RFC: BtS Bug Reports

The name of Dalian has changed a lot, actually. It was called Sanshan during the Three Kingdoms period and the Jin Dynasty, but in the Tang Dynasty (medieval) it was called San Shanpu and in the Qing Dynasty (renaissance) it was called Qing Niwakou! I assume it changes to Dairen if the Japanese capture it, then Dalian if the Chinese take it back?

It was called Sanshan for the duration of my recent Chinese UHV game using 1.184.
 
Minor bug. Just won the Russian UHV and decided to play a few more turns to see if I couldn't clobber the Germans.

Around 1960 my 3/3 changed to a 2/3. I checked the victory screen, and it said I had failed the Apollo Program condition.

Also my vassal Arabia displayed as "Soviet Arabia" long before I became Soviet.
 
And a couple of bugs I noticed with the vikings.

Didn't get any workers on my third turn (possibly because I hadn't founded my capitol yet.)

UHV condition #2 (be first to found a city in America) never got flagged as "failed."
 
It was called Sanshan for the duration of my recent Chinese UHV game using 1.184.

My point being that it shouldn't be.
 
Hangly, workers can only spawn in the capital so you must found it to get them when they arrive. And maybe it's because you didn't found a city in America yet, try founding and I'm sure you'll see the condition failed.
 
And a couple of bugs I noticed with the vikings.
As Burnemdown said, these are not bugs.

Didn't get any workers on my third turn (possibly because I hadn't founded my capitol yet.)

Regardless of which civ, you will get no workers if you have no capital on your third turn. Play the Vikings from the 600AD start though and you start with your workers (no additional workers are provided when you found a capital in the 600AD start).

UHV condition #2 (be first to found a city in America) never got flagged as "failed."
The condition is checked as failed when you found your first city in America (and you got beaten to it by another civ), not when another AI civ founds their first city in America.
 
Don't know if this has been mentioned before, but if you switch civs, the wait-at-end-of-turn option seems switched off; however, if you save and reload after switching this doesn't occur.
 
There are a couple places that economic GNP stability probably isn't working as intended, thanks to Python division:

- For zero or very small GNP increase, there is no change to stability. However, for a slightly larger GNP increase, there can actually be a stability decrease.

The stability increase is calculated as ((new GNP) / 3 - (old GNP) / 3 - 3) / 3. If the GNP increase is 4, 5, or 6 (and sometimes 7 or 8), that expression evaluates to -1. (Python division rounds everything down.)

This can be a significant issue - GNP increase of that magnitude aren't uncommon early on. I think a fair amount of the difficulty with economic stability is because of this.

- Several civilizations get a break on stability decreases for GNP shrink. But in some cases, this can cause stability to rise.

The stability change here is (new GNP) / 3 - (old GNP) / 3 + 1. It is possible for this to evaluate to +1, even if new GNP < old GNP. For example, try new GNP = 30 and old GNP = 32.

This issue isn't as significant as the first, but it could be exploitable for players who actively micromanage this kind of thing.
 
Don't know if this has been mentioned before, but if you switch civs, the wait-at-end-of-turn option seems switched off; however, if you save and reload after switching this doesn't occur.

it's only for the first turn and I think it is because the AI has actually already "played" and "pressed the end turn" so when your units are all moved the turn will end.
 
Errr, no, even if I set "Wait at end of turn" on, it's still ignored. Also, I can only negotiate with my former civ by clicking on what THEY have, not by offering anything I have...

Another thing: I recently played the latest version as the Dutch (3000 BC unlocked) and with 73 turns of play left I lost my F4 interface. After reloading I lost ALL interface...:( (I played on Vista, 64 bits, 3GB RAM. Never had this before.)
 
um i got a quest as the Khmer asking me to build 20 harbors and then 11 caravels. I didn't know whether this was a bug or some cruel kind of joke :P
 
Yes, the quest mecahnics are currently broken in 1.184. Rhye changed them recently and it was certainly for the worse. :thumbsdown: I don't think the changes were tested before being implemented unfortunately.

Scaling them to the size of the map is the problem. Rather, they should be scaled according to the era when they trigger. Getting 20 Libraries or Harbours before the Medieval age requires getting to 20 cities before Astronomy. Not even Rome can pull this off. Getting 20 Libraries in the post-colonial era is a different matter. But I think that this sort of quest is coded so that it can't actually trigger in the later eras?

Rather than scale considering the map size, the quests should consider what is a reasonable number of cities for a given civ to have in that era. Effectively, large parts of the map are not possible to reach in the early eras which should mean that the effective map size is reduced.

I think that 7 cities is above average in the Ancient or Classical eras and therefore a reasonable goal to complete a quest. 10 cities in the Medieval era would also be above average but still a reasonable quest target. Post-Astronomy, 15 cities is also above average but still a reasonable goal.
 
After I switch Civs, in this case from England to America, I played for several turns then saved to come back later. Unfortunately the game won't load when I come back. It has happened in a couple games I have played.

I get to the Civ R&F screen with Earth spinning in the background but the screen with the tips and loading bar never shows. Any ideas?
 
From what I remember, you should load the first time after switching from an autosave; that will work. For some reason regular saves don't. Find the nearest autosave and it should load. After that, any saves you make will work. I don't know why.
 
After I switch Civs, in this case from England to America, I played for several turns then saved to come back later. Unfortunately the game won't load when I come back. It has happened in a couple games I have played.

I get to the Civ R&F screen with Earth spinning in the background but the screen with the tips and loading bar never shows. Any ideas?

this bug was fixed long ago. Which version are you playing?
 
Not sure if it is considered a bug but I find it quite annoying that when you switch civs the AI has already played turn 1 of the new civ.

Also, is there a reason why you can't change civs if you've recently switched (eg playing as Ethiopia then wanting to play as Maya but doesn't seem to work)...
 
Not sure if it is considered a bug but I find it quite annoying that when you switch civs the AI has already played turn 1 of the new civ.

I found that this happened and took it to be a sign that I wasn't supposed to switch civs. Personal opinion only, but I consider switching civs to be cheating. I look at the loss of control over the first turn during a civ switch to be a sort of built-in penalty for the act of switching.
 
I found that this happened and took it to be a sign that I wasn't supposed to switch civs. Personal opinion only, but I consider switching civs to be cheating. I look at the loss of control over the first turn during a civ switch to be a sort of built-in penalty for the act of switching.

That sucks...I mean, there I am trying to ensure the weaker civs stick around (for example, Maya around for when New and Old worlds collide) and I can't do it. Lame....
 
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