RFC: BtS Bug Reports

I seem to recall someone having had a problem, so I downloaded it again just in case. You may be right, though.

Anyway, I just tested it, and India's 2nd UHV definitely works if you have both BTS 3.17 and RFC 1.181, so it appears that 3.13 was causing the problem.

Ok, I installed BTS 3.17 (I already had RFC 1.181 or 1.810 don't remember, downloaded in July) and I have no more problems with the 2nd UHV for Indians.

However, NOW IT IS THE 3rd UHV WHICH DOES NOT WORK (always playing as India).

I surely had the highest world population on 1200AD, including independents and barbarians, but still I was not capable to accomplish the Historical Victory: on 1210AD I was told that the 3rd UHV failed (by the Victory screen).

Here is the save.
 

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The 3rd UHV does work, but you fail because China has (slightly) more population than India. You can check in the Demographics window, under population. Currently you are ranked second.

I went into Worldbuilder and deleted a small Chinese city, and on the next turn India was then ranked 1st in population.
 
I'm not sure whether this is a bug or whether I'm just doing something wrong!

I can't get the 1st Roman UHV to trigger, even though I've met the requirement for all cities of size 5 or above having a barracks, aqueduct and amphitheatre. I've tried a number of times and can't get it to work.

I've included a save from turn 140, as this is the nearest I've kept...
 

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Hi,
been playing this mod as China for a few days now and so far I think I got a couple of bugs.
Firstly the mercenary page went all weird on me after about 150 turns. I can still access it but in the mercenary contracts tab it doesn't list any of my units that I can contract out or ones I had already contracted out. But I was still getting payed for the units that were contracted out (am not anymore cuz they died).
Secondly, my caravels seem to only use half a movement point when traveling in ocean squares.
Also, not sure if its a bug but when the Mongols came I declared war on them on the first turn that they appeared and then on their first turn they founded their first city but moved all of their troops outside and I just walked into their town (kinda anti-climatic destroying a civ like that). I reloaded the game and tried declaring war on them a turn later (after they build a city) and then the AI left a few units in the town as normal.

here is the current save. I've got older ones too if needed.
View attachment pavelthesecond AD-1495 Turn 250.CivBeyondSwordSave
 
The mercenary issue is a bug that others have also experienced.

Ocean movement at half cost is a feature of the RFC mod, which I feel is an improvement over regular BTS.

Stupid AI behaviour is something that happens unfortunately in both regular BTS and also in RFC. I've seen the Americans be wiped out by Natives by exhibiting exactly the same behaviour that you saw from the Mongols.
 
ok thanks for the quick reply.
Any idea of a way around that mercenary bug as it probably cost me quite a few gc per turn?
 
I whipped my cities like crazy to get all the settlers. The 15th city was built in 1655 and i still got the UHV. So i looked in the XML and found this:

<Tag>TXT_KEY_UHV_ENG2</Tag>
<English>Found at least 3 cities in every continent by 1730 AD</English>
<French>Fonder au moins 3 villes sur chaque continent avant 1650 ap. J.-C.</French>
<German>Gründen Sie bis zum Jahr 1650 n. Chr. mindestens 3 Städte auf jedem Kontinent</German>
<Italian>Fonda almeno 3 città in ciascun continente entro il 1650 d.C.</Italian>
<Spanish>Fundar al menos 3 ciudades en cada continente antes del 1650 d. C.</Spanish>

Looks like non-english-speakers have to build the english empire at lot faster :)
 
See, even Rhye is an Anglophile. (Or is he saying that the English-speaking people need some more help? :crazyeye:)
 
I was playing as france on emperor, and i got a huge army from the massive barbarian stacks hanging in France. Also, Christianity had been founded in Bordeaux(?). I conquered spain with it and hung around waiting for portugal. I have a chariot ready to run in as soon as they move all of their units out on the second turn like always. On the second turn of their existence, i run in and kill them, keep Lisbon. They are dead. However, the next turn, I get the message "one of your cities wants to flip (lisboa)." I refuse and, suddenly, from the dead, another portuguese army rises and takes it back! Whats up with this?
 
I was playing as france on emperor, and i got a huge army from the massive barbarian stacks hanging in France. Also, Christianity had been founded in Bordeaux(?). I conquered spain with it and hung around waiting for portugal. I have a chariot ready to run in as soon as they move all of their units out on the second turn like always. On the second turn of their existence, i run in and kill them, keep Lisbon. They are dead. However, the next turn, I get the message "one of your cities wants to flip (lisboa)." I refuse and, suddenly, from the dead, another portuguese army rises and takes it back! Whats up with this?

You should have evacuated Lisboa the turn before, and when it says it wants to flip, let it, and recapture it with your chariot. Otherwise, whenever a spawning civ (that's already founded a city) gets a war declaration, it gets free troops (remember America?). Better yet, raze it and build it after turn 3 of the Portuguese. Rome probably founded Christianity and they had Bordeaux.
 
I refuse and, suddenly, from the dead, another portuguese army rises and takes it back! Whats up with this?

Your God didn't approve your low move :rolleyes:
 
I refuse and, suddenly, from the dead, another portuguese army rises and takes it back! Whats up with this?

This always happens 3 turns after a new civ spawns. The only way you can destroy a new civ completely before the 3rd turn is to also destroy any cities within their flip area, otherwise those cities will still flip on the 3rd turn even if you destroyed their initial units.
 
Don't know if this is covered elsewhere, but the Persian UHV description is still inaccurate for the first two goals - they both should say "by" not "in". The 3rd is correct with "in" however.

Cheers, Luke
 
I'm not sure if this is intended or a (known?) bug, but you can "terraform" marsh using nukes.

The terrain is still displayed as marsh, does not look any different, but the marsh "improvement" (which keeps you from building any real improvements on that terrain) will be replaced by the fallout.

After you clear the fallout, you can build a watermill there.

Best Regards,
Ace
 
Makes sense. The heat from the nuke basically evaporated the marshiness and you're left with solid mud. One wonders if tundra could be melted. :lol:
 
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