RFC: BtS Bug Reports

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

If someone knows how to fix it, please reply!
Here is the list
Spoiler :
if (iGameTurn == con.i450AD): #(dye added later to prevent Carthaginian UHV exploit)
gc.getMap().plot(53, 51).setBonusType(iDye) #France
gc.getMap().plot(53, 55).setBonusType(iDye) #England
if (not gc.getPlayer(0).isPlayable()): #late start condition
if (iGameTurn == con.i600AD):
gc.getMap().plot(53, 51).setBonusType(iDye) #France
gc.getMap().plot(53, 55).setBonusType(iDye) #England

if (iGameTurn == con.i1100AD):
#gc.getMap().plot(71, 30).setBonusType(iSugar) #Egypt
gc.getMap().plot(72, 24).setBonusType(iSugar) #East Africa
gc.getMap().plot(70, 17).setBonusType(iSugar) #Zimbabwe
gc.getMap().plot(67, 11).setBonusType(iSugar) #South Africa

gc.getMap().plot(66, 23).setBonusType(iBanana) #Central Africa
gc.getMap().plot(67, 21).setBonusType(iBanana) #Central Africa

if (iGameTurn == con.i1250AD):
gc.getMap().plot(57, 52).setBonusType(iWheat) #Amsterdam

if (iGameTurn == con.i1600AD):
gc.getMap().plot(28, 46).setBonusType(iCow) #Washington area
gc.getMap().plot(30, 49).setBonusType(iCow) #New York area
gc.getMap().plot(25, 49).setBonusType(iCow) #Lakes
gc.getMap().plot(24, 43).setBonusType(iCow) #Jacksonville area
gc.getMap().plot(18, 46).setBonusType(iCow) #Colorado
gc.getMap().plot(11, 47).setBonusType(iCow) #California
gc.getMap().plot(20, 45).setBonusType(iCow) #Texas
gc.getMap().plot(37, 14).setBonusType(iCow) #Argentina
gc.getMap().plot(33, 11).setBonusType(iCow) #Argentina
gc.getMap().plot(35, 10).setBonusType(iCow) #Pampas

gc.getMap().plot(24, 43).setBonusType(iCotton) #near Florida
gc.getMap().plot(23, 45).setBonusType(iCotton) #Louisiana
gc.getMap().plot(22, 44).setBonusType(iCotton) #Louisiana
gc.getMap().plot(13, 45).setBonusType(iCotton) #California

gc.getMap().plot(22, 49).setBonusType(iPig) #Lakes

gc.getMap().plot(21, 50).setBonusType(iWheat) #Canadian border
gc.getMap().plot(19, 48).setBonusType(iWheat) #Midwest

gc.getMap().plot(22, 33).setBonusType(iBanana) #Guatemala
gc.getMap().plot(27, 31).setBonusType(iBanana) #Colombia
gc.getMap().plot(43, 23).setBonusType(iBanana) #Brazil
gc.getMap().plot(39, 26).setBonusType(iBanana) #Brazil

gc.getMap().plot(49, 44).setBonusType(iCorn) #Galicia
gc.getMap().plot(54, 48).setBonusType(iCorn) #France
gc.getMap().plot(67, 47).setBonusType(iCorn) #Romania

gc.getMap().plot(106, 50).setBonusType(iCorn) #Manchuria


if (iGameTurn == con.i1700AD):
gc.getMap().plot(26, 45).setBonusType(iHorse) #Washington area
gc.getMap().plot(21, 48).setBonusType(iHorse) #Midwest
gc.getMap().plot(19, 45).setBonusType(iHorse) #Texas
gc.getMap().plot(40, 25).setBonusType(iHorse) #Brazil
gc.getMap().plot(33, 10).setBonusType(iHorse) #Buenos Aires area
gc.getMap().plot(32, 8).setBonusType(iHorse) #Pampas

gc.getMap().plot(27, 36).setBonusType(iSugar) #Caribbean
gc.getMap().plot(39, 25).setBonusType(iSugar) #Brazil
gc.getMap().plot(37, 20).setBonusType(iSugar) #inner Brazil

gc.getMap().plot(104, 52).setBonusType(iCorn) #Manchuria
gc.getMap().plot(89, 36).setBonusType(iCorn) #India

if (iGameTurn == con.i1850AD):
gc.getMap().plot(12, 45).setBonusType(iWine) #California
gc.getMap().plot(31, 10).setBonusType(iWine) #Andes

gc.getMap().plot(114, 11).setBonusType(iSheep) #Australia
gc.getMap().plot(116, 13).setBonusType(iSheep) #Australia
gc.getMap().plot(121, 6).setBonusType(iSheep) #New Zealand

gc.getMap().plot(19, 41).setBonusType(iHorse) #Mexico

gc.getMap().plot(58, 47).setBonusType(iRice) #Vercelli
gc.getMap().plot(12, 49).setBonusType(iRice) #California

gc.getMap().plot(11, 45).setBonusType(iFish) #California



The list(originally posted by Zaanzie)
 
Ok, so it seems to be that the cow and cotton near jacksonville spawns at the same tile. So the cow gets replaced by the cotton.
 
The sugar was bugged because there is a #, before the "gc.getMap().plot(71, 30).setBonusType(iSugar) #Egypt", just erasing it, the sugar will spawn 1 tile NW of Axum.


This is the beggining of the list, it seems to be that iFish , its not defined.
Just add: iFish = con.iFish , and fish will spawn 1 tile west of the californian wine.

Spoiler :
# Rhye's and Fall of Civilization - Dynamic resources

from CvPythonExtensions import *
import CvUtil
import PyHelpers
import Popup
import Consts as con

# globals
gc = CyGlobalContext()
PyPlayer = PyHelpers.PyPlayer

### Constants ###


# initialise bonuses variables

iHorse = con.iHorse
iBanana = con.iBanana
iCorn = con.iCorn
iCow = con.iCow
iPig = con.iPig
iSheep = con.iSheep
iWheat = con.iWheat
iSugar = con.iSugar
iWine = con.iWine
iCotton = con.iCotton
iDye = con.iDye
iRice = con.iRice
 
I think there is a gip, because they was switching their civic, you can re-load and check info screen for civic changes.
 
I think there is a gip, because they was switching their civic, you can re-load and check info screen for civic changes.

For the power rating?
Anyways, I don't think it has anything to do with civic changes, as whenever it happens it happens for all civs together[the dip].
 
i have a problem with portugal 2nd UHV goal, isnt recognised, bug or what? I have tried couple of times
 

Attachments

  • Joao.CivBeyondSwordSave
    595.2 KB · Views: 239
I posted this in the RFC MP forum, but it seems to be pretty dead so I thought I'd mention it here.

The high and spiraling tech costs for everyone in the hotseat game... is this a bug? I can't seem to get around it. Has it been dealt with/fixed elsewhere?

Thanks
 
I posted this in the RFC MP forum, but it seems to be pretty dead so I thought I'd mention it here.

The high and spiraling tech costs for everyone in the hotseat game... is this a bug? I can't seem to get around it. Has it been dealt with/fixed elsewhere?

Thanks

Are you sure you aren't talking about the dynamic costs? For example, divine right's cost in the 500's is reduced from 4000 to 2800 beakers(approx).
 
Are you sure you aren't talking about the dynamic costs? For example, divine right's cost in the 500's is reduced from 4000 to 2800 beakers(approx).

I don't think so. Some examples of tech costs at the MP game start are:

Mining 148
Meditation 237
Mysticism 133
Pottery 211

In contrast, a single player RFC in Monarch:

Mining 95
Meditation 95
Mysticism 95
Pottery 154

Any idea what's going on?
 
Further investigation reveals that technologies are more expensive the more players are selected as human at the start of the game. No idea why.


Also the problem has persisted even after I've uninstalled and reinstalled the mod.
 
Any news about the wiki? Or should i just grab what's online and in archive.org and try to recover it? Rhye if you have back-up of the wiki, please contact me to solve this.
 
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