Short answer: No.
Which version are you playing? Have you installed it correctly? Have you modified any files? Have you an autosave the turn before you founded buddhism? Answering these questions helps us to fix your problem!
For some reason... America never spawns. No matter how the game has progressed, even if I use the advanced start to start with the americans, it ends up with one catapult in the arctic.
This is most likely due to a Python exception occurring mid-game. If you enable Python exceptions in the CivilizationIV.ini file they will be written in the Python Error Log, and if you enable pop-ups you can see them in-game.
But these should be no need for you to debug anything. Just make sure you have the latest patch for CivIV and the latest version of the mod. Because until you have, it simply won't work.
Other than that, note that you can't run the latest version of the mod with a Mac system. Then you're stuck with the version that shipped with the BtS expansion. There is however supposedly a Python based patch for Mac, but I wouldn't know anything about that.
When using the 3000 BC start, most civs that start in the AD's are not selectable. However, they can be switched to once they spawn.
Likewise, when using the 600 AD start, America can not be selected, but it can be switched to later. I have RFC patched to the latest version. Is there a quick fix?
And the reason that the later civs are not selectable in the version that was included in BtS is that Firaxis or 2K (I forget which) decided that it would not be good PR to have a scenario that takes like an hour to load.
Excuse me if this is a long-resolved problem, but the site search isn't helping and I really don't want to read through all 58 pages of this thread. I have two consistent bugs in the version of RFC that shipped with Civ IV Complete:
- As Carthage, moving the cursor onto the Mercenaries button immediately crashes the game, even if I don't click.
- Changing civilizations during the game disables the ability to wait at the end of a turn.
Are these known bugs? Should I just download the newest version of the mod? Is there something else going wrong here?
Yeah, both are practically RFC's most widespread bugs. I'm not sure about the mercenary button crash because as far as I know, that was fixed in RFC's latest version. Aren't you already playing with it? If that problem persists, you can also avoid that problem by opening the mercenary screen with its hotkey Ctrl+M.
For the "auto end turn" problem, that hasn't been fixed yet, but you can get rid of it by saving and reloading your game.
You can also fix it by going into game options and DOUBLECLICKING on your selected options, so they turn off then on again, this makes them recognised in the game again.
BTW has anyone seen a screen like this? It seemed tile related, I went and held the mouse over my selected units for a few seconds and it went away...
Yeah I don't know what these numbers mean either, but either Rhye or Firaxis have added some of these displays on mouse over when you're in cheat mode. In the case of all those civics, I assume it means how much the AI values them.
A strange, and - I guess - rare bug; an enemy catapult was approaching a defenseless city of mine, and I moved a galley with a land unit loaded into it to the city, but forgot to unload the unit. Next turn, the enemy catapult then was able to attack the galley, with the unit onboard, and also capture the city
this was up some time ago, not all coded dynamics resources spawns as supposed.
1)Sugar near Egypt by 1100
2)Cow near Jacksonville by 1600
3)Fish in California by 1850
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