[We the People] Bug reporting

Hi guys, appreciate your work on the mod. One of the best mods I ever played. Everything works perfect untill I get to the point where I win independence war. As soon as I kill last enemy unit of the roal army, my game tries to get to the cutscene? or give me the win screen, but instead crashes. I checked it 3 times with 3 different counties and its same on all of them. Attaching my last safe file.
 

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Hi guys, appreciate your work on the mod. One of the best mods I ever played. Everything works perfect untill I get to the point where I win independence war. As soon as I kill last enemy unit of the roal army, my game tries to get to the cutscene? or give me the win screen, but instead crashes. I checked it 3 times with 3 different counties and its same on all of them. Attaching my last safe file.
Hmm for me the victory with your save just works (maybe because Im using the Development version_non SteamCiv4?!
Victory at 1735-36

You could try deleting the content of:
C:\Users\UserX\Documents\My Games\Civ4Colonization\CustomAssets
 

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@ExcellentOne
I was able to fight and win the WoI with the lastest develop. The cutscene played just fine. I noticed some "strange" characters though, are you playing with russian or another non-western localization. If so, it could be code-page related.
Could you try with develop or with plain English localization ?
Paging @Nightinggale since he knows more about this stuff :p
 
Hi guys, appreciate your work on the mod. One of the best mods I ever played. Everything works perfect untill I get to the point where I win independence war. As soon as I kill last enemy unit of the roal army, my game tries to get to the cutscene? or give me the win screen, but instead crashes. I checked it 3 times with 3 different counties and its same on all of them. Attaching my last safe file.
Works in development version. I tried with the latest release and it starts acting up with empty selection groups, which is a bug we have already fixed.
@ExcellentOne
I was able to fight and win the WoI with the lastest develop. The cutscene played just fine. I noticed some "strange" characters though, are you playing with russian or another non-western localization. If so, it could be code-page related.
Could you try with develop or with plain English localization ?
Paging @Nightinggale since he knows more about this stuff :p
I switched to Russian locale and Russian language. After restarting colonization the Russian GameFont is loaded and the city names appear in Russian. No idea if spelling is correct, but the characters aren't "strange".
 
Strange was probably not the correct term 🤣, I admit. It was just that it looked curious, given the current code page I was using. Fortunately the issue seems to have been resolved in develop.
In related news, earlier today I pushed a fix for a CTD that sometimes happen when an AI player is killed off. If anyone has run into this issue then please re-test with develop.
 
Not sure if this is a bug or WAI
BombCity2.png

Defense does not get reduced lower than 160% and seems to increase every turn was lower a few turns ago

EDIT: not important was only one city and was able to capture it when the good defenders moved out, still strange
 
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The question marks before and after the '+160' are supposed to be icons.
It might not be affecting your issue, but it is a sign that your installation is not correct.
 
The question marks before and after the '+160' are supposed to be icons.
It might not be affecting your issue, but it is a sign that your installation is not correct.
Well spotted. However that is a purely graphical issue and shouldn't affect the number itself. Also the dot character in the lines on top is ok, so it's purely a billboard display issue. It's fragile in some code inside the exe (can't be modded) so apparently it broke again. I wonder what happened this time.

The 160% is a number somewhere in the DLL, so regardless of who wrote the code in question, we can alter it if needed.
 
No sure if this is a known issue, but has anybody else had unit selection get stuck on artillery and not allow selection of any other units withing a few tiles? Have had this repeatedly throughout my game (1st playthrough) and while not game breaking, it's certainly annoying and suboptimal as I'll have to wait for the artillery to move away before I can access my other units again.
 
No sure if this is a known issue, but has anybody else had unit selection get stuck on artillery and not allow selection of any other units withing a few tiles? Have had this repeatedly throughout my game (1st playthrough) and while not game breaking, it's certainly annoying and suboptimal as I'll have to wait for the artillery to move away before I can access my other units again.
Yea, known issue. Fixed in the current develop version. Otherwise please post concrete nation and unit here, please.
 
Correct me if I´m wrong, but as I understand, warships shouldn´t be able to carry any goods.
Well my warships were on the same space with pirate ships and after pirates attacked, the booty manifested itself into the bellies of my warships.
Another thing - you can capture units with pirate cutters - even those of the king :p

save game attached just in case*
the ships in question are in the upper part, east near the Portuguese
 

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Correct me if I´m wrong, but as I understand, warships shouldn´t be able to carry any goods.
Goods are never forbidden. (It would not make sense considering immersion.)
Warships just cannot carry Civilian Units (or Treasures).

From my coding comments:
// WTP, ray Troop Ship - START
// a Troop Ship can only carry Troops or Goods

It was also designed like that in the concept.

--> Working as designed.

Another thing - you can capture units with pirate cutters - even those of the king :p
Already fixed in development version since a while.
The public version is already more than half a a year old.

--> Fixed (in develop).

----

Summary:
Both issues resolved.
Still, thanks for reporting. :thumbsup:
 
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Correct me if I´m wrong, but as I understand, warships shouldn´t be able to carry any goods.
Well my warships were on the same space with pirate ships and after pirates attacked, the booty manifested itself into the bellies of my warships.
Another thing - you can capture units with pirate cutters - even those of the king :p

save game attached just in case*
the ships in question are in the upper part, east near the Portuguese
You can change all those aspects of ships. For me makes no sence at all Cargo Space, not being able to carry anything! Coffee, cotton, guns, people, armys and/or treasures.... so i edit all my ships to be more real, even slave barques can carry anything, just reduce the space in general so its more balanced. Im Portuguese and we used same ship Caravela and then Carracks, then Galeons to carry everything! from Portugal to Brasil Africa, India and Japan.

Raised power of sea monsters, specialy krakens to 50. Raised some prices of ships, and raised all duplicated ships prices by more 100%, forcing to build them in colonys to reinforce Navy.
 
Hello! First of all, I want to thank all the modders for this incredible mod. WTP makes Civ 4 Colo so, so much better, and all your hard work is greatly appreciated.

In my game, it would seem as if the milksmaid profession creates cows, rather than consume them. I don't know if this is the intended design, but thought i'd mention it here just in case :)

Here's the save game, if needed.

Again, thanks to all modders who participated to this incredible project!
 

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I don't know if this is the intended design
It is intended. / Working as designed. / Not a bug.

The Milk Maid is basically helping bringing up the little calfs in the stable.
Historically cows only reliably gave considerable amounts of milk when calfing.

Milking a cow is not the same as slaugthering it ... unless you do it very very roughly.
Only very few cows have died so far when being milked by very unskilled and cruel milkmaids ... :)

Basically:
The stable is a save way to grow cattle ... with the added side effect of milk.
But it also requires additional human labour to be invested and stables to be build.

P.S.:
Read Colopedia ... it will give you the answer normally about what is intended or not.
(In this case for the Profession Milk Maid.)
 
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hello folks! *sigh* :help:
i have a issue. my game closing right after a closing turn on a savegame i playing for quite some time now. I close the turn, game is working and just ... bam! game closing itself with out any warnings or any error messages or anything. happend now like 7-8 times. i was able to play and made every movments and tasks until the specific turn end and made a separate savegame.
that here in the attaches files.

if you need any logs, i'm happily provide them, you just have to tell me where they are located, i didn't find any error logs, where i could see an error message, that looked helpfull
 

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hello folks! *sigh* :help:
i have a issue. my game closing right after a closing turn on a savegame i playing for quite some time now. I close the turn, game is working and just ... bam! game closing itself with out any warnings or any error messages or anything. happend now like 7-8 times. i was able to play and made every movments and tasks until the specific turn end and made a separate savegame.
that here in the attaches files.

if you need any logs, i'm happily provide them, you just have to tell me where they are located, i didn't find any error logs, where i could see an error message, that looked helpfull
I found multiple bugs using that savegame:
1: barbarians (including animals) owns a fluyt
2: barbarians has send a fluyt to Europe
3: barbarian tries to buy a unit from the dock and then looks at more units than the dock has

The last one results in a crash, but it shouldn't be able to be there in the first place. Do you have any autosaves from before the unit departs from the new world?
 
  1. Perhaps it was captured by a privateer or pirate and then came into the possession of the wild animals team? Or perhaps a dodgy event?
  2. I've observed that animals sometimes flee to Europe when threatened or injured, which is likely the same issue. I have a fix for this in one of my many branches.
  3. Probably the result of the Fluyt running the standard UNITAI_TRANSPORT_SEA AI in Europe. What's weird is that the barbarian player has no parent, so all sorts of crazy stuff could happen, I guess. :rolleyes:
 
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