RFC: BtS Bug Reports

I don't even know what you're getting at. There simply is no reason why simply chopping a forest (and I don't mean slash-and-burn procedures, which are of course another topic) should increase the concentration of climate gases or other factors of global warming.

That the constant chopping of Earth's rainforests has negative effects on our ecosystem and our oxygen-nitrogen balance, goes without saying. But that's not what Civ is modeling.

It resembles more a quasi-religious belief of "Nature striking back" with no ecological or meteorological connection between cause and effect. That is what I'm opposing.
 
It is well known that farms (after the forest is chopped) are carbon producers, while forests are carbon sinks (if not for the latitude they are located):
In Canada's boreal forests as much as 80% of the total carbon is stored in the soils as dead organic matter.[16] A 40-year study of African, Asian, and South American tropical forests by the University of Leeds, shows tropical forests absorb about 18% of all carbon dioxide added by fossil fuels, thus buffering some effects of global warming.[17] Tropical reforestation can mitigate global warming until all available land has been reforested with mature forests. However, the global cooling effect of carbon sequestration by forests is partially counterbalanced in that reforestation can decrease the reflection of sunlight (albedo). Mid-to-high latitude forests have a much lower albedo during snow seasons than flat ground, thus contributing to warming. Modeling that compares the effects of albedo differences between forests and grasslands suggests that expanding the land area of forests in temperate zones offers only a temporary cooling benefit.
 
While it's true that forests act as a buffer for industrially produced carbon-dioxide, this CO2 first has to be blown into the atmosphere artificially. I can't see how that should have happened in 1733 or any other date before Earth's industrialization, no matter how many forests you chop.

PS: I don't want to derail this thread any further, so I'll stop posting now. If you want to carry on the discussion, please do so per PM.
 
Last post, I promise...just quoting from the article "Greenhouse gas":
The main sources of greenhouse gases due to human activity are:

* burning of fossil fuels and deforestation leading to higher carbon dioxide concentrations. Land use change (mainly deforestation in the tropics) account for up to one third of total anthropogenic CO2 emissions.
Having said so, it's still not very believable that without a 50% increase in CO2 (from 270ppm preindustrially to 360ppm roughly), global warming would happen. So a reasonable compromise is to disable global warming/desertification until somebody has built the first factory.
 
Or has reached the Industrial Age. But it would be a reasonable compromise. :)
 
Or has reached the Industrial Age. But it would be a reasonable compromise. :)
Another compromise could be to count the deforestation but only implement Global Warming once the game is the Modern Age. (CyGame.getCurrentAge() or something like that.) I believe that would require most Civs to be in the Modern Age for that to trigger.

The number of Civs in the Modern Age could also be used as a factor for Global Warming, along with deforestation, production and numbers of polluting buildings. That would represent transportation, mainly.
 
RFC BtS v1.186 under 7x64, running Steam's version of The Complete Edition.


This is my first time playing RFC, so I'm not intimately familiar with what is supposed to happen with scripted events. However, very early (had built barracks and just started building a warrior) into the first attempt at playing, as Bablyon 3000AD (locked), the game crashed.

Event Viewer has this to say, noting the faulting module is the CvGameCore.dll found within the mod folder. I installed the mod as follows:
1) Renamed existing mod folder to:
Code:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods\Rhye's and Fall of Civilization Original
2) Copied in the v1.186 version to:
Code:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods\Rhye's and Fall of Civilization
Started BtS, loaded the non-original mod and played a few turns before the crash.

Reading some of the last pages of this topic, I'd assume I'm not the only one experiencing the problem, but I didn't see any conclusive fix or any real bug report other than "it crashes". Any additional info would be appreciated, and likewise if anyone needs any more info from me, I'll try to collect that information for a response post.



Code:
Faulting application name: Civ4BeyondSword.exe, version: 3.1.9.0, time stamp: 0x4a0c27e6
Faulting module name: CvGameCoreDLL.dll, version: 3.1.7.0, time stamp: 0x4a68e95f
Exception code: 0xc0000005
Fault offset: 0x000e5bdd
Faulting process id: 0x738
Faulting application start time: 0x01caf5197a0df76a
Faulting application path: c:\program files (x86)\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Civ4BeyondSword.exe
Faulting module path: c:\program files (x86)\steam\steamapps\common\sid meier's civilization iv beyond the sword\beyond the sword\Mods\Rhye's and Fall of Civilization\Assets\CvGameCoreDLL.dll
 
Running BTS with the 1.186 patch, as Inida:

I got into a war with Persia and I find myself slammed with chariots and now swordsmen. Problem is, I control the Persian horse resource thanks to culture, and as far as I knew they didn't have iron.

So, I checked looking into the World Builder and found that I was correct; they had no access to either resource (and neither did any other civ ATM - some had them, but none had built them up). Yet they were building chariots, swordsmen and axemen (they had no copper mines either) in most cities.

I double checked by removing all roads in world builder and playing for a few turns; they had finished some swordsmen and were producing more.

Only thing I can think of other than a bug is that they have build a city on both resources, but I'm pretty sure that isn't the case.
 
Not sure I posted this bug earlier:

The Japanese UHV to be the first to complete the tech tree is labeled NO before 1400 AD, how is that possible?

I didn't see any mechanized infantry or jet fighters, and if I did, it would've been another bug.

I was playing Japan in the RFC MP beta given to me by AnotherPacifist (for testing) in single player several times.
This bug happened every time.
 
Shh!!! :blush:
 
Playing the latest patched version of RFC in BTS, as acquired through Steam.

Started a game as France, and upon spawning it appears as though my two cities (Paris and Bordeaux?) are razed. They look razed on the map, and though I can click on them and interact with them, I can't see anything about them from the map except ruins.

Any thoughts?
 
Playing the latest patched version of RFC in BTS, as acquired through Steam.

Started a game as France, and upon spawning it appears as though my two cities (Paris and Bordeaux?) are razed. They look razed on the map, and though I can click on them and interact with them, I can't see anything about them from the map except ruins.

Any thoughts?

Actually, I started a new game, and didn't have this problem, so don't worry about it.

What's more, in this new game Christianity had already been founded in Bordeaux, and Independent Rome was defended by a lone damaged archer. So, F YEAH! :D
 
I'm having a couple of issues since downloading the latest version.

1. Civ spawn is off by roughly 200 years. I generally play as China, and so I notice that Khmer and Mongolia usually start 200 years or so after their start date.

2. America never spawns.

3. No congresses, even when the majority of factions have researched nationalism.

Now, right now I'm downloading the file again hoping it's just an aberration, but I wanted to check here first. I'm not sure if it's relevant, but I do tend to go through and micromanage each civilization to ensure that wonders are built in the location that corresponds with actual history, and the same with religions and faction territory, but I can't imagine that that would create the problems I am having.
 
Delete your old copy of RFC before reinstalling it.
 
While it's true that forests act as a buffer for industrially produced carbon-dioxide, this CO2 first has to be blown into the atmosphere artificially. I can't see how that should have happened in 1733 or any other date before Earth's industrialization, no matter how many forests you chop.

PS: I don't want to derail this thread any further, so I'll stop posting now. If you want to carry on the discussion, please do so per PM.

Cattle farms also produce a lot of CO2 before industrialization.

I'm talking about cow burps and pig farts...

Not to mention all the sh*t being produced. :p
 
Someone else noticed that sometimes, when you trade techs with other civs, their attitude towards you becomes worse? (after the trade is done)
 
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