v 26, and above ALL Bugs/Crashes reporting thread

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.

There used to be some civics that took away all anarchy time for changing religions... could you be on one now?
 
There used to be some civics that took away all anarchy time for changing religions... could you be on one now?

After reading this I double-checked my Civics and did not see this feature mentioned for any Civics. Also, I kept the same Civics on the 2 turns; the only material difference was the completion of the National Courier System.
 
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

I turned the trained animals off because people were either complaining that they were OP or that there was nothing to do with them. I think you can still get them from the Biodome wonder.

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?

That is a BUG option that is off by default. You have to turn it on.

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?

They are goody huts. Someone with graphics ability is needed to change what they look like. I added the mod to C2C but we are stuck with the existing graphics until someone (not me) comes up with better ones.
 
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?

There's an option in BUG options (Alt + Ctrl + O) on one of the tabs called "hide replaced buildings". It's not enabled by default - I didn't realise until I started building village halls in cities that were also able to build town halls.

There's very few reasons to not have this option enabled all the time. A possible reason is so you can continue building castles after discovering metallurgy (star fort is more defensive, but lacks castles' +1 trade routes and espionage bonus).

Edit: ^^^ Thanks, I thought my game had done something horrible like failed to load Alt Timelines or something. It's not that big a problem, just another reason to go out and kidnap some wolves the old fashioned way. Plus, I fixed my unhappy problems by finding some incense and building a whole mess of cathedrals.^^^
 
same map as previous picture, still no wars or anything, so no clue how this is happening, but korea's culture is spreading awkwardly as well, this time jumping over a mountain to claim another mountain
 
same map as previous picture, still no wars or anything, so no clue how this is happening, but korea's culture is spreading awkwardly as well, this time jumping over a mountain to claim another mountain

Wow, that is one weird screenshot. It looks like the Korean culture has retreated from its previous levels, as if it lost a battle with...someone. Fixed borders occasionally does strange things, and realistic culture spread interacts with that to an extent.

Have they had any revolutions? Barbarian incursions? Have you been sneakily sabotaging them using a combination of spies and/or assassins? Not blaming you, it's great fun.

Looking at it again, it is really weird. Oh well, claim those squares! Take that terrain! Squeeze that enemy until it dies then steal his stuff!

Update: I'm not sure it's a bug, but my current game...well...all my serious enemies have basically imploded. I didn't do it I swear! I set MaxCivs = 20 in the Revolution.ini, but suddenly I have two dozen new rebel guys (I have about 34 civs in the game right now) to deal with, alongside the remainders of the empires I was basically salivating at the idea of fighting. The .ini option is for barbarian civs, not rebels, but until tonight it has applied to rebels, and kept the numbers low. Lag's pretty bad, which is really only motivation for me to conquer them I know. Stupid revolutions, damn AI can't keep themselves together :p
 

now that you mention it, korea did switch from chiefdom to kingdom, which I guess is the cause for the weird border splurt, but I still don't get how they claimed those peaks

-- and regarding the competition imploding, I had the same happen where a distant civ was building their empire faster than myself, teching at a similar rate to us, and appeared to be a natural late-game cross-planet rival. and then all of a sudden they started changing civics backwards and forwards, constantly in a state of anarchy until finally a 1/3rd of their empire rebelled
 
@shenryyr,
-- and regarding the competition imploding,...

This is a Known problem with using REV. If you don't use REV this does not happen. Add in Fixed Borders and Realistic Culture and it's more pronounced in it's strangeness.

Suggestion: maybe try a game with out using those 3 options (No REV, FB, or RC and add in No City Limits too). I think you will have a better game where your opponents don't self destruct.

JosEPh
 
now that you mention it, korea did switch from chiefdom to kingdom, which I guess is the cause for the weird border splurt, but I still don't get how they claimed those peaks

-- and regarding the competition imploding, I had the same happen where a distant civ was building their empire faster than myself, teching at a similar rate to us, and appeared to be a natural late-game cross-planet rival. and then all of a sudden they started changing civics backwards and forwards, constantly in a state of anarchy until finally a 1/3rd of their empire rebelled

Yeah, I've found that the espionage option for forcing another civ into anachy for 8 (or more) turns is a far more effective revolution spark than the more conventional option of influencing revolutionary sentiment. I've collapsed entire empires this way, without a shot fired by my own guys. Anyway, with the sheer number of civics in the current version, and the similarities between some of them, AI civs will often switch civics when their indices are already high, and cities will rebel, but because the original civs are still in anarchy they can't produce reinforcements. Afterwards, the old civics might seem more attractive, so more anarchy and they fall behind even further.
But it shouldn't change culture, unless the city was captured by rebels and then was immediately recaptured. But that shouldn't change overall culture either, it resets to the original level if the normal owners get it quick.
 
now that you mention it, korea did switch from chiefdom to kingdom, which I guess is the cause for the weird border splurt, but I still don't get how they claimed those peaks

-- and regarding the competition imploding, I had the same happen where a distant civ was building their empire faster than myself, teching at a similar rate to us, and appeared to be a natural late-game cross-planet rival. and then all of a sudden they started changing civics backwards and forwards, constantly in a state of anarchy until finally a 1/3rd of their empire rebelled

1. I'm looking at that odd culture spread, so hopefully I'll have a fix soon.

2. Could you please post the BBAI logs of that, I suspect that the AI still has some underlying issues with REV.
 
An autosave from the turn before this occurs would also allow us to debug it.

Don't have that either, I do have autosave every turn, but this was occurring perhaps 500 turns ago. I was recording the play at the time(it was three or four days ago), did not post anything on the forums about it until at least a hundred turns later
 
I'd like to remind you guys that influence driven war can create some interesting effects on culture spreads as nearby battles may be influencing your culture value on tiles in ways you've forgotten all about.
 
Recent changes have caused Bear Riders to show as a Red Dome. Just updated to SVN 3654 this morning.

JosEPh
 
Um, I missed this, when did Ambushers get Dodge and precision? I thought we haven't actually implementing the Combat Mod in the XML, but then again, this is my first day playing with it, so I could be a bit behind the curve.:mischief:
 

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SVN 3658, got a CTD when I press end of turn (tried 4 times, everytime same result)
32 bit
Switch /3 GB on
Viewport on
Video card Geforge GTS 250 1024 ram
My Minidump and save turn before CTD
Please, help!
Thanks
 

Attachments

SVN 3658, got a CTD when I press end of turn (tried 4 times, everytime same result)
32 bit
Switch /3 GB on
Viewport on
Video card Geforge GTS 250 1024 ram
My Minidump and save turn before CTD
Please, help!
Thanks

It can't be 3658, the symbols don't match. Try updating and see if it happens again.
 
Um, I missed this, when did Ambushers get Dodge and precision? I thought we haven't actually implementing the Combat Mod in the XML, but then again, this is my first day playing with it, so I could be a bit behind the curve.:mischief:

It's all units that would be showing 50% dodge and 50% precision, which, as it stands, doesn't change anything since they all have those values. These operate on a base 50% value and will show on all units as a result.
 
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