Bugs to fix and possible improvements

Every turn I'd have two people ask me to convert to Christianity (Turkey and Rome). They didn't ask anything until the religion spread into one of my cities, and all of the sudden they started bombarding me every turn. Rome collapsed, but Turkey is still asking...
 
Babylonian UHV bug?

Isn't this (in bold) in Victory.py supposed to be the other way around, or was this intended for RFC Rand:

Code:
 if (pBabylonia.isAlive()):
                                if (iGameTurn == i850BC):
                                        #RFCRAND        
                                        capital = gc.getPlayer(iPlayer).getCapitalCity()                                  
                                        capitalX = capital.getX()                                
                                        capitalY = capital.getY()                                
                                        bestCity = self.[B]calculateTopCityCulture[/B](capitalX, capitalY)                                        
                                        if (bestCity != -1):
                                                print ("bestCity.getOwner()", bestCity.getOwner())
                                                if (bestCity.getOwner() == iBabylonia and bestCity.getX() == capitalX and bestCity.getY() == capitalY):
                                                        self.setGoal(iBabylonia, 1, 1)
                                                else:
                                                        self.setGoal(iBabylonia, 1, 0)
                                        else:
                                                self.setGoal(iBabylonia, 1, 0)
                                if (iGameTurn == i700BC):           
                                        #RFCRAND        
                                        capital = gc.getPlayer(iPlayer).getCapitalCity()                                  
                                        capitalX = capital.getX()                                
                                        capitalY = capital.getY()                                
                                        bestCity = self.[B]calculateTopCityPopulation[/B](capitalX, capitalY)                                        
                                        if (bestCity != -1):
                                                print ("bestCity.getOwner()", bestCity.getOwner())
                                                if (bestCity.getOwner() == iBabylonia and bestCity.getX() == capitalX and bestCity.getY() == capitalY):
                                                        self.setGoal(iBabylonia, 2, 1)
                                                else:
                                                        self.setGoal(iBabylonia, 2, 0)
                                        else:
                                                self.setGoal(iBabylonia, 2, 0)
 
Here's a bug I've noticed a couple of times. My civ spawns near a goody hut, with one of my units on the hut at the start. I get the hut (in this case, gold) before I spawn, but when the game starts, the hut is still graphically on the map.

I guess it's possible that this bug exists in RFC, but I suspect the starting locations are such that it doesn't actually happen.
 

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CTD when I conquer Berlin. Is that a specific problem of my PC or is iut a bug? please help
 
Here's a bug I've noticed a couple of times. My civ spawns near a goody hut, with one of my units on the hut at the start. I get the hut (in this case, gold) before I spawn, but when the game starts, the hut is still graphically on the map.

I guess it's possible that this bug exists in RFC, but I suspect the starting locations are such that it doesn't actually happen.
My guess would be that it's actually a BTS bug, but since the chance of that happening is very very small (it can only really happen in dynamic, scripted mods like RAND), no one has noticed. I don't know what Rhye could have possibly changed to have caused the bug (although I guess it's possible).
 
My guess would be that it's actually a BTS bug, but since the chance of that happening is very very small (it can only really happen in dynamic, scripted mods like RAND), no one has noticed. I don't know what Rhye could have possibly changed to have caused the bug (although I guess it's possible).

This happens in RFC (non-RAND) also. I have played Greece a lot in RFC and the goody hut on the W end of Asia Minor is often present at the time of the Greek spawn. Something in the code causes you to trigger the hut at the start of the turn (as you hear the tinkle of coins or warning sound of unhappy villagers or whatever), before your units appear on the map. And then when the map appears, the hut is still there, because it hasn't been cleaned up properly. Walking a unit through the tile doesn't trigger the hut again, but it does clean up the 'phantom' hut.
 
Here's a city naming bug. I'm going through the lists of cities, and discovered that the Greeks have a problem with inland colonies and port colonies. Here's part of the Python code.

Spoiler :

...
"Mytilene",
"Arta",#(295 B.C.), ancient Amvrakia
"Kerkyra",
"-1"
),(
"-1"
),(
"Naxos",#735 BC - oldest Greek colony in Sicily
"Olbia",#also Pontic Olbia, on the Black Sea
"Alexandreia",
"Kyrene",
"Berenikis",
"Seleukeia",
"Antiokheia",
#"Trapezos",#756 BC - given to Turkey's list on the grounds that it's in the Turkish heartland
"Tyras",#in Ukraine
"Syrakousai",#Syracuse
...


Basically, this means that Naxos is the first city of the port colony list, and there are no cities on the inland colony list. End result can be seen in the screenshot, as well as preventing Syracuse, etc, from ever likely appearing.

Also, it seems odd to me that Alexandria would be listed in the inland colonies set, but that's something I'm slowly working on with improving the city names list.


EDIT: I've realized that it's more likely that Naxos and Alexandria are supposed to be on the port colonies list. The bug is more likely with Antioch and Seleucia not included on the inland colony list.
 

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Also, it seems odd to me that Alexandria would be listed in the inland colonies set, but that's something I'm slowly working on with improving the city names list.
There were quite a number of cities founded or renamed by Alexander as "Alexandreia" or "Alexandria" (Romanised). Not all of them were on the coast and most weren't in Egypt either, but rather Persia.
 
There were quite a number of cities founded or renamed by Alexander as "Alexandreia" or "Alexandria" (Romanised). Not all of them were on the coast and most weren't in Egypt either, but rather Persia.

True, but this is actually the only place in RAND where Alexandria appears. As one of the most famous cities in the ancient world, specifically where one of Civ4's Wonders appears, it's rather important.
 
Just some short questions, since I started playing RAND since a few days:

Did Rhye already change the number of civs available per mapsize (all in standard)?
Was the map editor changed someway? With more food for ancient civs? With less no-food-desert around rivers?
Are ancient civs able to grow more quickly? They seem to be trapped with 2-3 pop until 400 AD!

Is there at all a new update since last autumn? Is Rhye still interested in this amazing project?

Thanks!
 
I hope, Rhye is still active in RFC-RAND forum...

Two proposals:
1. Make Germany more prone to instability. I never saw them collapse once in my recent RAND games. Instead, with their hellish production tweak, they go on to conquering/vassalizing the whole world with very solid stability. No way to stop them once beyond a certain level. Historically, the German states did collapse more often, leaving their neighbors time to take a breath before the next rush.

2.With RAND being so fast now and without the problem of overabundance of civs as in normal RFC, I 'd like to ad more Civs in RAND. Possibly ALL the normal RFC Civs in standard or big maps and additionally other civs like Sumerians, Hethitians, Poland, Tibet, (Byzantium), ...

What do you think?
 
I keep getting a bug where it's not there are too many civs, but sometimes civs like France and Germany don't spawn at all. The Aztecs are dead, and Portugal never exists. Russia spawns near China instead of Europe. Et cetera.

Although, I may need a newer version...I'm not sure.
 
@ Stoklomolvi

This isnt a bug at all. Its meant like this. The number of civs spawning in your game depends on the map size you've chosen. The smaller the size the less civs will spawn. (If you want to have all civs in it, choose the biggest map size).


Still, I think, there's space enough for all even on standard.
 
i agree for reduce the strenght of some civ and to make some civ better.
Adding all civ could be cool but add ALL the civ of civ fanatics(like polands, hungaria...) is not a good idea because of the balance, the lag ect...
 
@ Perceval

I agree
 
there is a bug in the Babylonian UHV code: the culture and population goals are inverted.
Also, Ethiopia starts with only one worker, a bit too few compared to vanilla, and maybe a coupla spearmen instead of a swordsman would be better, they don't spawn near anyone but Camel Archers anyways.
 
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