Version 2.7 bug reports and feedback

Hi

We are still in 2.63 but somehow are getting a lot of CtD's. Moslty on one player in MP.
I have attached log files from both computers - but i cannot see anything on them myself. Can anyone suggest anything ?

Not using any modmods.

Interesting is that for some reason it only happens in some games. Others have the same thing only very rarely.

Both comps good enough for BtS:RoM so that should not be the worry.
Crash logs had this odd thing:

PY: Error! Early turn 328 - Player 8's turn
PY: Error! Repeated turn 328 - Player 8's turn

I haven't seen this error before so I'll have to track down what causes it.
 
Either the search functions fails or I'm searching for the wrong stuff but is it mentioned yet that the Civic screen looks awkward?
 
Crash logs had this odd thing:

PY: Error! Early turn 328 - Player 8's turn
PY: Error! Repeated turn 328 - Player 8's turn

I haven't seen this error before so I'll have to track down what causes it.

Thanks for looking into it. I just thought that this is some multiplayer warning thingy.
Do you want the savegame to investigate ?
 
Either the search functions fails or I'm searching for the wrong stuff but is it mentioned yet that the Civic screen looks awkward?

yes, yes it does, so we can cram extra civic options in
 
has anyone else encountered this (and apologies to this being a repeat as i tried to hunt for it): multiple attacks allowed in a stack that has remaining movement points.

for example in a stack of units, lets say 3 Triremes, usually you can only attack once per unit in that stack, but I find that I can highlight the next unit and attack with it which is normal, then pick the final unit and attack which is also normal, but then i can return to the first unit and attack all over again... in essence getting an attack per each movement left.

i have this working with Cavalry that usually only get one attack per turn but in a stack i get to attack again by working my way to the next unit. sometimes the siege weapons come along for the ride on each attack when they are in the same stack... i will see "bombard failed" over and over as my Cav makes his third attack.

this of course is a huge advantage, one that we suspect the computer doesnt have...

i almost wished i didnt say anything since i was so giddy to keep rolling with my Mailed Knight stack...
 
I get the Memory Allocation Error with the 2.71 (again, sigh). I didn't with the last version I played, I think it was the 2.7 or the 2.7 beta.

I tried to play with lowest possible graphics, but still get it :-/
 
yep, just started playing on 2.71 and received the MAF about 100 turn in or so
 
I'm having again a problem that I had in 2.6.

My beacons aren't added to the research. I mean, they are while the turn is being processed, but when it's my turn, vanished.

Example: I have 0/300 for complete the research of some tech. My civ produces 30, so the turn countdown is 10 turns. When I press enter, 10 switches to 9 and the bar is 30/300. When it's complete, it's 0/300 again. Anybody already had this?

I have the impression it's something related to the cityscreen, because sometimes when I rearrange my citizens, I manage to fix the problem, just to rehappen a few turns later.
 
zappara:

Small bug I found in RoM 2.71

The build icon (to choose to build the unit) for the USA Crossbowman is a new icon.
However, the unit icon (to use the unit) is the default icon.

The actual unit appears updated, but not the same as the build icon either.

I'm unclear as to what is being done with the unit, but I do know the build and unit icons are not consistent.

I can attach pics upon request.
 
Alum Co. is not making, you know, aluminum, nor Ethanol Oil. UN units are not working properly, as far as I can tell (not hidden nationality).
 
I think i noticed another bug. I usually play games where it might look something like 6v1 always war games(yes i like unfair games:devil:). Most of my 6v1 games start in the Future era. And well my AI friends are just sitting around building buildings and pioneers not helping me at all in my war. Now when i start a game in the Ancient era in RoM i can expect my friends to be sending out troops 30 turns into the game. And i can be expecting them to attack 30 turns into the game also for Standard BTS Future era game. Im not sure why they do this.
 
Hey

In the 2.70 thread I posted bugs on CtDs about the time of researching guilds. I got 2.71 and tried it, and got well past guilds. Quicker research this time makes me further back in time, year-wise, that is. Now, however, it comes again. I tried using different graphics options, but that didn't work.

What does work, however, is choosing a tech different from Rifling in the tech chose rigth after end of turn in the attached save file. Though choosing something else really isn't a solution. What i do is to press space twice to end the unit and the turn, then I wait for tech choice, choose Rifling and then it moves to Hamburg producing West Point. After choosing a customs house for Hamburg, it crashes.

I have experimented with different graphics settings, but regardless of what I choose, it crashes with rifling and not with, for instance thermodynamics. Does anyone have a clue to this one?

My system is a Znote laptop with 2.13 Ghz core2duo, 4 gb ram, windows 7, and a 8600M GT graphics card.

View attachment 224113

I have considered returning to BtS or older RoM, but the new features are to good for this.

Oh by the way, not all xml properies are of vanilla RoM 2.71. Change number of wonders allowed, and a few things like that.

Well. Now I have managed to produce the logs as well. I attach a new savegame to. I tried the game on a different computer, and whey.. I got past the troublesome turn. Same probleme next turn though. By the way, I attach my XMLs as well. I could load my savegame on the other computer without copying these over. As I have mentioned before, I change a few minor things.

View attachment 2nd.CivBeyondSwordSave
View attachment Logs.zip
View attachment XML.zip

Hope it is enough to get help now. I'm dying to play this mod again...

And by the way... the other system is a vista 32 desktop with core 2 duo 3ghz and 2gb ram. Graphics is GeForce 8800 if i don't recall wrong.
 
Playing 2.70, and I noticed (ok - so i checked every single forest/jungle that spawned over the last few weeks of games) that if there is so much as a cart path on a square a forest or jungle has not grown. This may be part of the core game, but if there is a check box somewhere should would be nice if a cart path at least didn't stop forest respawn (i haven't checked to see it will respawn in late game with things like preserve forest squares etc.)

I've also never seen a forest spawn if there is any unimproved resource on the square, this means that many improvements that no longer remove forests can only be at their full potential if the resource started the game forested. I wouldn't expect an resource with a improvement on it to become forested.

Also - didn't we used to be able to pillage our own roads? Can't see to do it anymore. I accidentally put a road down somewhere I don't want and its like "f- that square is never going to reach its potential"

Maybe the real problem is that forests are so powerful. Maybe if they where -1F +2P to start with, this whole "feature" would go away cause it wouldn't really matter. (This fix is probably not the correct one, but it demonstrates why its a problem)
 
If I'm using 2.71, I should have the extra civs right? I don't anyone know why?

No, if you are using 2.71, you get extra leaders for existing civs. If you want more civilizations, go to the modmod forum and download Zappara's extra civ pack.
 
I'm having again a problem that I had in 2.6.

My beacons aren't added to the research. I mean, they are while the turn is being processed, but when it's my turn, vanished.

Example: I have 0/300 for complete the research of some tech. My civ produces 30, so the turn countdown is 10 turns. When I press enter, 10 switches to 9 and the bar is 30/300. When it's complete, it's 0/300 again. Anybody already had this?

I have the impression it's something related to the cityscreen, because sometimes when I rearrange my citizens, I manage to fix the problem, just to rehappen a few turns later.

Could anybody help me with this? I didn't play RoM at this weekend at all... :(
 
maybe you should reinstall + change the order of the adding of the modmods you want to use?
 
I found the barbarian ship still can enter The Great Wall culture border, but the land unit working fine. So is that a bug?

and i cant even load a previous game from the game play interface,it will crash every time i loaded it. i only can load a game for the Main Menu interface.

and the religious sound is too loud, i forgot the name but its the ancient Egypt religion.

sorry for my bad English and thanks for doing this great mod!
 
In case this hasn't been mentioned: if you set a colonist (or I guess a pioneer) to build a city at its current location on the next turn (i.e. it is out of movement points and you click "build city", or press 'b') then it only builds a 1pop city with no buildings.
 
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