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Tweak Mod for Xtended + Master of Mana Updates

I probably need some advise for some of these bugs. I've had a few games end when the AIs never finished their turns, I'm not sure what happened there, and I'm not sure how best to report it/find out.

I've had a couple of instances where I cleared a goblin fort, moved in, and then a new batch of barbarians immediately spawned on that fort, kicking me out. Any unit like a worker or settler I had with me disappeared silently. I don't know if that's a bug. Also had a few instances where a unit withdrawing from battle (while on defense) ended up "pulling" their entire stack, minus any settler/worker units retreating (again settler/workers died silently). Again, I don't know if these are bugs or not.

In my last game, as Grigori, I've run into this issue where I'm not allowed to build any more military units. No Militia or Shortbowmen, etc. Militia don't seem to have any requirements in their tooltips or civlopedia, so I'm not sure why that would be?
 
Got a fire drake. It was killed by a goblin archer without animation running, and the game then hung and became non-responsive. I guess it was as shocked as I was :).
 
Another Grigori game, and again after a while, I can no longer build militia (or any other military unit).
 
Mind that there is an army limit called Unit support and you start with 15 as your limit, it can go up with buildings/districts/Global Enchantments and maybe other things i don't remember now, but these 3 examples are the basis, so at the start you can have only 15 military units.
I suppose that you got a fire drake using blood of the dragon, that convert the unit that used it into a fire drake with the Enraged promotion, or something like that not too sure now about the name, but that's a promotion that make your unit go crazy for blood and automatically move in search of an enemy, it will expire after the first combat, if you lost it at the first combat you had been unlucky, sorry for your loss, about the game being non-responsive i don't know why, maybe a bug, hard to replicate, if you have a save game we can look in to it
When you clear a barbarian fort, goblin/savage/bandit or other ones, it is advised to explore it during the same turn, because it will keep spawning troops otherwise and every worker, settlers or arcane units will be lost in the process, it's normal and not a bug, barbarians are a nasty batch.
For the AI not ending their turn, seems like some kind of loop, would be best to post a save game the turn prior to this happening, it's smell like a bug but we can't be sure why without a save game so we can see what's happening.
And for the withdrawing from battle occurance i'm not sure what you are talking about, it's happening with your troops or enemies troops? who is retreating and who is pulled? Again for this a save game would make things easier but we need more info about what is the problem you are seeing so we can reproduce it playing your save game, it can be a bug but i'm not sure.
For every strange bug happening we need a save game report so we can replicate the problems and solve them, for this we advise to have the autosaves every turn
 
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Yes, I figured out the supply issue after noticing first that it was always at 15. It feels very tight, although I'm starting to get the hang of it vis a vis the permanent support assignment in cities. Still difficult to expand with the free spawning barbarians (support feels tight and really hard to increase). As for bandits, I thought I needed to use adventurers or treasure hunters for bandit layers, and that it required AP, or MP I mean, I guess, no AP in this game ;). I figured out that those weren't required either, although I still think that barbarians shouldn't get to spawn in a fort I'm occupying. Or anywhere I'm occupying for that matter, imo. Especially with the unit limits. Pretty harsh nerf on high k people like animal tamers and stuff. Had another lockup during AI turns as Grigori. I imagine it's one of the scripts for the other AIs, but I'm trying the Aos Si now. For some reason they have their Wild Fae and Sprite units listed twice in the city build list. Can't see a difference between the two, and each works so... idk, minor bug, but still weird.

The retreat thing was my stacks being attacked. It might have been a unit having a fear effect similar to what the drake has, I'm not sure. I didn't know what to look for at the time (and it's really hard to identify promotion icons on units which are not your own, as I don't know how to get any view other than the little tooltip and you can't mouse over them in that. Also, I couldn't at this point say for sure if the withdrawing unit was actually withdrawing or using something like second chance. I'll keep an eye out for another occurrence.

In other news, and for posterity in case someone else looks here, on Windows 11, the CivilizationIV.ini is located in:
`Users\****\OneDrive\Documents\My Games\beyond the sword. I changed AutoSaveInterval to 1, so next time it hangs, I should have a save game. I'm playing on the biggest map setting, so 18 AIs, I believe.

On other notes... A few QoL features (that afaik don't exist atm) that would be nice now that I'm using unsupported units. A key shortcut to select all military units in a city which are not supportless (or alternatively, select all in stack under cursor with movement). Another would be to cycle through units that need promotions selected (one at a time). If anyone felt up to it. Thanks for the response, btw! Sephi's mod has come a long way!
 
Aos Si troops clones is an known issue, it will be corrected in the next version, just a minor bug they are the same units.
Considering what you are writing the loclup during ai turns it maybe related to other AIs as you are playing with 18 AIs, are you selecting them randomly or manually? i think the jotnar can create some bug if placed as AI. As soon as you get the save game it will be faster for SpyFanatic to look into it.
The reatreat thing is 99% a fear thing, as it scatter around a lot of your unit, is a promotion of a unit like the fire drake yes. For basic promotion of units you can search for them in civilopedia and see if they start with the fear promotion so you can strategy how to kill them
For select units you can use the button select all unit of the same type, if that is what you mean, but i'm not sure it will resolve your issue, and i think the cycle through units can't be done but this too i'm not sure, let see the expert programmers what do they think about it
And the barbarian forts must be explored so they will be closed, unless you want to keep farming the experience for your troops, it's useless to place your troops on them after killing the barbarian units
 
Randomly. Sometimes I do a balance of alignments random, but usually too lazy to go and switch them all.

Also noticed two related "bugs". If you use a ranger to capture animals as Aos Si/Cairn, sometimes you'll capture a slave instead. Which... so.. animals shouldn't make slaves imo, regardless of which unit is attacking them. And animal capture units probably shouldn't generate slaves instead of the animal :).
 
Well....Cairn has the trait Hunter so it works as intended, i'm not sure it's possible to make it differentiate between enemies, if animal or not, but it give a promotion specifically to recon unit and the ranger is one of them so that is way it's happening, if we can make it differentiate between enemies i'm in favor to make this change, seems illogical to me too.

And i don't understand what you mean here: "Randomly. Sometimes I do a balance of alignments random, but usually too lazy to go and switch them all." xD
 
Oh, in response to your question about selection nations in my games. Normally I do random, but sometimes I'll do an even mix of random by alignment.

A few other bugs. I have a save game where, I have a noble's district, but I can not build any training yard/barracks/archery ranges. Not sure why.

Also, there was a tooltip that said... build a noble district in your capital to get a free grand menagerie... This didn't happen.

Another oddity. The civlopedia says you need to build the carnival before you can pen animals, but same game, I was able to pen them immediately everywhere, even in brand new size 1 cities.
 
Mind that buildings require resources to be builded, so training yard requires stone and barracks/archery requires timber, and these last two require the training yard and some tech.
Yes building a district in the capital should build the correspondent great build (noble grand menagerie, sage great library, merchant bazar of mammon, if i'm correct on the names) except for the Kuriotates civilization because they can build all of the 3 district and it would have been too OP, if that is not your case it could be a bug, but again...without a save game there is no way to know...
About the animals, i think i understand that you mean that you can make the animal cages without carnival, in the civilopedia it talk about it in the background (history section) that is from Fall From Haven if i remember correctly, it's just lore and not used in the game as rules, always ignore for gameplay purpose the history section
 
Yeah, but even if you don't have the resources, the building is greyed out in your build list. In this case, it is just not there.
 
Yes you can, in case it's not a bug or something simple, it can immediatly been verified, in case it is a bug or something complex, it can be worked on later and implemented in a fix in the next version
 
I've also noticed that I'm not getting access to any other guilds, despite what the civilopedia says. I only ever get two.

Also, on the list of minor things, the irrigation link in the farm listing doesn't actually go anywhere. I thought maybe it was bugged, but I figured out how it worked. Just not described :).
 
I have another one, here the bug is that no one can cast, even to explore :/.
Here the issue come from the Amurites world spell that disable the spell casting for everyone else for x turns, you can see the reminder on the upper right corner of your monitor called "spellcasting disable for..." even exploring is considered casting spell and that's because how the games works, it's should not logically happens but the creators couldn't make that otherwise and so we can't even explore
 
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