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RFC: BtS Bug Reports

Even with a road? That defeats the purpose of the road. Especailly since some native units can enter these squares.

Workers can build roads in jungles so that you can connect resources to your trade network. They also can build improvements on resources in a jungle and mine a jungle hill.
 
Workers can build roads in jungles so that you can connect resources to your trade network. They also can build improvements on resources in a jungle and mine a jungle hill.


I guess i just never realized that you can't use your troops to defend those resources.
 
My saves after switching can not be loaded by opening the save file directly, as I've been doing, but can be opened if I have the game and mod already running and use the Load Game function to open the save file.

This way I too was able to open it. It's still a bug, but you can go on with your game.
And now we know why the year isn't displayed any more: as Spain you haven't yet discovered Calendar. It sounds reasonable, the previous discoveries belong to the civilization, not to the player. Unfortunately I don't use civ switching, so I didn't know that.
 
I don't know if this qualifies as a bug or crash, but earlier this evening the game seemed to hang after I hit "end turn." The load times between turns were averaging about 20 seconds, but this one took about 10 minutes until I gave up and hit CTL-ALT-DEL. Anyone else seen that?
 
I don't know if this qualifies as a bug or crash, but earlier this evening the game seemed to hang after I hit "end turn." The load times between turns were averaging about 20 seconds, but this one took about 10 minutes until I gave up and hit CTL-ALT-DEL. Anyone else seen that?

10 mins is a long time for a turn I suppose but not unheard of. Playing as Germany I have had turns take over 30 mins to complete.
 
Odd, I fixed all of my problems by checking the option that says to open the game in a separate window (or something like that), under options. I swear I tried that earlier... but I guess not. Now it hasn't crashed since and I'm playing the exact same saved game!
 
Okay, this isn't a bug I don't think, but just a question about the mod. Somebody earlier mentioned that they switched from Japan to Spain midgame. I played as Japan and never got the opportunity to switch to Spain or ANY other civilizations. That little box that asks if you want to switch came up only once, when I switched from Greece to Japan early in the game. Is this intentional? Does the box only show up if you've failed your historical objectives, or if you're not the top 3 in the score, or what?

Thanks.
 
The box shows up when a new civs spawns that isn't too near to your startingpoint (turnwise, not geographically), e.g. when you play as Carthage, you won't be asked if you want to switch to Rome. Additionally, it pops up only so long as you haven't changed as you are only allowed one switch per game.

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There is a plot in Ethiopia where you can't build a road. It's on the floodplains NE of the elephant
Civ4ScreenShot0004.JPG
 
There are pedia entries for UBs which can't be built.

The text for Divine Right incorrectly says 'first to discover founds Islam.'
 
The civilopedia of Rhye´s mod in Base Terrain>Tundra> Cannot build cities (...) is incomplete.


I recall seeing in the tips shown at loading that you must be near water to build a city on tundra, desert or ice, as a feature in RFC -- if I recall correctly.

Perhaps that sheds some light for you if needed.
 
Playing as Khmer, the viking asked for a defensive pact from me on one turn, then declared war on me the next. Not so sure this is supposed to happen.

Actually, defensive pacts are a bit of a mystery to me. I sign them, but then when another country declares war on me, the defensive pact disappears after my ally declares war on our mutual enemy. Also is there some kind of time limit after a defensive pact has been canceled before you make another one with any other civilization? It seems that in some situations the "Defensive Pact" option disappears from ALL civs diplomacy screen when one has been canceled recently.
 
When Portugal spawns, they move their entire stack of units out of Lisboa, allowing me to kill them on their first turn using a horse archer.
 
I doubt this is a bug, but why were settler costs increased? They cost 35-40 turns for the civs that spawn at 3000 BC.
 
Actually, defensive pacts are a bit of a mystery to me. I sign them, but then when another country declares war on me, the defensive pact disappears after my ally declares war on our mutual enemy. Also is there some kind of time limit after a defensive pact has been canceled before you make another one with any other civilization? It seems that in some situations the "Defensive Pact" option disappears from ALL civs diplomacy screen when one has been canceled recently.

I can answer some of that.

If your in a pact and you or your ally declares war on a third party it gets cancelled (this includes independents although you can ask for the pact again the turn after and your Ally generally accepts).

If your in a pact and someone declares war on you, your ally then in turn declares war on the aggressor which in turn cancels the pact as your ally has declared war on a third party (the Civ that attacked you, see point 1 above).

If another Civ is at war with someone they cant make a pact with you (Wars with Independents don't count).

If your at war with someone you cant make a pact.

Hope that helps (and makes sense).
 
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