Version 2.7 bug reports and feedback

Another loop in custom game :mad: , 1445 AD. I try to change somethings (declare war for example) before start new turn but nothing. Is there a solution for this problem?

If its loop like waiting for civs bug, then the cause is an AI trying to launch a fleet.
Go to world builder and delete his fleet. that should take care of the problem.
 
I've only just downloaded this mod to give it a try - and I must say it looks and sounds quite promising. :)

A few things baffles me though. Dunno it this is the right place to post them, but here goes. Firstly, why is Bronze Working (and the much sought-after ability to chop wood) placed after Metal Casting in the tech tree?

Not only does Metal Casting reveal copper (instead of the more logical and traditional choice of Bronze Working) it also completely circumvents the sound, old strategy of beelining to BW/Priesthood, chopping your way to the Oracle and thus gaining the free option of either Code of Laws (a religion) or Metal Casting (normally a quite expensive tech). Now the apparently best options are Monarchy or Iron Working - not quite the same in my book...

Also, it simply strikes me as odd that these fledgling civilizations are able to build massive forges (which require wood to burn) before they are able to chop said wood for burning... ;)

Secondly, it seems a bit wrong that Code of Laws and Theology are placed so close to each other. Granted, in the classic tree it is also a religon-tech that leads to Theology - but it's a long leap there and the beakers required is four times the numbers of the tech preceeding it (making it quite a gamble to focus on), while here in RoM it's hardly a double up. My guess is, that if you reach Code of Laws as the first here, you wont think twice about heading on to Theology, thus easily granting two religions in the process to whoever gets there first...

I guess my point is, that the tech-tree here seems so full of technologies that it might actually work counter-productive to a more competitive and high stakes tech-race. Perhaps, if I may be so bold, I can suggest taking a look at the expanded tech-tree in the good, old Sevomod - it managed to cram a whole bunch of new technologies in there, while still maintaining a high degree of flexibilty/options for beelining.

Finally, I would like to repeat that this is only based on initial impressions of the first part of the tech tree - and further stress that this is purely meant as constructive feedback. I am truly impressed by the amount of work put into this mod and is looking forward to exploring it - keep up the good work! :thumbsup:
First smelted metals were tin and lead, bronze forging came later. For this reason in RoM metal casting reveals metal resources - your people have the knowledge that some metals smelt in hot fires and thus they probably would have tried what other minerals they can smelt. Discovering bronze (combining copper + tin) is another step in metallurgy. Also the early forges weren't that massive, actually the first ones were simple camp fires where arrow heads were made with simple molds - the process is quite simple. Finding wood for campfires does not require chopping down the forest.

The tech tree in RoM is designed from scratch couple times now and the tactics used with BtS techs do not apply with RoM techs. It probably takes couple games before you're used to the new tech tree. For v2.7 it was remade to cover more medieval techs and to have longer future era. It's possible there's some small "issues" that I haven't noticed but those can be fixed in future patches. Note that RoM has also two mod components: Enhanced Tech Conquest and Tech Diffusion, which help to prevent civs falling too much behind in tech race.

Another loop in custom game :mad: , 1445 AD. I try to change somethings (declare war for example) before start new turn but nothing. Is there a solution for this problem?
Probably no other than wait for next RevDCM version...

Zappara, with Random Events OFF, I get Storms appearing all over the sea and spreading like wildfire. With Random Events, I have no such problem. Why is this?
That's odd. Same map settings in both cases?
 
I agree with the metal casting as Zappara has described, bronze working was a later step over copper working. If I remember my history the Egyptians developed bronze weapons and planned on surprising the Hittites with them.

Early forges were exactly as Zappara said, and early man probably smelted metals that could be melted with the temperature of fire they could currently make. Lead could be forged with a campfire and a stone mold, and a campfire can be made from deadfall.

My only request, Zappara, is PLEASE reconsider your changed to the ocean going galleys and triremes. It is very exploitable, the barbarians don't suffer the penalties that players do, and really except for the Vikings, Phonecians and Polynesians it wasn't really a common practice for the ancient civs to go to sea much outside of the Mediterranean. Even the vikings didn't do it until centuries after the AD time period, and the Polynesians probably died as often as succeeded.

With the current setup, they'd have to build a dozen rafts, lash them together, and cut the ropes one by one as each one sank on a regular schedule. Seems sort of silly.

Early man traveled along coasts for the vast majority of ocean trips, and there weren't constant barbarian infiltrations from the sea. I'll happily install Aforess's sea mod to counteract the current situation, but I'd hope that you would just change it back.

Also, I don't think I was clear on an earlier suggestion for unit promotions. I was suggesting that with a unit upgrade that experience points be released and new promotions be chosen. The example for that in real life is that as the Army develops new units, it assigns them to current brigades and then trains the current soldiers with the new weapons. It no longer trains with the old weapons, and they are forgotten. The army doesn't disband the old units and organize completely new units in most cases.

My suggestion on that was that the unit kept the current experience points (as they are combat veterans) and that those points be able to be re-assigned from the current availability of promotions and the old promotions are lost. Your response to me earlier was that would make units too powerful, but I disagree. I think instead that it simulates a nations ability to adapt their armed forces to the current threat. The USA trains forces radically differently today as the threat is vastly different from the days of General Custer. If it isn't possible, then that's no big deal, it just can't be done. But if it is possible, it more closely simulates the activities that nations actually follow to meet changing threats. A warrior unit upgraded over time that is +45% vs archers really isn't that great of a deal once you upgrade it to rifleman. You're better off disbanding it and building a new rifleman that will get useful promotions faster. Seems a shame that a unit with history (and possibly with a great general) would be relegated to obsolescence.

I do want to give you my extreme gratitude for what you do with RoM. It is the most amazing player mod I've seen for any game, and I can't imagine playing Civ without it. Thank you so much for all your work, and sharing your talent and vision with us.
 
Hi Zap - I really have fixed the problem this time!

I looked further up in the python debug log and found these lines:

PY:City Abydos was lost by Player 30 Civilization Egyptian Kingdom
PY: Revolt - Loss of Abydos by Egyptian Kingdom (1 bConq): 70 rev idx change
PY:City Acquired Event: Abydos
PY: Revolt - WARNING! Barbarian State have cities but no capital on turn 1303
PY:City Razed Event: Abydos
PY:City Abydos was lost by Player 50 Civilization Barbarian State

I checked in WB and 2 barbs were outside that city, so I deleted them and no crash after end turn :D. I've repeated this a few times now and I was able to carry on playing every time.

But I'm afraid I don't have enough knowledge of the Revolution mod to even guess at why the crash is happening! I just hope this can help you to pin-point the problem.
Thanks for pointing me in the right direction with the PythonDbg.log. I'm very happy I can continue this game because it's a great map.
 
Not really a bug, but I still believe that the current way to develop religions is weird. For example, if I want to have missionaries but don't want a civic that gives them to me for free, I have to develop a tech that may get me a new religion.

When running a Civ that likes being Christian and Islamic, I usually end up 'discovering' every religion in the game, which under Revolutions isn't good for my empire.

Can't we get some mechanism that would disable religion via tech and create some sort of daemon that would run in the background of the game and would 'randomly' found religions based on a Civ's tech, leader and Civ traits? So, for example, playing a Indian Civ would make it more likely to create Buddhism but wouldn't guarantee it. Building certain buildings and Wonders would also affect this too.

Plus, is there any mechanism that creates Vassals or is it totally random? I mean I noticed recently that when a American city revolted it became Japanese, but the city had previously been found by the Chinese and then taken by force. That made sense, but when I create a Vassal as say England, one would expect to get Americans or Celts but often get folks like the Aztecs!

Plus why can't you assign any city to a vassal? Often times I want to take cities that my vassals are close to but I don't want to pay for in my empire yet it seems that it's random on whether I can turn it over to a vassal or not. Is it simply because of the mix of % of ethnic mix in the city? That and often if I create cities on islands, even ones close together, I can't seem to create them as a Vassal.
 
@arkham4269 you can turn on limited religions in Revdcm tab in the bug options screen. It limits all the civs to discovering one religion.
 
I would love some input as to how to fix this. I am seeing a Runtime error no explanation as to what in the start up script anytime I try to start a new game in ROM 2.71 I started having the problem after about a week of use with nearly no crashes or fails. I have re-installed, replaced the ROM version with a clean modmod free one. Tested Vanilla and no issues there. Tries other mods they work as expected. It is just with the ROM. I am running Civ4Gold, 3.19. On Xp Pro machine 3.5 gig free ram, dual 3.2 Ghz Intel processor, 7300 Geforce NVidia vid card
 
It keeps crashing every 5-10 turns, I need help.

2.8Ghz
4 g Ram
nvidia gt9800 gtx
Win xp pro

I would post logs but once a new error does it write over old logs?
 
Autosave doesn't seem to work properly.

I get messages that the game is autosaving - but when checking in the autosave-folder, I only have the initial save from game-start.

Playing v2.71 AAranda's and Jooyo's modmods thrown in the mix.
 
I tried lowering graphics and added the building module. Here is my logs. Not sure if this will help but I thought I would have the extra civs but I don't. No Canada and so on. Is there something I need to modifly to have more civs?
 

Attachments

Hi all,
As ever, loving the new version of RoM. I am running 2.71 with the 1.6 megapack, and until today had no problems. However when I try to start a new game now, I get a string of XML errors stating that the Leader Tag is incorrect - this seems to happen with every custom leaderhead, making having the megapack rather pointless! It hasnt happened before today, and I have reinstalled RoM, with no effect. Any ideas?
 
Hi again,
After some testing, I've located that this issue seems to arise from ticking the 'Lock modified assets' button in the custom game screen - why this would happen, I have no idea, but maybe our Lord and Master, Zappara the Enlightened, would be able either to reproduce this or solve it!
 
Just wanted to say that I'm having a huge fun with this version of RoM :) Revolutions and blooming civs are a great addition. For someone like me who likes to see the world live rather than to play to win, I'm very pleased :)
As many said before me I guess, I'm having trouble with loadings and MAFs. Not that important though.

One thing I was having trouble with (and is maybe due to the fact that I didn't read much doc) is the distant from palace malus for revolutions. Very high at the beginning.

Anyway, great mod :)
 
First smelted metals were tin and lead, bronze forging came later. For this reason in RoM metal casting reveals metal resources - your people have the knowledge that some metals smelt in hot fires and thus they probably would have tried what other minerals they can smelt. Discovering bronze (combining copper + tin) is another step in metallurgy. Also the early forges weren't that massive, actually the first ones were simple camp fires where arrow heads were made with simple molds - the process is quite simple. Finding wood for campfires does not require chopping down the forest.

The tech tree in RoM is designed from scratch couple times now and the tactics used with BtS techs do not apply with RoM techs. It probably takes couple games before you're used to the new tech tree. For v2.7 it was remade to cover more medieval techs and to have longer future era. It's possible there's some small "issues" that I haven't noticed but those can be fixed in future patches. Note that RoM has also two mod components: Enhanced Tech Conquest and Tech Diffusion, which help to prevent civs falling too much behind in tech race.

Probably no other than wait for next RevDCM version...

That's odd. Same map settings in both cases?

I agree with the reworked tech tree. It makes skill much more of an issue because you can't rush yourself out of debt (cottages aren't an initial tech, which logically and historically makes sense) or rush out an army or super wonder (chopping out the oracle can win the game if done right). It makes the game much less flukey overall. Keep up the good work! Just fix all the bugs :crazyeye:.
 
I have been thinking long and hard and I believe I have come up with the ultimate suggestion.

By a certain point in the game the situation ossifies and the person who is going to win ends up winning because they have alarge and stable empire. In the real world every empire goes down in flames eventually. To better simulate this you should put in a flag of some sort that keeps track of how old a civilization is (eg. time before crashing and burning) and it keeps increasing as time passes (make it a function of total turns or just increase it in blocks of 20 turns). An empire starts young (bonus to stability) and moves to ossified (or some other term, eg. weary, ancient, etc.). The detriment to an old empire should become so large that eventually the civilization gets hit with a major event no matter what they do. Perhaps there could be a civil war where cities and units flip (eg. empire is split in half with no defense or control). This would simulate history quite accurately (happened in Rome).

Finally, there should be more categories for the size of your empire and the stability penalties should be much higher when you are much larger (eg. when you're close to 50% just keeping your empire together should take up all of your time, just like in reality).
 
Unfortunately, the "Waiting for Other Civilizations" Error has occurred.
Although i had the latest version of the game.

Please, please solve this problem
 
I have been thinking long and hard and I believe I have come up with the ultimate suggestion.

By a certain point in the game the situation ossifies and the person who is going to win ends up winning because they have alarge and stable empire. In the real world every empire goes down in flames eventually. To better simulate this you should put in a flag of some sort that keeps track of how old a civilization is (eg. time before crashing and burning) and it keeps increasing as time passes (make it a function of total turns or just increase it in blocks of 20 turns). An empire starts young (bonus to stability) and moves to ossified (or some other term, eg. weary, ancient, etc.). The detriment to an old empire should become so large that eventually the civilization gets hit with a major event no matter what they do. Perhaps there could be a civil war where cities and units flip (eg. empire is split in half with no defense or control). This would simulate history quite accurately (happened in Rome).

Finally, there should be more categories for the size of your empire and the stability penalties should be much higher when you are much larger (eg. when you're close to 50% just keeping your empire together should take up all of your time, just like in reality).

This sounds very interesting, but you should really post this in the Revolutions mod forums.
 
Unfortunately, the "Waiting for Other Civilizations" Error has occurred.
Although i had the latest version of the game.

Please, please solve this problem

if you have a really good game, there is a temporary fix for this. Have a look a couple of post earlier in this thread ;)

Unfortunately it is not a RoM issue, but a Better AI issue (I think), which is part of RevDCM so until they fix it, it wont be fixed in RoM (and other mods which would have the same problem)
 
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