Rise of Mankind 2.81 feedback and bug reports

If you build the Cannery you can build an Artisanal Well after, I liked doing that, but it is a bit exploity
 
If you build the Cannery you can build an Artisanal Well after, I liked doing that, but it is a bit exploity

I thought the Cannery was the upgrade for the Artesian Well. Looking at the code quickly, I think Afforess fixed that in A New Dawn.
 
I thought the Cannery was the upgrade for the Artesian Well. Looking at the code quickly, I think Afforess fixed that in A New Dawn.

it is, it deletes the Well when you build it, but no stopping you from rebuilding it
 
Hi,
I'm having a problem with my game. I'm not having a CTD but instead it just hangs and the globe spins forever on waiting for the ai to take its turn. I have tried reloading earlier saves and have tried going to war and anything else to make things happen differently, but it always hangs.

It is January 2072 and this is the first problem I've had. I'd really like to be able to finish the game after all the time I've put in to it, so any help is greatly appreciated. I have attached my save game and the zipped log files.

Thank you.
 

Attachments

I get this error message:

Traceback (most recent call last):

File "CvScreensInterface", line 983, in forceScreenRedraw

File "CvMainInterface", line 3312, in redraw

File "CvMainInterface", line 7401, in updateScoreStrings

File "Scoreboard", line 484, in draw

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


I am running RoM 2.81/AND.
 
click the minimap. sounds too simple but it works.

I have. I can even click it and scroll around at full speed while the globe is spinning when the ai is supposed to be taking its turn. Normally you cant move around then, but this lets you move like its your turn. It just seems like the AI stopped.
 
I have been getting also alot of random crashes when the tech window pop-up comes up, and i choose to look at ALL the techs rather than pick the ones it list, almost once every ten times??

I am pretty sure it has something to do with the TechChooser python.
 
I have been getting also alot of random crashes when the tech window pop-up comes up, and i choose to look at ALL the techs rather than pick the ones it list, almost once every ten times??

I am pretty sure it has something to do with the TechChooser python.

I'm playing Vanilla RoM and it doesn't happen to me, so talk to Afforess (or I might just be lucky or you messed up your comp
 
I'm playing Vanilla RoM and it doesn't happen to me, so talk to Afforess (or I might just be lucky or you messed up your comp

Like i said it doesnt happen much, maybe more like once every twenty games. I dont mess with any of the python stuff in RoM itself.
 
I run 2.81 and I have random crashes at around turn 500 (snail). What causes these random crashes that have no error message?
 
I run 2.81 and I have random crashes at around turn 500 (snail). What causes these random crashes that have no error message?

Lots of things, most often, dividing by zero.

I've fixed most of these crashes in my RoM expansion, but since Zappara doesn't want to muck around with dll (C++) changes, he can't add them. I recommend you try it out, even if you don't want new features, it comes with speed improvements too, and everything is completely optional. ;)
 
If you build the Cannery you can build an Artisanal Well after, I liked doing that, but it is a bit exploity
This bug was fixed in RoM 2.81 patch.
 
Lots of things, most often, dividing by zero.

I've fixed most of these crashes in my RoM expansion, but since Zappara doesn't want to muck around with dll (C++) changes, he can't add them. I recommend you try it out, even if you don't want new features, it comes with speed improvements too, and everything is completely optional. ;)

Which is great, except for us MP people that can't use 2.81 and your modmod and are stuck dragging through the ages! lol We do use your modmods for 2.71, btw, so thanks.

I can't wait for 2.9, which we will have to re-balance and mess around with until we have all the things we want.
 
ok i'm lost on this one.. the borders are totally screwed and won't change anymore.
all the viking fields and mine around yokohama and nara are 99% viking (10000xxx) despite the nearest viking city being ~ 20 fields away.
any solute to the problem ?

civ4screenshot0001r.jpg
 
ok i'm lost on this one.. the borders are totally screwed and won't change anymore.
all the viking fields and mine around yokohama and nara are 99% viking (10000xxx) despite the nearest viking city being ~ 20 fields away.
any solute to the problem ?


You are playing with Fixed Borders. Read the Civilopedia article on it.
 
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