[We the People] Bug reporting

Can't start revolution.
Which Victory Types did you select when starting the game?
(Game Options Screen will show you. I think it is F11, but there is also a button at the top of the Main Interface.)

If you do not select Victory Type "Revolution" starting the revolution is also not possible.
That is not a bug, that is how Civ4Col has always been since Vanilla.

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Otherwise I know for sure that in last public Release 3.0.1 starting revolution is generally possible, since we had game report from Revolution.
(Also I can hardly imagine any bug we could have implemented preventing Revolution.)

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Most likely explanations:
1) You selected the wrong Victory Types when you started the game --> Game Options Screen
B) You do not yet have enough Revolutionary Points in general --> Revolutionary Advisor

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Please show Screenshots for both of these. :thumbsup:
If none of my explanations is correct, we may analyze the save.
 
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Screenshot_1.png Screenshot_2.png

CTD when I click on Start Revolution.
 
CTD when I click on Start Revolution.
Thanks, it seems as if this is really a bug then. :thumbsup:

@devolution or @Nightinggale
Could one of you please take a look at the savefile here to figure out why declaring Independence causes a CTD?
I am pretty bad in debugging and currently do not have Release 3.0.1 installed.
 
I don't know if this is intended or a bug, but the Native Trader event kept firing in my recent game. Each turn I was able to pay gold to increase relations with a nearby tribe. This was happening turn after turn.
 
I don't know if this is intended or a bug, but the Native Trader event kept firing in my recent game.
Please post at least a Screenshot. :)
It is much easier to analyse that way because then we can search e.g. for the Text we see.

Edit:
Not necessary anymore. Already found and fixed the bug.

The Event was "repeating" and "always (100%) firing if conditions met".
(So it was simply bad setup in the Event Trigger.)

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Thanks for reporting. :thumbsup:
 
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Continental Guard Issue solved. :)
(It should work on almost all resolutions again.)

I'm not quite sure about this, even though I've read through lots of threads: Is this fix available as a hotfix right now, or only as part of the upcoming release?

Discovered this mod about a week ago, soon after I finished a game on vanila Col for the first time again since 2008, and I love it. We The People, that is. It's absolutely wonderful. :)
 
I'm not quite sure about this, even though I've read through lots of threads: Is this fix available as a hotfix right now, or only as part of the upcoming release?

Discovered this mod about a week ago, soon after I finished a game on vanila Col for the first time again since 2008, and I love it. We The People, that is. It's absolutely wonderful. :)
Yes, there is a hotfix file on page 52 of these bug reports
 
Yes, there is a hotfix file on page 52 of these bug reports

Oh, thanks. I missed it. Do I just unzip the folder into Assets\Art\units?

I tried that, but it didn't work.

I thought the XML had to be changed as well? Maybe this part in Civ4UnitInfos.xml:

Spoiler :
<ProfessionMeshGroups>
<UnitMeshGroups>
<ProfessionType>NONE</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>6</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_FLAGBEARER</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_MOUNTED_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
</ProfessionMeshGroups>
 
I actually did what @raystuttgart was talking about, changing the numbers so that there are only three soldiers in the unit . The code now looks like this:

Spoiler :
<ProfessionMeshGroups>
<UnitMeshGroups>
<ProfessionType>NONE</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_FLAGBEARER</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_MOUNTED_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
</ProfessionMeshGroups>


And the unit comes out like this (with a Great General in two of them):

Spoiler :

This did solve the problem of clicking on neighboring units.
 
I actually did what @raystuttgart was talking about, changing the numbers so that there are only three soldiers in the unit . The code now looks like this:

Spoiler :
<ProfessionMeshGroups>
<UnitMeshGroups>
<ProfessionType>NONE</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_FLAGBEARER</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CONTINENTAL_GUARD_MOUNTED_RIFLEMAN</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
</ProfessionMeshGroups>


And the unit comes out like this (with a Great General in two of them):

Spoiler :

This did solve the problem of clicking on neighboring units.
Sorry, I guess it was a half-baked, lukewarm fix. I know that in my private version I can play the entire crowd. At least I thought so, but my memory is so bad that I can't even remember that it is bad and go around thinking it is as perfect as it used to be.

[UPDATE] I can confirm that I am crazy, but in my own modmod I can easily click on every unit adjacent to the continental guard, so maybe I did some more adjustments after I had uploaded that file.
 
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