v 26, and above ALL Bugs/Crashes reporting thread

Its the trait tweaks, a lot of the original traits have a negative civic maintenance now. Have a look at your leaders traits.

YEEEEEEEEEEEPPPP! - that's it! I picked a leader that was adjusted with two +30% Civics. Thanks for the quick answer. Definitely not a game breaker, just another challenge to overcome. Made me realise my horde of subdued animals really doesn't need to be that large.
 
Yurts stopped working (says it lost access to resources or whatever) when it has everything it needs (plains, improved horses, logs, cloth, etc.) Just a thing I noticed.

EDIT: Never mind. I was exporting the horses and didn't make the connection.
 
err, korean workers don't have heads >.> I thought maybe it was because my graphics settings were on low, but my workers all have heads!
 
still v26p1

and here's an oddity, realistic culture spread turned on and this happens... we have no influence anywhere around these mysterious two tiles, no battles were fought anywhere near them either, yet 100% influence on them both.
 
still v26p1

and here's an oddity, realistic culture spread turned on and this happens... we have no influence anywhere around these mysterious two tiles, no battles were fought anywhere near them either, yet 100% influence on them both.

Save on this please? That definitely looks like a bug to me.
 
Save on this please? That definitely looks like a bug to me.

Save won't help, unless you can provide a save from the turn before it happens. Save will (99.9% probability) just show that those tiles have your culture - nothing records why.
 
Save won't help, unless you can provide a save from the turn before it happens. Save will (99.9% probability) just show that those tiles have your culture - nothing records why.

OK, that makes sense. I suspect that the realistic culture spread function isn't checking to see if the tile in question is adjacent to your existing culture, and if that is the case it would be a simple enough fix.
 
OK, that makes sense. I suspect that the realistic culture spread function isn't checking to see if the tile in question is adjacent to your existing culture, and if that is the case it would be a simple enough fix.

If you are going to look as realistic culture spread can you look into the "problems" that occur with it.

- chopping trees down is good. If you chop the trees and jungle down outside your borders your culture is more likely to spread to that plot. Don't know what you can do about this as it is a player cheat.

- being told that your borders have expanded when they haven't is bad.

- Your borders should always expand if you only have the 9 squares.

- plots expanded to by another city should not count as expansions in this city, especially when they are being worked by the other city.

- increased priority for non-mountain plots with a resource on them would be nice or at last stop the irritation waiting to get that first stone resource. ;)

- third tier is not working properly. Without realistic culture spread it is very easy to get up to 5 plots away from your city being inside your cultural border. With RCS it does not go above the 3 plot "cross" without help from claim territory for a very long time.
 
If you are going to look as realistic culture spread can you look into the "problems" that occur with it.

- chopping trees down is good. If you chop the trees and jungle down outside your borders your culture is more likely to spread to that plot. Don't know what you can do about this as it is a player cheat.

- being told that your borders have expanded when they haven't is bad.

- Your borders should always expand if you only have the 9 squares.

- plots expanded to by another city should not count as expansions in this city, especially when they are being worked by the other city.

- increased priority for non-mountain plots with a resource on them would be nice or at last stop the irritation waiting to get that first stone resource. ;)

- third tier is not working properly. Without realistic culture spread it is very easy to get up to 5 plots away from your city being inside your cultural border. With RCS it does not go above the 3 plot "cross" without help from claim territory for a very long time.

1. Not really a big issue IMO, as cutting down forests can have other negative effects, so do so at your own risk.

2. That sounds like a python thing to me, the message should check if the borders have/will actually move.

3. That is the whole point of Realistic Culture, they may not expand even if you only have the small box

4. Sounds doable, I don't know if it is a good idea, but I can see how to do it.

5. Hm, I suppose that is how it is IRL also, it takes a while to establish such firm control over the area to work 3 tiles out.
 
OK, I go back to not using it. So much less frustrating when you know that your city will expand when its culture reaches the next cultural level,

1. RoM and AND spent most of their development trying to get rid of the basic game idea of chopping down all the trees. but nevermind as said it is a player cheat anyway.

2. the message comes from the cultural level of the city. The assumption is that when your cultural level goes up so your borders will expand.
 
OK, I go back to not using it. So much less frustrating when you know that your city will expand when its culture reaches the next cultural level,

1. RoM and AND spent most of their development trying to get rid of the basic game idea of chopping down all the trees. but nevermind as said it is a player cheat anyway.

2. the message comes from the cultural level of the city. The assumption is that when your cultural level goes up so your borders will expand.


1. Is that not what Pollution (and JCs) are for? Cutting forests has always, until the Modern Era, been the best way to expand, so I don't see why we should call it a cheat. I see the AI cutting forests, so it is clued into how it works.
 
@Koshling:

I'm getting these sixteen new compiler warnings, and I suspect they may be related to albert's changes that were added.

Code:
1>CvGameTextMgr.cpp(18297) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18297) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18297) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18299) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18302) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18312) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18312) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18312) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18314) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18317) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18326) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18326) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18326) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18328) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(18331) : warning C4288: nonstandard extension used : 'iTerrainCount' : loop control variable declared in the for-loop is used outside the for-loop scope; it conflicts with the declaration in the outer scope
1>        CvGameTextMgr.cpp(18282) : definition of 'iTerrainCount' used
1>        CvGameTextMgr.cpp(17794) : definition of 'iTerrainCount' ignored
1>CvGameTextMgr.cpp(17794) : warning C4101: 'iTerrainCount' : unreferenced local variable

I don't think VC2008 likes the new formatting tweaks that he added. Didn't he say that he was compiling on the Intel C++ compiler or something? Does the DLL even work if it isn't compiled in Visual Studio?
 
1. Is that not what Pollution (and JCs) are for? Cutting forests has always, until the Modern Era, been the best way to expand, so I don't see why we should call it a cheat. I see the AI cutting forests, so it is clued into how it works.

Cutting trees outside your borders? You can increase the chance that your culture will spread to a plot if you chop/burn the trees in the unclaimed plot. You can't do anything else so what have jungle camps or any other improvement got to do with anything.

Don't you think that the people of your city would be more interested in working/claiming a plot with a resource they can use more than any other plot at all? Heck, even in Civ V the resource plots get claimed faster. As far as I can see they priority is known resources, roads, rivers and then terrain. I have built trails into the resource plot but it does not seem to have any affect.
 
Cutting trees outside your borders? You can increase the chance that your culture will spread to a plot if you chop/burn the trees in the unclaimed plot. You can't do anything else so what have jungle camps or any other improvement got to do with anything.

Don't you think that the people of your city would be more interested in working/claiming a plot with a resource they can use more than any other plot at all? Heck, even in Civ V the resource plots get claimed faster. As far as I can see they priority is known resources, roads, rivers and then terrain. I have built trails into the resource plot but it does not seem to have any affect.

If you cut the trees outside your borders, it will have negative consequences (less production, no gain from chopping, increased pollution), so I would not see that as a good tradeoff in my playstyle.
 
If you cut the trees outside your borders, it will have negative consequences (less production, no gain from chopping, increased pollution), so I would not see that as a good tradeoff in my playstyle.

However you will get that banana bonus much sooner. Chop down the trees on that hill with copper and you will get that plot earlier. It is because not having trees is a bigger spread factor than having a useful resource.

BTW if you are not going to make the borders spread on cultural levels then perhaps you should call it something different just to make sure that people get the idea that it is not linked directly to the culture level of your city.

As to where the current set of messages are coming from about the border expanding that is n BUG somewhere I think.
 
V26:

Numerious buildings that require Barter Post or Trading Post or Storage Pit become unavailable if a Granery is built that replaces a storage pit (presuming the other 2 buildings unavailable due to civics)
*I think this one has already been adressed.

Is there supposed to be unique graphics for Greek Stone Axemen? There are for Greek Stone Macemen, but the Greek Stone Axemen are generic.

Hunters are not available to be built after Rangers have been maxed out.
*Could this be a setting issue, with the game thinking Hunters are obsolete?

Reminder regarding the graphic errors for Greek Archers (see previous post)

Reminder regarding the issue with a Chief's Hut not working in one place, but does in two others (see previous post)

------
These are only minor nuisances and probably well known about. I just ran into them today after installing Civ4/BTS/C2C on my Win7 64bit machine.

The Loading window (where the 'Loading XML ...' text is displayed) background is a blank white box. *Following these directions to install Civ4/BTS, wherin the game is installed under C:\Games instead of the x86 Programs folder.

The C2C splash screen doesn't fit right with 1920x1080 setting

The Audio (sound adjustment) Options continue off the window with the 1920x1080 setting
 
A couple of (relatively) minor problems:

v3546

I can't build trained wolves, lions, panthers or bears. Dogs/wardogs line works fine, which is good because the AI is loving their rogues and assassins right now. I checked the pedia, then the XML, and I have all the prerequisites. I even looked in the python for the canTrain/cannotTrain commands, and nothing. In BUG options, I clicked off "hide untrainable units" in the C2C tab and restarted, and looked carefully through the huge list of greyed out units in my cities, still couldn't find them. Before you ask, yes, I do have the cages in that city and a couple of others thanks to wild animals I managed to find, and yes I do have bronze working.
I'm riding the happy cap here guys! I need to distract my people with cute kitties, puppies and bears, not to mention that 6% science boost in late renaissance :p

Landmarks keep disappearing. On game loadup, they appear and remain until the start of the next turn or I save the game, then disappear again. Artifical (Alt+S placed) landmarks disappear forever, natural (personalised map, event placed) landmarks still exist somewhere, as cities are still getting named after them (I have that .ini option enabled). Toggling "event signs" off/on in BUG options Map tab makes them reappear again, until the start of next turn or game save.
I'm not using viewports or dynamic great wall (though the great wall does adjust itself to new borders if I restart the game and stays static for that session).


Otherwise, I'm loving things right now. My second largest city is at 600 revolution level and rising thanks almost entirely to crime, I've had to nerf my science simply to pay for all the cops I'm sending in, but I've had to do that by making my cities produce wealth instead of research because raising taxes causes unhappiness and even worse revolution sentiment, and the AI keeps trying to send rogues past my wardog picket line. So, working as intended :)
 
1. Is that not what Pollution (and JCs) are for? Cutting forests has always, until the Modern Era, been the best way to expand, so I don't see why we should call it a cheat. I see the AI cutting forests, so it is clued into how it works.

No the AI in the basic game just sees chopping as a quick influx of hammers. It ain't Got No Clue! :mad:

JosEPh :p
 
The National Courier System is working as expected (-25% Anarchy length) for Civic changes, but Religious conversions go from 2 turns of Anarcy to 0 turns of Anarchy. I would expect 1 or 2 turns of Anarchy as -25% from 2 turns leaves 1.5 turns. Maybe ~ 100 or 200 turns later in the game it seems to sort itself out, and Religious conversions return to 2 turns of Anarchy. I have not captured the turn or trigger when it repairs itself, but the save below captures when the condition starts.

The save game is just before the wonder is built. Open the religious Advisor and examine (but do not select) a religious conversion. Go to the next turn, enter the religious advisor again to see the difference.
 
Heke and Casimir are missing their first contact text. Casimir didn't have music either.

Bone huts & the building that replaces it (I don't remember what it was called) were both available in the building options, shouldn't the bone hut be removed as an option if I can build it's replacement?

And a small request. I love the little islands off shore but can they be recolored to look like they have sandy shores to blend in better with the rest of the map?
 
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