Version 2.x bug reports

I mentioned this in the 2.6 feature discussion but I suppose this would be a better place for it since it does cause a functional problem in a way...


Would it be possible to add a horizontal scroll bar to the glance page of the foreign adviser? After a certain amount of civs you can't see anymore. Gets frustrating trying to sort out a civ's relationships when you can't get to their column.
 
I was playing a game on settler difficulty with about 6 civs, it was about 3000 BC, my technological development was in the Middle Ages and I got an event in one of my cities that an oil refinery there exploded. Since that oil refinery didn't exist, I only could pick one of the three possible choices: pay 6000 gold to rebuild it. I couldn't pick the other two where I would've lost the refinery, since there wasn't any refinery that I could've lost in the first place. I guess the game would've been stuck if I hadn't had enough money. I wonder what triggered that event.

I've had this one pop up on me as well, no cities with refineries, not even the tech yet to build them, yet somehow one blew up ;)
 
BIG BIG BBBIIIGGG Problem.

Alrighty, just started a new custom game with 50 AI on a standard map. Now I did cheat a little but only by giving myself some extra great people for my capital city to give me that extra boost in economy/science/production. And the problem started right after I was the first to found Amun-Ra. And everything went great until I soon was the first to discover Zoroastrianism (my second first founded religion), but nothing happened! No popup message saying I was the first to discover Zoroastrianism, no ability to be able to convert to it! Nothing! So I was thinking "okay...maybe zappa limited this mod to only allow 1 first founded religion per city, kind of what he done with great wonders by limiting them to 4 per city...I'll just build a second city before I discover my third first founded religion (which was Hellenism) and everything will be back to normal." . So I did and I was the first to find Hellinism and BAM! NOTHING! just like before, no popup message, no ability to convert to it. Now I'm just assuming this will occur every time I find a new religion. Somehow the cycle has been broken and I am unable to discover, convert, construct special religious buildings for further first founded religions.

WTH is going on with this mod? Seems the newer the version gets the more bugs it has! Please zappa & friends, before adding anything or limiting anything else please fix the already existing bugs! Before the bugs all together eat it away into one pile of unplayable mish-mash!
 
@cr0ws

In v2.5 you can found only one religion with the default settings. See the pop-up window during start up - there's one row "Limited Religion" mod component ;) This is intentional change to make religions spread out more (settings are the same as in the 0.97 RevolutionDCM inquisition). If you want, you can turn off this feature by changing in GameDefinesAlt.xml file setting OC_LIMITED_RELIGIONS to 0.
 
And where is this "GameDefinesAlt.xml" file?

Can someone plz tell me where this file is located? I've searched the whole flippin Mod folder, my document folder and came out with zip...Where IS this top secret file located? :nuke: I'm not going to search my WHOLE hard drive for it!
 
@cr0ws

In v2.5 you can found only one religion with the default settings. See the pop-up window during start up - there's one row "Limited Religion" mod component ;) This is intentional change to make religions spread out more (settings are the same as in the 0.97 RevolutionDCM inquisition). If you want, you can turn off this feature by changing in GameDefinesAlt.xml file setting OC_LIMITED_RELIGIONS to 0.

I missed that. Need to look around at the settings more before I jump into a game next time heh. :p

:lol:

JosEPh ;)
 
Actually, it's the 'GlobalDefinesAlt.xml' in Beyond the Sword\Mods\Rise of Mankind\Assets\XML
 
I'm having a problem - if I am playing a game and go to the main menu to start a new game I get a MAF. If I exit the client and start over, no problem. Yesterday playing a multiplayer game, if we had to load our game and we didn't exit the client and reload it, we'd usually get a MAF as well. We are playing the 2.5 final version with extra civ pack v 1.2 and 1.3 patch loaded. I patched 2.5 over 2.4, then loaded the two civ packs. One friend loaded the full 2.5 and added the two civ pack files, the other two loaded 2.4, then civ pack 1.2, then patched to 2.5 and added the 1.3 patch. It doesn't much seem to matter who did what, it runs multiplayer and we all have a similar experience with MAF. This is the first time I've had any trouble with that at all and its been a rare experience with the others.

Thanks for the mod, it's quite playable as is, but when you've time and want to look into it, that'd be nice.
 
Hi all and Merry Christmas.

I have installed RoM 2.5 + Civ Addon 2.4 + patch Civ addon for RoM 2.5 but when i try to load the game i have this kind of error:



I reinstalled all two times but i have always the same problems.

Bye
 

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Every time I start a new game since the patch at some point about 10-20 turns in I lose the ability to construct roads.
 
LOL Enough people have posted about that in thinking that its a bug, Zap may need to put a huge disclaimer in the ReadMe or when starting a map :)
 
Hi all and Merry Christmas.

I have installed RoM 2.5 + Civ Addon 2.4 + patch Civ addon for RoM 2.5 but when i try to load the game i have this kind of error:



I reinstalled all two times but i have always the same problems.

Bye

I can confirm this - it definitely does not work to install the extra civs on top of RoM 2.5, if you use only the RoMv2.5 installer.
 
Hello to everybody, I've found some technical issues while playing about buildings... The first problem was with Harbor, sea ports ecc. I built an harbor and i was still able to build a sea port! And then later, this continued... also i was able to build slave market without slavery civic, and agora without democracy civic... and still, when building walls and then hig walls i was again able to buil walls in the city... then i come here to report this Bug... i've downloaded the main file Version 2.5 and then i've installed the 2.503 patch. in earlyer versions (2.4) there wwere no problems instead...

However i'm not here only for this, i've also a question. I was trying to allow more than 4 WW per city but i can't open the XML files. Is there anything i can download for open them and change the max number of WW per city? THX


Maybe i understood my problem: for updating to V. 2.5 i disinstalle dVers. 2.4, then later i downloaded the main file, maned 2.5, and i also installed the 2.503 Patch, changing when asked... maybe the Main File was already Vers. 2.503 and by installing the patch i had those issues, is possible?
 
hello again, i tryed to fix those building's issues by deleting the old RoM folder, and downloading again only the main file, without patching it with 2.503... i'm not sure but i think it is already patched... Anyway the proble is still here: i built a river port in a city, and later i built an harbor. The river port was no more in the city BUT i was again able to build it again, and i did it, and both river port and harbor's bonuses were working.
Then with walls, i built walls, later i built hig walls and walls disappeared from the city buildings but i was able to build it again. With only Hig Walls i was having a +50% def bonus, i built again walls and i get a +80% def bonus... i think this will happen with bigger port and harbors and all the other buildings wich are enabled by other buildings...
Oh and again, i could build Slave Market without having the Slavery civic! there's a mess with the buildings :cry:
And i guess with units too: i cuold build Hellenic wiseman without Hellenic monastery...

Now, i'm still looking for open the XML globaldefinesalt.xml file but i'm always failing :cry:


Oh, and while playing, i noticed that Hellenism and other "extra" religions do not have their prope musics, but use those of the basic ones... Can't you borrow those musics from WoC or Thomas' War or some other Mods? This will make it even more great...

I must say, if i cuold make a Mod i would made something just like that one, it's just like i like Civ, great job :goodjob:
 
zappara wrote:This is a new bug... seems I had accidently replaced one python code section in gameutils.py file back to default settings when I was merging new inquisition code blocks to RoM. I'll post fix for it after xmas.

Malta,

zappara is aware of the problem and is working on it.

JosEPh :)
 
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