RFC: BtS Bug Reports

Note that I changed
"utils.getFakeRandNum(30, 'random')
with
gc.getGame().getSorenRandNum(30, 'random')
inside UniquePowers.py"
As Rhye suggested.

you probably didn't BEFORE 1870.

I did and won the historical victory.

Side note: I can see a lot of misnamed cities, again because of that bug.
I'd better not wait so long to release a new version!
 
I had 3 vassals way before I went to war with Russia, and at 1868 I got them as vassals as well thinking I needed 4. So what's wrong? (you can see in the 1868 that I already have them as vassals)
Edit: Note that it doesn't say I failed it either, I think it just forgot to check or something.

2nd edit: I reinstalled RFC again and it worked, apparantly what happened was when I changed the PY file for the congress thing it changed from PY to wordpad document or something :S
 
So... sorry to be pedant but I didn't understand if Persia's 8% condition not working is a known bug or not.
 
So... sorry to be pedant but I didn't understand if Persia's 8% condition not working is a known bug or not.

It's known to Rhye. The code checks for your territory excluding your vassals, but the victory screen includes (50% I assume) of your vassals' territory which is where the problems start.

He posted earlier that he wasn't aware that the victory screen was showing a different number to what the code was checking for (i.e. just your territory).
 
I've noticed in several games so far, I have somehow picked up an "extra" spawn-flip barbarian some time after the first turn; I think probably the third turn. This has happened with several civilizations - Mali, Rome, Vikings. Come the third turn, I occasionally get a new unit, usually sitting in the middle of some unexplored area.

Anybody else seen this?

Cheers, Luke
 
I've noticed in several games so far, I have somehow picked up an "extra" spawn-flip barbarian some time after the first turn; uI think probably the third turn. This has happened with several civilizations - Malai, Rome, Vikings. Come the third turn, I occasionally get a new unit, usually sitting in the middle of some unexplored area.

Anybody else seen this?

Cheers, Luke

Yes, often.

Weird stuff also happens when you flip a barbarian who is camped on top of a goody hut before you can even see your units. The goody hut triggers, but appears to stay on the screen. Walking into it though doesn't actually do anything (because the trigger has already passed I assume). This happened a lot when I was choosing starts for Greece and there must have been a barb warrior on the goody hut at the W end of Asia Minor.
 
It's known to Rhye. The code checks for your territory excluding your vassals, but the victory screen includes (50% I assume) of your vassals' territory which is where the problems start.

He posted earlier that he wasn't aware that the victory screen was showing a different number to what the code was checking for (i.e. just your territory).

aaah, I see. So it's actually not a bug but me not knowing how it works exactly. Too bad, I was so happy when Egypt offered vassalization. I actually thought that Persia started with Monarchy for this very reason, since it had many "vassals", including Egypt.
 
I've noticed in several games so far, I have somehow picked up an "extra" spawn-flip barbarian some time after the first turn; I think probably the third turn. This has happened with several civilizations - Mali, Rome, Vikings. Come the third turn, I occasionally get a new unit, usually sitting in the middle of some unexplored area.

Anybody else seen this?

Cheers, Luke

Well this is normal. At first, when the civ is created, cultural values are changed. This creates the (in)famous "spawn voids" because the spawning civ doesn't have a city yet which would claim that land. At the same time, any barbarian (and maybe independent ?) unit in this area is converted. After 1 turn (or maybe 2?) without anarchy there is also the flipping area conversion, which again includes barbarians.
 
Yes, often.

Weird stuff also happens when you flip a barbarian who is camped on top of a goody hut before you can even see your units. The goody hut triggers, but appears to stay on the screen. Walking into it though doesn't actually do anything (because the trigger has already passed I assume). This happened a lot when I was choosing starts for Greece and there must have been a barb warrior on the goody hut at the W end of Asia Minor.

Yeah, I had noticed that Greek hut warrior thing in 1.181, but had never had a barbarian join me on turn 3 in 1.181.

Cheers, Luke

Edit - unless that happened on turn 3, I suppose, and was too unobservant to notice :-)
 
Well this is normal. At first, when the civ is created, cultural values are changed. This creates the (in)famous "spawn voids" because the spawning civ doesn't have a city yet which would claim that land. At the same time, any barbarian (and maybe independent ?) unit in this area is converted. After 1 turn (or maybe 2?) without anarchy there is also the flipping area conversion, which again includes barbarians.

So let's get this right - there is a second flip occurrence, and it's exact timing is dependent on how long you are in (or not in?) anarchy for?

Cheers, Luke
 
This is my first time playing this mod, but this one thing so far has irked me a bit.

Can you please make the text in the historial victories screen wrap? If not perhaps write separate statements for this screen that are shorter and get the main points in the small space. I'm playing as France and the first victory condition is partly missing, but I think the most important part - the date by which I have to get Paris to most cultured city (1700AD) - is missing off the end of the line. I've already failed that condition but never mind that. :lol:

Thanks.

attachment.php
 
You can find the conditions in Civilopedia.
 
hmm no apparently I completely messed up, sorry about that :D . When I wrote without anarchy I actually meant since when you founded a capital (don't ask me why I wrote without anarchy LOL), but I tested with Persia and the flip will happen even without owning a city (Shush becomes capital... interesting thing, actually :D ). Though if you do not have a city by then (for example there isn't any city in the spawn area, like in the Viking case) you will loose the additional units spawned with this event.
 
hmm no apparently I completely messed up, sorry about that :D . When I wrote without anarchy I actually meant since when you founded a capital (don't ask me why I wrote without anarchy LOL), but I tested with Persia and the flip will happen even without owning a city (Shush becomes capital... interesting thing, actually :D ). Though if you do not have a city by then (for example there isn't any city in the spawn area, like in the Viking case) you will loose the additional units spawned with this event.

Yes, losing them - usually workers tha you really want to get your economy up and running - is a right pain. But, IMO it's a good feature. It *encourages* you to found your capital in or near the "appropriate" place, but doesn't *prevent* you from doing something different, if you care to forgo the "bonus" of playing along with the script. It's this kind of "nudge towards historicity" that makes RFC the great mod it is, as opposed to more arbitrary limitations.

Cheers, Luke
 
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