Version 2.7 bug reports and feedback

Hey why does windows keep crashing my game everytime i start one. I can play a few turns but i find myself saving every few turns.

You need to enable logging and then post the logs so zappara can see what's happening.

JosEPh :)
 
Hi Zappara and everybody else,

I am currently testing 2.71 and I am getting high revolution in the second of my currently three cities (giant size, turn 115 or so, distance to capital 4 tiles, connected by cart path and river, but "far distance" is bright white).
I have read that this has been an issue with 2.7, therefore I staid with 2.62 so far.

My current civics are prophets and slavery, everything else is the default. I understand that slavery will increase local and national unhappiness.
I did have some heavy battles against barbs in the area of that city, but since turns I have swept them out of my "empire". The city in question is the holy city of my state religion with no other religions around.

Any hint would be appreciated as I am currently doing a public game in our German forum.
 
My 2.71 huge/barbarian civ/revolutions game stalled in 1690 "waiting for other civilizations.." I let it run for an hour. It had been a pretty exciting game!

The big war featured the #2 civ (I was #3) landing 25 units (around 23 heavy swordsman + 1 trebuchet + 1 crossbowman) in the initial wave. The next wave was of similar composition, but only about 20 units. The third landing was around 25 units again, which my 4 musket defenders had no hope to stop, so peace was declared to take a break from the epic struggle.

Allowing all ships sea travel really changes the game from previous versions! There was an impressive string of ships composing the enemy fleet. They probably existed in 15 plots near my coast. Certainly the most area I've seen the AI employ.
 
Awesom Zap!
We've been playing 2.71, multi, Huge map, 2 x 4 teams, barbarian mod (I think there are about 13 civs now), NOT rev mod, and are up to yr 1070. All stable and well so far. Just wanted to let you know.
 
Hi,
I have a quick question regarding crusaders. I've been playing 2.71 with civ megapack and am having a problem producing crusaders. I have all the requirements (Christianity, King Richard's Court, and techs) but can't train them. I'm just wondering if anyone else has experienced this or am I missing something? I never had this issue on previous versions of ROM, so wondering if something has changed. Thanks
 
2.71 is very stable for me so far, so good job on that.

I have one bit of criticism though, regarding freights and trade caravans. 800 hammers for a freight, and it can only boost production in a town by 90? I had expected at least 300, to keep in line with what you get from the trade caravans, which are still buildable at this stage... Cost should be reduced to 350 hammers, or the boost should be increased 3-4 fold, otherwise its just a waste of time...
 
2.71 is awesome!

A few minor details that could be fixed to make is awesomer. :p

I've noticed that in the early era if I give a ship a long path to follow, it will sometimes just head straight out into the ocean and get destroyed. In fact, out of 6 ships that have headed to sea (2 intentional), I have lost all 6. I just enter the World Editor and give myself back the ship, but that has the adverse side effect that you can't help but see where some of the bonuses are.

Another thing I think should be modified is the army on the border demanding ransom thing. If you're on an island, you have view of the entire island via units place about the island (one of the things I like about Archipelago), no entity should be able to assemble a large advanced army and roll your borders. I think the Revolutions Mod covers any insurrection just fine, really, so the random barbarian pillaging of civilization or the random ransom demand seem sort of silly.

Another thing is that once I had the army appear on my border, they made a beeline for my copper mine. If they were outsiders, how did they know where it was? If they were insiders, they should have been covered by the Revolutions mod. I mean, they went 8 spaces without pillaging, varying path, or stopping to pee. I let them live just to see where they went, then I killed them when they got there. One can make an argument for outside armies, but I don't think one can make an argument for all knowing all seeing barbarian armies. It's not really a level playing field, is it?

If the pathing for early sea units was fixed so that they only followed coastal squares unless directed by the player to head to sea, that would be awesome. Babysitting your navy isn't always all that sweet of a thing to have to do, especially in an archipelago map. No more long duration sea voyages now, just a few turns of travel followed by another survey of the situation and another few turns of travel. Shouldn't be like that in safe waters.

Oh, one more thing: When slaves go into revolt in an AI city, they stay that way turn after turn. Personally, I'd line them up and execute them, but the AI doesn't seem to have that concept down.
 
I don't know if this is a small bug or something? Maybe nothing to do with RoM even but its just so strange I just had to ask why this is happening. For my 2.71 bug reporting there is not much to comment on except a few ctd here and there but nothing biggie. Maybe some minor text issue but other that than this is a fast and stable version.

Long%20way%20to%20attack.JPG
 
how are you getting the new updated version to work

when i try to unzip the version DL from Atomic gamer i get 6000 errors when unzipping because the file cant be placed.

can anyone assist here since i really want to play this MOD again

thanks
 
I was lucky... I managed to get an autosave before I got a CtD

This is the first constant CtD, it happens immediatly after researching guilds, and I too have King Richards Crusade.

I think it may be a clash between King Richards Crusade and Guilds... for whatever reason >.>

The game is slightly modded (Removed Encyclopedia and Internet projects), but you *might* be able to load it up. Plus, those two mods shouldn't do anything TOO bad with this game...

Also, this is the old beta version... I am downloading the new version now. Will updating from the beta to the regular version break saves?? Also, does the new version fix the Guilds bug??
 
I'm getting a CTD early in the game. Every time I try to capture a city I get a CTD. I'm running the latest version of ROM with Afforess's Civic Flavor, Realistic Diplomacy, Ideology Civics, and military civics modmods. I have all of revolution's components on except for start as minor civs. I have the logs and the save game here
 

Attachments

Hello!

This bug actually prevented me from playing 2.63, and now it appears again in 2.71.
I applied the official 3.19 patch (English version), upgraded the mod, and played the game. I disabled caching have Vista 32 bit and 4Gb of ram. Moreover I run civ in admin mode. I use a small map of only 50x50 or so, and I am not even into the very late game. This particular time apparently it crashes whenever I try to complete Hollywood (I get a CTD just before it is a bout to display what to build next dialog for that city).

This time, I think by testing various construction queues, it is indeed Hollywood, however other times when it happened it could have been any other building. It's a common and persistent CTD that happens all the time, even after I restart the game.
Your help would be mostly appreacited. I really want to finish my game.

I have attached the savegame. Finish the turn and see what happens after being presented with a few build options for several cities.

Thanks.
George

Hi! Can someone please try to load my game and confirm if it crashes? I use RoM 2.71 with no add-ons.
 
Hi, I played ROM quite a bit in the past, love it, and I recently re-installed all the civ4 games and updated bts to the current patch. I can play some other mods fine (planetfall, extra) but when I went to start the ROM mod form a freshly downloaded version (having deleted teh ROM directory from my previous installation) The game shuts down and I crash before I even get to the loading mod message. Here is my init.log:

[456246.375] DBG: CIV Init
[456246.375] VERSION: App: G:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe
[456246.375] VERSION: Build: Thu May 14 09:17:10 2009
[456246.375] VERSION: 3.1.9.0 (128100)
[456250.593] VERSION: Mod Loaded: G:\Documents and Settings\admin\My Documents\My Games\Beyond the Sword\Mods\Rise of Mankind\
[456250.593] DBG: FILE Cat Init

and resmgr.log is created but empty

That's it. I have not tried loading the mod from a savefile as I do not have one yet since I have not gotten it to run. I did use a shortcut with Civ4BeyondSword.exe" mod=\Rise of Mankind after deleting the log files so I could only see the updates, same result.

I do seem to still have blue marble from previous installation, at least according to the start up screen.

Thank you for any help, I can't play civ without ROM after using it for so long!
-dr jones
 
Okay, so far I see things that shouldn't happen. Like, How do random navy units dissappear? Lol, wut, that's a big bug. It should never happen unless it's tied to that ******** event that can trigger and make a ship sink.

Seriously, there's something wrong with your game if your navy units ever sink or get destroyed by thin air. Zap needs to chime in here for certain...

Second, don't play with Revolutions, it makes Master of Orion 3 look playable. :) And that's saying something. It's broken and buggy, and no matter what anyone says, it's nowhere close to realistic. It is FAIL incarnated. Never play with it if you want to have sanity left.

Third, Crusades shouldn't be Christian only. Plenty of religions have the capacity for random violence like Crusades. Stop breaking my fun my making several techs useless!

Forth, don't play with the megapack, it causes way too many problems, and my computer can't seem to run it. :(
 
Okay, so far I see things that shouldn't happen. Like, How do random navy units dissappear? Lol, wut, that's a big bug. It should never happen unless it's tied to that ******** event that can trigger and make a ship sink.

Early naval units are allowed in ocean with 2.71 but have a high chance to be destroyed that way. Auto explore can't handle this feature and will send your ships everywhere it can go. Another chance are storms, they damage a ship for 20% a turn, go through a few storm tiles and your ship is gone.
 
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