Rise of Mankind 2.8 Feedback and bug reports

IIRC, for units that require a building before they can be trained, such as the Siege Weapon Workshop for catapults/trebs, and the Cannon Forge for cannons, they can only be upgraded in a city that has the appropriate building.

I think the city radius (either the fat cross, or anywhere that city's culture reaches, not sure which) works. Not a huge difference, but it's saved me a few turns of sending cats/trebs back to upgrade.
 
I got these errors in python:

Spoiler :
04:25:03 TRACE: Error in BeginActivePlayerTurn event handler <bound method GoldTrade.onBeginActivePlayerTurn of <Civ4lerts.GoldTrade instance at 0x8343AE18>>
04:25:03 TRACE: GoldTrade instance has no attribute 'maxGoldTrade'
Traceback (most recent call last):
File "BugEventManager", line 350, in _handleDefaultEvent
File "Civ4lerts", line 744, in onBeginActivePlayerTurn
File "Civ4lerts", line 762, in _getMaxGoldTrade
AttributeError: GoldTrade instance has no attribute 'maxGoldTrade'
04:25:03 TRACE: Error in BeginActivePlayerTurn event handler <bound method GoldPerTurnTrade.onBeginActivePlayerTurn of <Civ4lerts.GoldPerTurnTrade instance at 0x8343AF08>>
04:25:03 TRACE: GoldPerTurnTrade instance has no attribute 'maxGoldPerTurnTrade'
Traceback (most recent call last):
File "BugEventManager", line 350, in _handleDefaultEvent
File "Civ4lerts", line 782, in onBeginActivePlayerTurn
File "Civ4lerts", line 801, in _getMaxGoldPerTurnTrade
AttributeError: GoldPerTurnTrade instance has no attribute 'maxGoldPerTurnTrade'
04:25:03 TRACE: Error in BeginActivePlayerTurn event handler <bound method WorstEnemy.onBeginActivePlayerTurn of <Civ4lerts.WorstEnemy instance at 0x8343A9B8>>
04:25:03 TRACE: WorstEnemy instance has no attribute 'enemies'
Traceback (most recent call last):
File "BugEventManager", line 350, in _handleDefaultEvent
File "Civ4lerts", line 894, in onBeginActivePlayerTurn
File "Civ4lerts", line 933, in check
AttributeError: WorstEnemy instance has no attribute 'enemies'
 
Oil refinery comes with Refining.
Oil refinery requires Oil.
Refiing is a prerequisite for Combustion.
Oil Well seems to be required to produce Oil
Oil Well comes with Combustion.

So, you can't use/build the Oil Refinery when it is available. It seems to me that an Oil Well should be moved forward, e.g. to Electricity or soon after.
 
The Indian Civ graciously offerd to merge with mine, which I accepted. A short while later (probably while processing the same turn - it does take a while) I got the famine event, coming from the Indians. That is after they no longer existed. Pasargade was the Indian capital.

Probably not a RoM issue, but might be good input to when the events are being overhauled.
 

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I decided to try a OCC game on a smaller map, so that I can finally get to the new stuff later in the game which was the focus of this version. So far I have noticed a few things which may or may not be bugs:

Firstly the Treasury and the Pont du Gard both require 4 cities, so these are not buildable at the moment.

Secondly (probably not a bug, but it would be a very nice addition for 2.9 :) ) whenever I kill the last defender in a city then the city is always automatically razed. I know I am only allowed one city, but it would be really nice if I could have the option to Liberate cities also instead of automatically razing them since I end up with huge relations penalties with my supposed allies when I try and help them fight against rebels, as seemingly even if the city is controlled by a different civilization I still get -2 with whoever founded it initially.
 
A Bug in Multiplayer Games:

We use RoM 2.8 + Hotfix.

The Game get OOS when anybody attacks other Units.

We have put off Rev and Barbs Civ.
 
Oil refinery comes with Refining.
Oil refinery requires Oil.
Refiing is a prerequisite for Combustion.
Oil Well seems to be required to produce Oil
Oil Well comes with Combustion.

So, you can't use/build the Oil Refinery when it is available. It seems to me that an Oil Well should be moved forward, e.g. to Electricity or soon after.

I do, when I discover an oil resource within my boarders I build a fort over it. The fort provides the resource it is on ie oil and I can build the refinery before combustion. Same if you build a city on it.

However you may be right it may be a bug.
 
Hello there,

i got two questions:

1) Revolutions: in RoM 2.4 (not too sure, but around that time) lot of revolutions happened. new civs arose and i had problems too keep my people together. Now and then a city revolted, barbarian units arose and fought me. I really liked this kind of gameplay, put in a lot of spice. But since that version those effects never took place again. everything stable in my lands, no enemy splitting in two civs.
I have searched this forum and google for terms like "turn on/off revolutions" a lot of times, but never found a way. Could someone please just tell me what i am missing?

2) Switched to Rom 2.8, but am getting very long waiting turn waiting time (5+ min) and CTDs (error message see page down) and am not able to load save games (->CTDs). I knew this behavior in large maps in future times with full map dicovered and a load of units (savegame size >2mb). but now i am getting this behavior very early (around versailles) with only 10 cites and just my continent revealed on standard maps (savegame size ~400kb)
also tried the 3gb switch, reducing graphics, new graphic drivers and all tricks the like i ve been able to find on the net, but not a glimpse of a chance to get my save game back. i attached the last one.

-------------------
here s the CTD msg.


AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: civ4beyondsword.exe
ModVer: 3.1.9.0 Offset: 00288fe0

------------------
Machine spec:

WINXP SP3
intel core 2 duo
3GHZ
2GB ram
bought half a year ago
nvivdia geforce 8600 GTS

Perhaps someone can help me, at least to answer the first question, i ll just switch back to 2.7, this was quite stable.

cheers
 

Attachments

RoM 2.8, hotfix 3, Afforess mod, os79 temporary storm solution, and.............workers cannot chop the forest or jungle. just no buttons at all :mad:

I attached a save.

Just to ensure: I DID DISCOVER IRON WORKING


EDIT: must be something with os79 storm fix, or I just made a mistake during installation.
anyway: after new installation of RoM 2.8, hotfix 3 and Afforess mod - everything is fine.

sorry to bother you
 

Attachments

A Bug in Multiplayer Games:

We use RoM 2.8 + Hotfix.

The Game get OOS when anybody attacks other Units.

We have put off Rev and Barbs Civ.

This has been mentioned a few times now. From what I gather, it's more of a Revdcm problem, but I could be mistaken there. Anyways, this should be on the multiplayer thread. As for a solution, there currently isn't one, other than going back to 2.71 or another older version.
 
RoM 2.8, hotfix 3, Afforess mod, os79 temporary storm solution, and.............workers cannot chop the forest or jungle. just no buttons at all :mad:

I attached a save.

Just to ensure: I DID DISCOVER IRON WORKING


EDIT: must be something with os79 storm fix, or I just made a mistake during installation.
anyway: after new installation of RoM 2.8, hotfix 3 and Afforess mod - everything is fine.

sorry to bother you
I think I lost those buttons as well. I'm in the industrial area, so I don't need them much. I also have os79's storm fix installed.
 
I had three memory allocation crashes today following two to three hours of play, and one following half an hour (two turns). I know there's an underlying issue with Civ4 that noone's figured out yet, but I noticed today that the first thing that happened when I loaded the autosave was a message from Abu Bakr. I already have the graphics turned down, and I've told him not to contact me, so I'll see tomorrow if that helps at all.

(No such luck, but the memory crashes are back at roughly two hour intervals, none of them seemed to follow diplomacy attempts. I guess I'll just leave 'Wait at end of turn' on and quicksave.)
 
I downloaded the latest hotfix a few days ago and started a new game, but I seem to be having a few strange problems that I hadn't noticed before.

On my scoreboard the number of cities for each player is now always in blue (like when at war), and this number wasn't/isn't updating until I actually send units into visual range of the cities.

As usual with revolutions on a lot of new civs have emerged during the course of the game, but twice now they have emerged already having open borders with me, and I am unable to cancel this anywhere. When I try talking to them there is no option to see what treaties we currently have and cancel from there, but the option to have open borders is missing from the list of available options if I open trade with them.
The Foreign Advisor/Relations tab shows the green line for open borders with them, but the Foreign Advisor/Active tab does not show the open borders.
I declared war on one of them as a test and my scoreboard now shows me at war with them, but also still shows the open borders icon by their name in the list.

This is the first time I've played a OCC game, so I don't know if that has anything to do with it.
 
My latest game seems to be very strange indeed. I'm not quite sure what seems to be wrong, but my units seem to be having a very hard time moving to where I want them to.

Here is an example:

strange.jpg

I'm trying to move up and to the right to attack the city, but clicking with the mouse, or even on the top right arrow (9) on the numberpad makes the units run all the way around and then attack across the river.

Anybody know how I can fix this, or what's causing it?
 
The units are looking for the best defensive tile to end their turn on.

Why not just attack from the original position? Or move to the hill with the mine?

JosEPh
 
The units are looking for the best defensive tile to end their turn on.

Why not just attack from the original position? Or move to the hill with the mine?

JosEPh

I am trying to attack from the original position. My problem is that the units will not attack from there without taking the scenic route first.

The cause of the problem seems to be the crusader promotion giving them the ability to use enemy roads. A unit without it will happily move 1 step north-east and attack but a unit with crusader tries to go around, and when trying to move the entire stack it makes them all go the long way around, and therefore takes an extra turn to get there.

This is also causing problems when I'm on a hill next to an enemy city because unless the hill has a road on it then the units will move off and attack from another tile.
 
Ah Crusaders! Now it makes sense. I generally bypass crusaders any more. IMHO they've been a bit wonky for the last several RoM versions.

There was a thread about them here at one time.

JosEPh
 
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