Bug Reports

In the mean time, the Player can still win if he defeats his Pope first. The game checks every turns for all players to see if they have defeated their Conquest and the first one to do so wins.

Yes, you should be able to still win if the AI loses to its Pope. I have done this before. I think in Vanilla you are told when a King declares war on his colonies, so should it be in M:C.

Anyway, I will check all this out to make sure it is working correctly. Regardless, there is just too many Wars and too many Popes, so I am looking into alternative means of Victory.

To recap, in ordinary Colonization, if you haven't declared by the 300th turn, you lose. In your mod, in that situation, your Pope declares war on you. I like that. I just want him to declare war whether or not another pope is already fighting the corresponding civ.
 
To recap, in ordinary Colonization, if you haven't declared by the 300th turn, you lose. In your mod, in that situation, your Pope declares war on you. I like that. I just want him to declare war whether or not another pope is already fighting the corresponding civ.

We can do this, it will be in the next update.
 
To recap, in ordinary Colonization, if you haven't declared by the 300th turn, you lose. In your mod, in that situation, your Pope declares war on you. I like that. I just want him to declare war whether or not another pope is already fighting the corresponding civ.


Actually, looking at the code I see nothing that should prevent you from auto starting your Conquest once 300 turns is reached.

What may have happened is the AI declared early on, like at turn 220. If that is the case you still have to wait to 300 turns to auto start your Conquest or Start it manually at 50% fealty. In other words in that case your best bet would be to help the other guys pope win.

My last game I played I figured I could out smart the AI and defeat my Pope first, even thought he declared several terms before I did. But I did not and I lost. I was so aggravated as the AI civ was just next door and it would have been so easy to declare war on him and Ally with his Pope.
 
... comes way, way too late in the list of fathers. By the time you're offered him, you've already got a stockade in every settlement. Or else you're losing badly.

Well, it wasn't that he was too late, he is only the third FF on the Politics tab. The problem was you spent all your FF points on other FFs instead of him. :D

Could I be correct that if you have a manor you can build a manor courthouse then a courthouse, but if you have a castle keep you can't?

Yes, they are noted in the Pedia as not build-able in Military and Monastery towns. Castles will be reworked at some point, so hang in there.

1) When default spawning units are hardy workers (not tried with other units) they can’t eliminate their specialty and therefore can’t learn another one.
What it is more, if another unit deletes its specialty, they change into hardy workers.

I just looked into this and I realize what the problem is, as we have taken over the Default Population Unit with Civics. I remembered us talking about this before it seems, but I don't remember if there was a solution.

Looking at it now, I don't see where we made a solution. But I think a simply solution would be to add a bool to the getDefaultPopUnit(), something like bSkip, so that if bSkip is true it will skip the Civic population unit and use the XML default unit.

Edit: Yep, I simply added a bSkip to the code so that when clearing specialty it will skip the Civic default pop and use the XML one. This will be fixed in next update.
 
The game is telling me I have ships waiting for orders in Europe. I don't.

Also a number of items are redded out. Does this mean I can't sell them? I wasn't warned about this. This is a bug. I've refused money to the Pope a couple of times, and paid other times.
 
London received this benison. It's free war galley for being the first whatever.

Note that London has a lake.

Ah, I perhaps see what I can do to fix this. I am working on it now. Thanks for this report. I will have to go back an review all these bug reports and award bug stars accordingly. :goodjob:

EDIT: Ok, I hopefully have eliminated most occurrences of this issue. This was actually a Vanilla bug and it was caused because there is no practical function to get whether a plot has access to Europe or not as nearly every plot is set to have access because it only checks for distance to Europe, not whether a Unit can actually travel that distance. Anyway, I set it up to check for Areas bigger than what the game considers a Fresh Water Lake size. The water plot has to be bigger than that in order for it to be used.


The game is telling me I have ships waiting for orders in Europe. I don't.

Also a number of items are redded out. Does this mean I can't sell them? I wasn't warned about this. This is a bug. I've refused money to the Pope a couple of times, and paid other times.

We are aware of the waiting in Europe issue, just tell it not to remind you any more for now.

Could you post a save with the redded out items please.
 
Well, I couldn't figure out just how to edit the python code for "waiting in Europe" popup so I wrote my own. Now, it is in the DLL. It will check each Trade Screen for idle units and if there are no other units inbound to the trade screen it will remind you of those idle ships.

I have added the option to turn off the New Civic Option popup as well after the first one.

I also realized that Vikings will start with the Spice Route open to them because they begin on a Spice Route plot and auto discover it. So, Leaderheads with Economytype 1 will no longer be able to discover Sea Routes by moving on to a Sea Route plot. Economytype 1 Leaders begin with The Motherland trade screen so they do not need this feature.

Edit: Ok, I think fixed the issue of Workers not being able to skipturn, fortify, etc. It was easier than I thought. I hope :)
 
In this late game I can't buy plate armor on the spice route or the silk road. Don't know whether they just don't ever sell it or whether the code that prevents sale of stuff you haven't research isn't working.

My luxury food isn't producing baby nobles. Is this a bug or a feature? I think this is bugged.
 
In this late game I can't buy plate armor on the spice route or the silk road. Don't know whether they just don't ever sell it or whether the code that prevents sale of stuff you haven't research isn't working.

My luxury food isn't producing baby nobles. Is this a bug or a feature? I think this is bugged.

Some Goods are not available on all routes. I need to add help text for this. Plate can only be bought at Trade Fairs and not on Silk or Spice routes. You have to produce it yourself other wise.

You have to be under the Civic Feudalism before you can produce baby nobles. Is this your Civic?
 
I think this game is currently to bugged to be fun to play, at least until what I call the "itchy pants" bug is fixed, (which causes you to have to have a move pending--issue a move every turn--for all your workers. We need a fix for that.
 
This post was just wrong. So I removed it until I can figure things out.

EDIT: The second saved game reveals something of what's going on. When the pre-invasion time was up, the Pope never declared. I never had a chance to choose civics like slavery, etc. However the diplomacy screen shows I'm at war with him anyway and his merry men just showed up. I plan to play this screwed game out and then take a long, long, rest.
 

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I think this game is currently to bugged to be fun to play, at least until what I call the "itchy pants" bug is fixed, (which causes you to have to have a move pending--issue a move every turn--for all your workers. We need a fix for that.

This game IS fun as it is, as it can be and as it will be. The bugs we all discover is a proof that new features are being added to make it more fun. And I thank the developers to let us try beta versions and give feedback rather than locking beta versions until a mega correct version had thoughly been tested along months.
 
I think this game is currently to bugged to be fun to play, at least until what I call the "itchy pants" bug is fixed, (which causes you to have to have a move pending--issue a move every turn--for all your workers. We need a fix for that.

I have fixed this issue. I am wanting to fix the "doughnut" issue as well before I release the next patch. I am looking at it at the moment. Once this bug is fixed I think we are ready for another patch release.


EDIT: The second saved game reveals something of what's going on. When the pre-invasion time was up, the Pope never declared. I never had a chance to choose civics like slavery, etc. However the diplomacy screen shows I'm at war with him anyway and his merry men just showed up. I plan to play this screwed game out and then take a long, long, rest.

Ok, I'll look at this.

This game IS fun as it is, as it can be and as it will be. The bugs we all discover is a proof that new features are being added to make it more fun. And I thank the developers to let us try beta versions and give feedback rather than locking beta versions until a mega correct version had thoughly been tested along months.

Thanks Trade Winds. That's just mastrude's way. I am use to it by now, but he is a great tester.
 
Sometimes, when you move someone into a town slot, displacing someone else, the game offers you other choices, none of themj the slot you're moving to. To get the person into the slot you have to hit escape.
 
How come, when you capture the Pope's treasure, it's destroyed instead of being captured.

Hmm, that may be a vanilla issue.

I never had a chance to choose civics like slavery, etc.

Yes, the Revolution Constitution the player use to choose at the start of the war for Independence is no longer used. This has been replaced by the Civic Screen. You can change your Civics to what every you want before the war starts. By the way, your Ships are no longer ever intercepted by the King or Pope.

Sometimes, when you move someone into a town slot, displacing someone else, the game offers you other choices, none of themj the slot you're moving to. To get the person into the slot you have to hit escape.

Right, this has been pointed out. If you have a save where this happens every time you move a unit please post it.
 
This post was just wrong. So I removed it until I can figure things out.

EDIT: The second saved game reveals something of what's going on. When the pre-invasion time was up, the Pope never declared. I never had a chance to choose civics like slavery, etc. However the diplomacy screen shows I'm at war with him anyway and his merry men just showed up. I plan to play this screwed game out and then take a long, long, rest.

Ok, whats is happening in this saved game that is "screwed"? I see in the log that the Pope declared war on you in the year 1449, which looks to be about the 350 turn limit. This is as it should be, correct?

The Constitution is no longer in use as it used the same system as the new Civics Screen does now. So, the two systems if still in place would be in conflict with each other.

Are you playing with the separate downloaded Movies? That way when the Pope declares war on you, you get the Movie to go along with it.
 
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