the end of the semester and all.

Edit: Actually, wow, I've discovered that ALL my settings keep changing to default every time the game is reloaded. Also, I can't find the option manually for the inqusitions in the \My Documents\My Games\Beyond the Sword\LoR\UserSettings folder at all. It seems my ini file gets corrupted whenever I make a change to it too. Some very unusual issues that I unfortunately don't have the time to play with atm. I'll keep you posted though.
 
Now I feel really dumb. In the old patch I always had inquisitions turned on for every game I played. It appears with the new patch it changed my default to turning them off and I just never realized it.

My bad--I really didn't mean to cause any frustration that there might be some rare bug out there. Many apologies.
 
A friend and I were playing a multiplayer game on the most recent version of LoR and noticed that swordsman don't get the usual +XP bonus from barracks. Every other land unit we made did get the bonus, though.
 
A friend and I were playing a multiplayer game on the most recent version of LoR and noticed that swordsman don't get the usual +XP bonus from barracks. Every other land unit we made did get the bonus, though.

Units that require a barracks to be built, do not receive the xp bonus from the barracks. Merry Christmas. :)
 
I'm a long time LoR player and i just installed and started a game with the 0.99.

I mainly noticed the following:
You removed some very good UU or just nerfed them. Just to name some: Zulu Impis, Greek Hoplite, Roman Pretorian, Persian Scyth chariot.

I'm now playing on Deity as Darius with the pre-placed civs scenario (where everyone starts as minor) on the Earth map.
My previous games with 9.8 was with this same settings, but on Immortal.

In those games i was often threatened by big, well assorted stacks coming from any neighbour and i've seen many cities changing hands between the AIs and often some AI destroyed.
In this game nothing happens: the AIs just build incredible stacks of poor units, mainly warriors, they will keep their positions and they never attack. Nor each other nor me.
I've only seen a city took by an AI.
Is the Deity AI which is crippled by its production capacity or some change in the AI?

I've noticed many interesting new things, so i think it's a good evolution from 9.8.
A flaw, IMO is that Education no more needs Paper as a prerequisite and i think this is wrong.

To be honest, i made some change to my initial start, which is very poor for the Persians. But i also improved many tiles all around the map, to give to some AI starting in poor spots a chance.
Pity for the realism of the map, but it should be more playable.
 
This new version looks very nice. Especially better-looking are the National Wonder and Shrine vids.

But I have to agree with Blubmuz that it's too bad all those great UUs have been removed. I guess there are two kinds of Civ players: those who want more on top of everything and never anything less, and those who believe things may be removed in order to support a rigorous vision of sorts.

That said, I'm really impressed with your work on this mod, phungus. I just wish there was a simple way to re-add those UUs from earlier versions of Lor, without having to track them all down and implement them through detailed modding.
 
Having played the new version for a couple of days, LoR seems to have become more slow on performance, actually to the point of crashing when too many things happen at once. Two times when I selected all units on a tile, the game crashed, seemingly because the process was too much to handle. This never happened in earlier versions. I wonder if anyone has experienced something similar?
 
A couple of bug reports:

Trung Trac's welcome message is "1".

Cuirassiers and most modern legends (54th Mass. and SAS) still don't act as ranged during combat; they advance when they should stand their ground and fire. This is a simple fix in the <actasranged> parameter in the artdefines file.
 
Been playing multiplayer quite a lot. Great game. Religions in 9.9b obviously different from earlier versions, mostly WAD but one bug and a couple of requests.

Request: used to be able to buy a religion (e.g., meditation) at start and it popped in your city; that's canceled 9.9b (nobody gets the religion if you buy the tech); could this be returned as an option? I play with daughters with phone on, and we negotiated who got what religion so could get them off to easy start at setup, but can't do that anymore.

Bug: when playing late-era starts (e.g., Renaissance, after all religions "invented"), in multiplayer with simultaneous turns turned off (tested with two players; best for combat), religions pop at random within a few turns. But with simultaneous turns left on (best for friendly non-fighting games with daughters), the religions never popped after a very long time (tested with 3 players). Is the religion popping not working unless you turn off simultaneous turns?

Other request: It appears that in classical and medieval starts, the earlier religions won't pop to anyone until the last of the religions have all been invented (minimal testing on this). This leaves a large part of the game without the complexity/interest of religious buildings and AI animosity. Could an option be added, or the game revised when you next get around to it, to have the earlier religions pop at random shortly after starting play, as used to happen?

Thanks for all your work!
 
Been playing multiplayer quite a lot. Great game. Religions in 9.9b obviously different from earlier versions, mostly WAD but one bug and a couple of requests.

Request: used to be able to buy a religion (e.g., meditation) at start and it popped in your city; that's canceled 9.9b (nobody gets the religion if you buy the tech); could this be returned as an option? I play with daughters with phone on, and we negotiated who got what religion so could get them off to easy start at setup, but can't do that anymore.

Bug: when playing late-era starts (e.g., Renaissance, after all religions "invented"), in multiplayer with simultaneous turns turned off (tested with two players; best for combat), religions pop at random within a few turns. But with simultaneous turns left on (best for friendly non-fighting games with daughters), the religions never popped after a very long time (tested with 3 players). Is the religion popping not working unless you turn off simultaneous turns?

Other request: It appears that in classical and medieval starts, the earlier religions won't pop to anyone until the last of the religions have all been invented (minimal testing on this). This leaves a large part of the game without the complexity/interest of religious buildings and AI animosity. Could an option be added, or the game revised when you next get around to it, to have the earlier religions pop at random shortly after starting play, as used to happen?

Thanks for all your work!

Hey man thanks. That's a serious bug, and I created it. Not sure at all how to fix it though. Linked this report to the main RevDCM forums, probably be good if you PMed glider or Afforress and see if either one of them want to take a look at those. I linked your report in the main RevDCM thread, so please post there too:

http://forums.civfanatics.com/showthread.php?t=262937

I really want to figure this out, but it'll take some MP debugging, and not sure how the works at this moment. Personally don't see how fixing this can move forward without trying to get glider on board for testing first.
 
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