v 26, and above ALL Bugs/Crashes reporting thread

I cannot reproduce the pedia issues with the GW list being truncated to C (with latest SVN). Does it happen for you in all contexts - pedia from main menu, pedia from inside games, all games???
Yes, yes and yes.

I can't put my finger on it, it's no biggie but sometimes it comes in handy to look for a certain wonder or unit. ;)
 
svn 3792

ship lost at sea "3380BC: One of our ships has sank after trying to navigate through treacherous costal reef." and then this stream of messages...
 
svn 3792

ship lost at sea "3380BC: One of our ships has sank after trying to navigate through treacherous costal reef." and then this stream of messages...

This is a known bug, the sinking message gets displayed before the messages for combat promotions. This happens on land also when you are attacked by a number of units surviving many only to die at the last. We need to look at the python(?) code sending these messages. Maybe a check to ensure the unit is still alive before posting the messages will work. It may not since it is still possible that the messages are sent when it was alive but were not added to the log queue until after.
 
I cannot reproduce the pedia issues with the GW list being truncated to C (with latest SVN). Does it happen for you in all contexts - pedia from main menu, pedia from inside games, all games???

Yes, yes and yes.

I can't put my finger on it, it's no biggie but sometimes it comes in handy to look for a certain wonder or unit. ;)

I had this too recently. A fresh export fixed it for me.
 
I'm getting explorers attacked by bandit riders, footpads and assassins that go down to 0.0/8 str but don't die. So I send them back to a city and heal them up and send them back out to the front to absorb more attacks from those above mentioned units. I use them to protect the main force sitting on that forested hill waiting for the Attack command from me.

This could be a promotion bug as it's only been showing up in the last couple of days.

Anyone else seeing this?

JosEPh
 
New Pests buildings does not demolish correctly. See pic.

Cockroaches requirement is +5/turn, I have only +2/turn, and the building is still there.
Same for crows, pigeons and seagulls.
 

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New Pests buildings does not demolish correctly. See pic.

Cockroaches requirement is +5/turn, I have only +2/turn, and the building is still there.
Same for crows, pigeons and seagulls.
The +5 disease / turn is an effect of the building, not the requirement.
 
Bump, with maybe the reason :
Arabians are minor civs, but i m not at war with them.
So I cant declare war (no diplomaty), and I cant enter in their civ (no war)

@Koshling:
I have a save for this.
Japan is a minor civ (formed from a revolution) and I can't enter it's territory.
 

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The +5 disease / turn is an effect of the building, not the requirement.

:confused: But what are its requirements then? (none for cocroaches, carcass and grain for crows, raw fish and shell fish for seagulls ... -(guessing from the xml)?
So this means they are permanent buildings?

EDIT: Sevopedia is my friend. :)
 
I'm getting explorers attacked by bandit riders, footpads and assassins that go down to 0.0/8 str but don't die. So I send them back to a city and heal them up and send them back out to the front to absorb more attacks from those above mentioned units. I use them to protect the main force sitting on that forested hill waiting for the Attack command from me.

This could be a promotion bug as it's only been showing up in the last couple of days.

Anyone else seeing this?

JosEPh

It's done this since the decimal was used there. It's just too close to 0 to approximate any higher is all. (less than 0.05 I think)
 
It's done this since the decimal was used there. It's just too close to 0 to approximate any higher is all. (less than 0.05 I think)

Was this a combat mod change or are you saying it was like that much earlier...?
 
I'm getting explorers attacked by bandit riders, footpads and assassins that go down to 0.0/8 str but don't die. So I send them back to a city and heal them up and send them back out to the front to absorb more attacks from those above mentioned units. I use them to protect the main force sitting on that forested hill waiting for the Attack command from me.

This could be a promotion bug as it's only been showing up in the last couple of days.

Anyone else seeing this?

JosEPh

Post a save that reproduces it please (with instructions on doing so) and I'll fix it (TB thinks it's not new, so all the more valuable a fix to find)
 
@Koshling:
I have a save for this.
Japan is a minor civ (formed from a revolution) and I can't enter it's territory.

This is a REV bug. The save isn't helpful in itself (because the error has already happened to flag it as minor without having declared war), but I can see the likely flaw in the code. I'll post a (likely) fix to the SVN later today.
 
Using SVN 3813 although this is something that I've noticed for quite a while. I don't know if it's done purposely but it's annoying as I'm being deluged with rogues and ambushers. The cities in question are on a different continent than my capitol. I'd built two of my own cities which can build guard dogs but any cities I captured cannot. They have the prerequsites however. All I can build in the new cities are trained dogs which are just fodder for the thief units.
 
Well I'm new to this and I did download and install the patch, but whenever I start a game I get this: http://img.photobucket.com/albums/v426/skygtr/Civ4ScreenShot0003.jpg

And it seems whenever I meet a new Civ, might happen otherwise, just seems to line up with it, I get:
http://img.photobucket.com/albums/v426/skygtr/Civ4ScreenShot0002.jpg

Any ideas?
That means the game does not have writing access to the Caveman2Cosmos folder. Either play as Admin or allow writing access to the folder for your normal Windows user.
 
Post a save that reproduces it please (with instructions on doing so) and I'll fix it (TB thinks it's not new, so all the more valuable a fix to find)

I'm presuming that those units CAN still die and its just a display issue where they ALMOST died but not quite (I've been seeing THIS for a long time). BUT if the units are actually invulnerable for some reason, its a true bug and that would be fairly new.
 
Using SVN 3813 although this is something that I've noticed for quite a while. I don't know if it's done purposely but it's annoying as I'm being deluged with rogues and ambushers. The cities in question are on a different continent than my capitol. I'd built two of my own cities which can build guard dogs but any cities I captured cannot. They have the prerequsites however. All I can build in the new cities are trained dogs which are just fodder for the thief units.

You mean the AI is using an effective (if annoying) tactic? Sorry, not going to try to address that in the AI - you need to lobby for a nerf to stealth units if you want that to go away (or a unitCombat bonus/promotions to help dogs counter them more effectively)
 
You mean the AI is using an effective (if annoying) tactic? Sorry, not going to try to address that in the AI - you need to lobby for a nerf to stealth units if you want that to go away (or a unitCombat bonus/promotions to help dogs counter them more effectively)

I can deal with the units, my issue is that even though I should be able to build guard dogs, I can't. I'm stuck with trained dogs.
 
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