[We the People] Bug reporting

Check the Plot (of the City). ;)
I bet that there is a Native Unit (of Logan) on that City Plot.

So for the game you are not just moving to your City.
You are moving on a Plot with a Unit of another Nation.

Thus it asks if you want ot attack. :thumbsup:
It has to do that otherwise you could never attack Units in friendly Cities.

Summary:

If there is a Native on that City Plot everything is working 100% as designed.
Otherwise we have a bug which we need to analyze.

You are right - there is a native brave of Logan in the city.
Spoiler :

upload_2021-6-15_20-31-43.png



However how does that work? I mean only a few turns ago I did capture that city from the french and did not have that warning, so there would have been no native Brave there. How would he be able to enter the city AFTER I had conquered it from France but without being at war with Logan?

And how would I get a military unit in the city now for the case that it grows and would plunge into unrest? Do I have any way short of declaring war to evict him?
 
You are right - there is a native brave of Logan in the city.
See, I told you. :thumbsup:

However how does that work?
The logic works differently for friendly Cities and hostile Cities.

Trust me, from what I have read, everything is working as it should.

It ensures that you are always allowed to
  • attack your enemies in hostile cities (without declaring War to furhter Nations by accident)
  • purposely declare War to neutral parties in friendly Cities (by asking you if you want that)
It is all correct. :thumbsup:
(From what I read, it all makes sense to me.)

I bet if you had a savegame before you conquered there would also be that Native on that plot.
(The logic simply behaved differently in "friendly City" case and "hostile City" case.)
 
2.9 I don´t know if that is a bug or WAD - in my current game I got Astor as FF and read his bonus as that I gain more fur from my trappers/hunters and more coats from my fur traders.

I was surprised however at that:
Spoiler :

upload_2021-6-16_22-8-18.png



My fur trader currently is not occupied or worked by anyone. The city does not have any furs or premium furs in stock - and yet Astor makes the ghost factory produce both a coat and a premium coat from thin air each turn...

Shouldn´t that bonus depend on raw materials to use? Or be linked to the building actually being worked in?
 
2.9 I don´t know if that is a bug or WAD
It is working as designed. :)
(And it was definitely working like that before 2.9 as well.)

My fur trader currently is not occupied or worked by anyone.
The "Fur Trader's House" is now just a part of a "Fur Trade Network".
So it is not meant that there are now "Ghost People" working or stuff produced out of "thin air".

Summary:
1. This game simplifies. And some things are simply a bit abstract sometimes.
2. The "immersion" happening in your brain, is not necessary the same "immersion" happening in other people's brain.

Shouldn´t that bonus ...
We can only configure what the XML System allows to configure ... :dunno:
(Unless some programmer invests the effort to enhance it.)

So a "should ..." alone does not help.
We used what was / is there considering capabilities of the system.

Every "should" menas some modder needs to invest effort to implement it.
And in this case the "should" is a bit too small to invest the effort to implement it.
 
These FF boni are very powerfull if you have hundreds of cities which have built the respective basic production building and have a domestic market. I just hope that they are not affected by negative health in the next updates.
 
I encountered slight "bug", during revolutionary war. Looks like king wanted to speak to me. Clicked "OK" everything worked fine.
 

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Looks like king wanted to speak to me.
That is caused by a Python Event (text window with options).
Not the King directly wanting to speak to you in a diplomacy window.

Did you have an Event in that turn?
If yes, which one was it?
 
2.9 My privateer went exploring. When I looked how damaged it were I considered to let it rest fo a while. The heal buttons tooltip gives the estimated rest time as.... Mmmh, 2147483647 turns only? o.k. probably the weather - but in a game with a normally limited duration shouldn´t any math that creates such large resting times (or any resting times that are larger than the games duration depending on game speed) simply disable the heal button as noone should touch it in that moment?

Spoiler :

upload_2021-6-17_17-46-47.png

 
Mmmh, 2147483647 turns only?
That number is MAX_INT, or the highest number possible to save in a signed 32 bit int. This means the game correctly identified that it can't heal. It should just deal with the consequences and deny fortifying until healed if the number is larger than say 100.

Nice find.
 
I encountered slight "bug", during revolutionary war. Looks like king wanted to speak to me. Clicked "OK" everything worked fine.
Taken care of. :thumbsup:
It was a small issue in the setup of an EventTrigger.
 
The description of founder Herman of Alaska states "strengthens relations with the natives" but after acquiring him an automatic peace with all natives is signed.

Is this WAD (as it would be the case with Pocahontas or Roger Williams?

If yes, the description should be changed to include the peace treaties.


On a side note - if it is not too much hassle an option to go on with a war against natives would be neat. So a player can actually choose what to do.

In my situation the Church asked for a war, I accepted and before my troops arrived at the enemy settlements I had the auto peace due to acquiring Herman.
 
Is this WAD
Yes. :)

@Kendon

Could you please change this here:
"Strengthens relations with the Natives"

Into this here (or something similar):
"Strengthens relations and leads to peace with the Natives"

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For experienced players that is self obvious of course.
But for new players that may really be something they are not aware of.

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Thanks. :hug:
 
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Oh my god, I had an enlightenment last night. :please:

The "God of Modding" told me how I can fix our issues with "DLL-Diplo-Events" being precalcuated. :old:
Thus if I am correct the Selection Options (accepting / rejecting) will now always be correct.

The basic idea:
I will not trigger them from the Human Player side anymore ...

Need to check my theory this evening by implementing it. :badcomp:
 
Oh my god, I had an enlightenment last night. :please:

The "God of Modding" told me how I can fix our issues with "DLL-Diplo-Events" being precalcuated. :old:
Thus if I am correct the Selection Options (accepting / rejecting) will now always be correct.

The basic idea:
I will not trigger them from the Human Player side anymore ...

Need to check my theory this evening by implementing it. :badcomp:
It worked out ! :woohoo:
All issues with pre-calculated DLL Diplo-Events are gone !

For 13 years we could not solve this and now I solved it "in my dreams" ... :wow:
And it was so easy ... the actually implementation took me 10 lousy minutes ...

@Nightinggale:
This should definitely become part of Release 3.0. :)
By the way, if my gut feeling is correct, this could also also have solved our desync issues in MP games. :please:

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You can not see it, but this was now triggered before I could do anything else that changes my gold.
civ4screenshot0000-jpg.599963
 

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Hey there, got a crash that I'm not sure how to debug. Here's my save file, anything else I can provide?

The crash is at the beginning of the next turn. It doesn't ctd or anything, just crashes and freezes where I can't interact with the game.

The save name is unrelated to any actual happenings in this turn.
 

Attachments

Hey there, got a crash that I'm not sure how to debug. Here's my save file, anything else I can provide?

The crash is at the beginning of the next turn. It doesn't ctd or anything, just crashes and freezes where I can't interact with the game.

The save name is unrelated to any actual happenings in this turn.
Sounds like the game gets stuck in a loop. Those are near impossible to figure out through gameplay. I will need to run the savegame and get the computer to analyze what it is doing. I don't recall fixing any freezing issues since 2.9, meaning odds are that it's not fixed in development.

Thanks for reporting. You provided the savegame, which is really all , which is needed for a bug like this.
 
Hey there, got a crash that I'm not sure how to debug. Here's my save file, anything else I can provide?

The crash is at the beginning of the next turn. It doesn't ctd or anything, just crashes and freezes where I can't interact with the game.

The save name is unrelated to any actual happenings in this turn.
I started looking at this and found two issues:
  1. an automated transport unloads grapes in a colony not importing grapes
  2. sending a unit to Europe tries to split the group of 5 units, but it does that over and over
No real explanation for either yet, but usually the one of the tricky parts for me is to reproduce a bug. That part was easy this time.
 
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