RFC: BtS Bug Reports

Posted saves on post 497. Patch 1.183. Same German game; just saw the screenshot below from my Portuguese vassals.

I'm going to see if I can do this as well. I'll keep you posted.
 

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Onedreamer:

I do understand why they may not want to "annoy the neighbors", as it were, but those units represent three quarters of their army. They have two units in Groningen (the third in the screenshot was a trireme) and one in Amsterdam. The longbowman outside their cities is protecting a worker.

this is another story I think. Namely the AI sucks with transporting units accross sea and it probably doesn't have OB with Russia so it can't pass through Finland - Novgorod region ?
 
It's going to be real hard to get a screenshot, but I've restarted my Spanish game playing for a strict UHV, and thus killed Portugal when they spawned in, before placing their city.

I have cities both north and south of their spawn area on the corners of the Iberian, and my culture should be covering their spawn area so I can use the horses, wine, and the village that I already built.

However every time that the game loads between turns, it shows my culture grow to reclaim the area, followed immediately by all 4 tiles in question to Portugal, followed immediately by them flipping back to neutral land when my turn starts.

Portugal is certified as destroyed, it is now 100 years later, and it keeps on happening every turn. I need control of that area, so I even went to worldbuilder and made all of the land my territory and it keeps on doing it. :mad:

Anyone know how to fix it or what's causing it?
 
I'm playing Spain right now, and I only got the Portuguese cultural "void" once, 3 turns after they spawned (i.e. the turn when cities would flip if they were in the Portuguese spawn area).

Did you use a whole bunch of units to kill all of the Portuguese units? It is possible to eliminate Portugal the turn after they found Lisbon using just 2 horse archers, because the stupid AI walks all of its units except for one Longbow to the tile 1NE of Lisbon on their 2nd turn. Horse Archers can then capture and raze Lisbon, end of Portuguese problem.
 
I'm playing Spain right now, and I only got the Portuguese cultural "void" once, 3 turns after they spawned (i.e. the turn when cities would flip if they were in the Portuguese spawn area).

Did you use a whole bunch of units to kill all of the Portuguese units? It is possible to eliminate Portugal the turn after they found Lisbon using just 2 horse archers, because the stupid AI walks all of its units except for one Longbow to the tile 1NE of Lisbon on their 2nd turn. Horse Archers can then capture and raze Lisbon, end of Portuguese problem.

The "void" has continued every turn for 13 turns now.

I made a rather large army with ~catapults to grind the Portuguese into the dust, then used my largely unharmed army to invade France and raze Bordeaux. If I ever try Spain again I'll try doing it with the horse archers.
 
So, since the Dutch AI is generally pacific, I take it that they don't want to spoil relationships with their neighbors.

If Trondheim and Umea is all the Vikings have, it won't make the Vikings hate Dutch more, only vice versa. And I've seen the peaceniks AI settle lands next to other civ's borders in classic BTS.

Namely the AI sucks with transporting units accross sea and it probably doesn't have OB with Russia so it can't pass through Finland - Novgorod region ?

Maybe. That may be related to Napoleon's Forgotten Legion (France putting a bunch of units and some settlers on Hispaniola and then just sitting there), and maybe with The Amazing Adventures of Spanish in Greenland (http://forums.civfanatics.com/showthread.php?t=229723), althrough the latter happened in Warlords.
 
The "void" has continued every turn for 13 turns now.

I made a rather large army with ~catapults to grind the Portuguese into the dust, then used my largely unharmed army to invade France and raze Bordeaux. If I ever try Spain again I'll try doing it with the horse archers.

I solved this by giving Portugal a warrior in Worldbuilder, which then miraculously resulted in them founding Lisbon. I razed it and the void stopped.

:confused:
 
Did you use a whole bunch of units to kill all of the Portuguese units? It is possible to eliminate Portugal the turn after they found Lisbon using just 2 horse archers, because the stupid AI walks all of its units except for one Longbow to the tile 1NE of Lisbon on their 2nd turn. Horse Archers can then capture and raze Lisbon, end of Portuguese problem.

don't worry, this is the last version in which this exploit is possible :evil: muhauhauha
 
my fault here. I forgot to change the date in that piece of code.

Rhye where is that piece of code ? I checked victory.py and consts.py and all is right for Persia.
 
this is another story I think. Namely the AI sucks with transporting units accross sea and it probably doesn't have OB with Russia so it can't pass through Finland - Novgorod region ?

The Umea/Reval cultures are stopping any Russian culture from coming near the boders. Umea has culture all the way to the copper and then south, while Reval has the rest of the coast. The nearest Russian cities are Moskva and Arkhangelsk.

Maybe. That may be related to Napoleon's Forgotten Legion (France putting a bunch of units and some settlers on Hispaniola and then just sitting there), and maybe with The Amazing Adventures of Spanish in Greenland (http://forums.civfanatics.com/showthread.php?t=229723), althrough the latter happened in Warlords.

Could be.
 
persia? I was talking about Rome

what's the problem with Persia then ? You said it's already been discussed but I can't find it.
 
+2 from Spiral Minaret
 
The Vikings problem in 1.983 may be related to changes in their settler maps. The relevant area is spoiled below, if you don't want to see it.

Spoiler :

vikings.bmp


Yellow, bright red and dark red encourage city-building; purple and green are more neutral as regards settlement; grey doesn't encourage it at all. As can be seen, the Vikings are now less encouraged to build cities everywhere in their homeland, except for Stockholm. I don't know if this effect is enough to create the "two-city" problem alone, though.

Thanks to Jet for the program which created this output.
 
In my recent turkey UHV game there's two wierd things:

One thing is, America never spawned! This may be due to following the instructions on the congresses thread (also never saw a congress). Maybe I changed the wrong line or something?

And another is that even tho I have 4 vassals in 1870, I don't get the 3rd UHV, and thus, can't win. (I had 3 vassals way earlier too but only realized I only needed 3 after I got the 4th, which was really hard to do XD)

here are 3 saves, one is from 1866, before I accepted capitulated Russia. One is from 1868, after I capitulated Russia. And one is from 1876, When I'm supposed to have already won. And I don't get a fail or anything, it's like the game doesn't check. Maybe this got something to do with the line change aswell?

Note that I changed
"utils.getFakeRandNum(30, 'random')
with
gc.getGame().getSorenRandNum(30, 'random')
inside UniquePowers.py"
As Rhye suggested.
 

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Bugs from my Ethiopian game: Wembly is now called Broadway in the pop-up that tells you has been built and also the top-5 cities screen; the pop-up when you complete your first national wonder says you can only build 2 of these per city as opposed to 3, and the incans had the perpetual plague problem that has been mentioned before - they had it despite having just their core 3 cities (I then gave them a settler and they built a 4th).

Also, the Turks at one point had a stack of troops sitting in the middle of the Red sea. I ran a privateer over them to see what would happen, and it killed one unit and teleported all the others back to an adjacent piece of land. I saw a similar problem in one of my previous 1.183 games playing as Rome with a bunch of troops sitting in a coastal tile somewhere in the Adriatic, IIRC.

Cheers, Luke
 
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