View Full Version : Bug Report
Houman Sep 10, 2006, 05:04 AM Have you discovered a bug?
Please send it with a complete description and a save game before it happens to bugs.totalrealism(at)gmail.com
You can talk and discuss it here additionally!
WarKirby Sep 10, 2006, 04:16 PM I emailed my save with CTD
wilkie Sep 10, 2006, 08:57 PM CTD, but tinkered enough and found the problem: If I simply re-arrange Caesar's seventeen ground units stuffed into Rome, the turn resolves. I set three Galleons in adjacent sea zones and distributed his Knights in the countryside. Emailing after this posts.
$ailor Sep 12, 2006, 08:35 PM Auto save file prior to the spawn has been sent by email.
I have a worker (not a slave) working a tile between Warwick & Tokyo and have a Cataphract occupying the same tile. Previously I had a barbarian attack my worker on this tile so I move the Cataphract on top to protect the new worker assigned to build a cottage. The worker is 7 to 11 turns from completing the cottage when a revolt takes place in Warwick. The revolt spawned two barbarians off to the adjacent tile and places a slave under my Cataphract. It also moves the worker that was under the Cataphract completing the cottage to an adjacent tile losing all of the production that was spent on producing the cottage.
When a worker is being protected by a military unit it would seem that the military unit should be the first defense from an attack and the worker should be untouched if the attack did not destroy the military unit. If a slave is to have been capture and placed on that tile the original worker should not have lost all of its production.
I think this happened before but I did not catch it as it was on several tiles I was not keeping a sharp eye on. I know I had Cataphract’s on top of the workers and after a revolt they were gone but I had them on Auto so assumed they finished and moved on.
This is a great game and I am enjoying it immensely.
Thanks guys!:goodjob:
bu e babi Sep 13, 2006, 02:22 PM after download the patch the flags are not defined, are all yellow black whithout sign , or simbols,
until the emergency patch 2.2.1the game was good, wah can i do?
Princeps Sep 14, 2006, 02:13 PM Everytime I shut my computer, and after some time I re-active my PC, it appears that the realism mod does not reload. I have to re-install the mod everytime to play it.
RickAucoin Sep 17, 2006, 10:39 AM Any progress on this crash to desktop bug? I've run 5 games to around turn 280 and that's when it starts crashing to desktop. Unplayable now, all 5 games.
Really enjoying the mod, hoping it has a fix soon. :)
Mexico Sep 17, 2006, 03:43 PM Any progress on this crash to desktop bug? I've run 5 games to around turn 280 and that's when it starts crashing to desktop. Unplayable now, all 5 games.
Really enjoying the mod, hoping it has a fix soon. :)
still can't find any clues :( (but i lack of time last two weeks, i hope this week i found some time)
but i was able to fix some other small bugs (ie crash when making bombardment on undefended tile, or allowing bombard enemy uniti within own territory)
WarKirby Sep 18, 2006, 03:57 AM still can't find any clues :( (but i lack of time last two weeks, i hope this week i found some time)
but i was able to fix some other small bugs (ie crash when making bombardment on undefended tile, or allowing bombard enemy uniti within own territory)
Could you release what you've fixed so far in a quick patch. It might help some of us who are stuck and cannot advance.
WarKirby
poderpil100 Sep 20, 2006, 02:54 PM Posted two savegames. Did some xml-bugging on my own and found bugs in Dale's combat mod - of which Mexico is working on right now I guess ;) . Anyway the two games crashes around the same time (cant remember how many turns, but around liberalism-tech). In both cases I'm recieving great people when CTD (artist in first, and general in second). I dont know if the bug has anything to do with the emergency release-patch 2.1.1 about some problems with great people pic's, that migth lead to some bad func. of Python components? :mischief:
Looking forward to an update of the patch...
Mexico Sep 20, 2006, 07:55 PM found 3 bugs in dale's code, now starting deeper investigation
during weekend i want release new patch with this fixes
(and CTD after GP born - it is just concurrence of circumstances - in sended tested games CTD also afer GP born, but problem was in AI ranged bombardment selection....)
RickAucoin Sep 22, 2006, 12:17 PM Played a random map as the Russians, never had a CTD. This time I didn't research Engineering or Gunpowder until I had no choice at all which was rather late in the game
RickAucoin Sep 22, 2006, 05:37 PM Nevermind, CTD late in game now on that same game. Save file emailed.
$ailor Sep 22, 2006, 11:33 PM I have cannons in a tile next to a city and I start to reduce the defenses of the city. I get it to 35% and fire off another shot and the program crashes. This crash is not just CTD but a total crash. I reloaded and it did the same thing. I emailed the file. Hope you find a fix:)
Mexico Sep 23, 2006, 03:29 PM can't test it on all sended saved games, but only on 10 randomly picked - no CTD :)
download locations:
Zipped instaler on CivFanatics :
http://forums.civfanatics.com/downloads.php?do=file&id=2853
Installer on SF (SourceForge) - need some time to redistribute, but has more download locations with better bandwidth:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112
WarKirby Sep 23, 2006, 03:51 PM :cry: The patch seems to delay CTD by one turn but it still happens.:cry:
WarKirby
JahtheIII Sep 23, 2006, 04:36 PM can't test it on all sended saved games, but only on 10 randomly picked - no CTD :)
download locations:
Zipped instaler on CivFanatics :
http://forums.civfanatics.com/downloads.php?do=file&id=2853
Installer on SF (SourceForge) - need some time to redistribute, but has more download locations with better bandwidth:
http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112
Should old saves work with this patch?
Can't wait to try it out!
Thanks!!!!!:crazyeye:
EDIT: Doh, just read, carefully, what you wrote, so this should work with save games. I'll start with the CTD games I sent in and see if they work...
$ailor Sep 23, 2006, 07:03 PM :cry: The patch seems to delay CTD by one turn but it still happens.:cry:
WarKirby
I started a new vanilla Warlord game and the patch is not working. It has CTD twice and I am at 700AD Oh to have a CTD free game:confused:
WarKirby Sep 23, 2006, 09:18 PM I started a new vanilla Warlord game and the patch is not working. It has CTD twice and I am at 700AD Oh to have a CTD free game:confused:
Uh, this isn't a warlords patch. It's a patch for vanilla TR. The warlords TR is apparently out tomorrow.
$ailor Sep 23, 2006, 10:04 PM Uh, this isn't a warlords patch. It's a patch for vanilla TR. The warlords TR is apparently out tomorrow.
I guess I am confused :crazyeye: Please forgive me as I am new to the forums and trying to make heads and tells of what is going on. I have been playing CivIV TR 2.0 since last week. So if I understand it the patch that came out today is for that. Is the vanilla TR the new release? I guess the posts from Mexico was somewhat confussing to me.
Let's see if I have it correct. The Warlords TR comes out tomorrow. The patch that came out today is for CivIV TR 2.0. Do I have it?
Thanks for the patients.
Spartan117 Sep 23, 2006, 11:18 PM I guess I am confused :crazyeye: Please forgive me as I am new to the forums and trying to make heads and tells of what is going on. I have been playing CivIV TR 2.0 since last week. So if I understand it the patch that came out today is for that. Is the vanilla TR the new release? I guess the posts from Mexico was somewhat confussing to me.
Let's see if I have it correct. The Warlords TR comes out tomorrow. The patch that came out today is for CivIV TR 2.0. Do I have it?
Thanks for the patients.
The patch released today, saturday in US, is the final addition to vanilla civ. This patch fixes known bugs, that were occuring in the vanilla version released like 2 or 3 weeks ago.
the patch tomorrow is the BETA version for warlords. This includes some new features and minus dales combat code. Then there will be the Total REalism GOLD Version that is expected to be released in a few weeks or so. In the GOld Version is when there will be an addition of new content, probably including adding Dales combat mod(ranged bombardment) again. I am especially looking foward to the GOLD version.:D
I dont know if you have it. Did you download it?:mischief:
Mexico Sep 24, 2006, 06:08 AM :cry: The patch seems to delay CTD by one turn but it still happens.:cry:
WarKirby
your game was not tested in my random pickup, so this is reason why i don't know about this bug.
after some short tests, it's look like another bug, not in dale's code - this took some time to set new debug messages for this special reason
WarKirby Sep 24, 2006, 01:59 PM Hope you can fix it. Or the russian and mongolian empires will be stuck in limbo forever:(
WarKirby
WarKirby Sep 24, 2006, 09:29 PM Kinda sick of waiting for a fix, I've abandoned my save and started anew, hoping not to run into another CTD.
Strangely, I did. Early on (still ancient era) Germany (bismarck) asked for mysticism. I refused, and suddenly, CTD.
Reloaded from an autosave and continued past that point. Germany never asked again so I don't think sending a save will help in this case.
Once I finish this game (or I run into a CTD and get stuck) I will upgrade to warlords. I spend relatively little time playing Civ, as I am learning modeling in 3DS Max. Maybe in a month or so I will be good enough to make stuff for Civ.
WarKirby
RickAucoin Sep 25, 2006, 12:34 PM Trying to run the TotalRealism_for_Warlords-Setup-2.0-beta.exe and I immediately get a "This Mod require Civ 4 -Warlords patch version 1.00.000" with an "Okay" button and that's it. Won't go any further.
WarKirby Sep 25, 2006, 01:06 PM Stupid question but... Do you actually have Warlords?
WarKirby
WarKirby Sep 26, 2006, 09:20 AM I found a bug.
When a slightly injured unit levels up, and the act of promotion heals the unit to full health, the button for 'fortify til healed' still flashes up.
This was in vanilla TR and is in warlords beta also. I can't remember whether it was in vanilla civ, or was caused by TR. Haven't played vanilla civ in ages. Total realism is far too good.
RickAucoin Sep 26, 2006, 12:23 PM Stupid question but... Do you actually have Warlords?
WarKirby
Desktop shortcut is "E:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Civ4Warlords.exe" and I bought Warlords a few days ago and installed it Direct2Drive.
storm6436 Sep 26, 2006, 01:27 PM Bleh, I got Warlords off Direct2drive as well... haven't tried to load Warlords-TR yet though cuz I'm in a really good game of "Make the Aztec cry" in vanilla TR right now. Guess I'll have to look into this and see if I can come up with a fix.
WarKirby Sep 27, 2006, 02:21 AM I ran into a CTD. Loading from an auotsave after something went wrong (my settler got eaten by lions) suddenly ctd. I reloaded from same autosave upon restart and there was no problem.
Since I got past it easily, it's pretty minor.
WarKirby
WarKirby Sep 27, 2006, 12:59 PM I ran into the cloning mercenaries problem. I will send in the save in a minute
A picture (http://forums.civfanatics.com/uploads/95322/Mercs.JPG)
RickAucoin Sep 28, 2006, 12:25 PM Any ideas on the install problem with the "This Mod require Civ 4 -Warlords patch version 1.00.000" error?
WarKirby Sep 28, 2006, 02:54 PM Try reinstalling.
Wipe everything civ related, then install Civ IV, Warlords, Warlords TR.
Maybe that will work.
Has anyone noticed that I seem to be one of, if not the most frequent posters on the TR board. I guess that's what comes from being an unemployed student who's only at college 12 hours a week:D
WarKirby
$ailor Sep 28, 2006, 03:14 PM Has anyone noticed that I seem to be one of, if not the most frequent posters on the TR board. I guess that's what comes from being an unemployed student who's only at college 12 hours a week:D
WarKirby
I am not sure how many people know about this forum. If I did not have it bookmarked I would never be able to find it again. I have looked for it in the Civ IV section and find no listing for it. So I guess it is by fluke that I found it in the first place.
WarKirby Sep 28, 2006, 04:09 PM It's listed under mod projects
Spartan117 Sep 29, 2006, 01:03 AM Try reinstalling.
Wipe everything civ related, then install Civ IV, Warlords, Warlords TR.
Maybe that will work.
Has anyone noticed that I seem to be one of, if not the most frequent posters on the TR board. I guess that's what comes from being an unemployed student who's only at college 12 hours a week:D
WarKirby
:lol: :lol: :lol:
I am also a regular poster.(sounding alot like acholics anonymous:lol: )
I have 5 classes 16 credit hours. I just started college. I am also unemployed
however I am looking for a job:mischief: . It seems I have alot more time then my senior year at high school, which was last year. So i also have alot of time to post and imagine what my "ideal realism mod" would be like...:crazyeye: :D
alb Sep 29, 2006, 05:20 AM Hi,
I also got this "crash to desktop" problem, playing a vanilla game with TR2 (:goodjob: ) on turn 200+. It's all the same on reload and after deletion of the cache. Never made a mod of my own, so don't know if this helps on debug: When you save a current game (which will go crash next turn) as world builder file, you see that the resulting file is inclomplete. The list of plots is cut off at some point.
alb
poderpil100 Sep 29, 2006, 09:45 AM Hi,
I also got this "crash to desktop" problem, playing a vanilla game with TR2 (:goodjob: ) on turn 200+. It's all the same on reload and after deletion of the cache. Never made a mod of my own, so don't know if this helps on debug: When you save a current game (which will go crash next turn) as world builder file, you see that the resulting file is inclomplete. The list of plots is cut off at some point.
alb
Be sure to use the latest updates (posted here: http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112)
This should solve most of the bugs, that has occured in this gr8 mod ;)
mrmistophelees Sep 29, 2006, 11:28 AM Have been playing with the latest vanilla patch 2.13. I have run into a Python Exception error many many times all for the same reason.
Whenever a city is conquered, I get a python exception error like this:
File "CVEventInterface", line 23, in OnEvent
File "CVEventManager", line 222, in handleEvent
File "CVEventManager", line 860, in on CityAcquired
NameError: global name 'city' is not defined.
This happens when either me or an opponent takes a city.
This fortunately does not crash the game though! :)
poderpil100 Sep 29, 2006, 11:38 AM Have been playing with the latest vanilla patch 2.13. I have run into a Python Exception error many many times all for the same reason.
Yeah, same thing here - but you can turn it off (and just ignored it):
In the folder [drive]:\Documents and Settings\[profile]\Documents\My Games\Sid Meier's Civilization 4\ there is a .ini file - in this file you can turn off Python exceptions to be showned. The line should say something like this:
; Set to 1 for no python exception popups
HidePythonExceptions = 1
I've tried to debug the reason, but could'nt find a good solutions - and I do not dare to add this bug to the ever-expanding list, that Mexico and Houman are bothered with :mischief: But when we are at it - another bug is (or perhaps it's the same!), that when you build a new city, it does not have a default name - just a line of an exception (I guess)... But again - not worth bothering! :)
EDIT: Seems like a line of code might be missing - I've just send a word to Mexico to get it confirmed. I'll test it on my own later, and post the outcome :)
Edit2: Fixed the Python exception. A really minor bug:
In line 860 of the file "CvEventManager.py" there is an if-statement that refers to a non-global variable (city). If you change this variable in line 860+861 to:
if (pCity.getCulture(iNewOwner) <=0 ):
pCity.setCulture(iNewOwner,1,true)
It's just the variable "city" that should have been "pCity". Anyway this fixes the exception, if you don't wanna go with my first suggestion :)
alb Sep 30, 2006, 08:41 AM Be sure to use the latest updates (posted here: http://sourceforge.net/project/showfiles.php?group_id=163217&package_id=185640&release_id=443112)
This should solve most of the bugs, that has occured in this gr8 mod ;)
Patch 2.1.3 worked fine for some time. But on the turn finishing Lindberg's flight - another crash:( . I took a look into CIV4BuildingInfos.xml and replaced inside the "Lindberg" tag
ART_DEF_BUILDING_SHINTO_TEMPLE (or _SHRINE:confused: - just forgot it...)
by
ART_DEF_BUILDING_CONFUCIAN_TEMPLE
as I wasn't able to find the "SHINTO" string in any other of the xmls, and the crash vanished. Maybe you could fix this with the next patch.
alb
phobos_mk1 Oct 02, 2006, 04:03 PM 2.1.3 won't load at all for me. When the loading screen reaches "Init XML (Uncached)", it crashes.
Mexico Oct 02, 2006, 04:27 PM 2.1.3 won't load at all for me. When the loading screen reaches "Init XML (Uncached)", it crashes.
clear game cache
phobos_mk1 Oct 02, 2006, 04:30 PM clear game cache
How do I do that? *ignorant*
Edit: Never mind. Searched the Tech Support forum and found it :)
Mexico Oct 02, 2006, 04:46 PM after very busy week i am back and can continue on mod ( i hope )
so now it is time for answers:
@RickAucoin, storm6436
this look like problem with direct2drive version of warlords: can you send your registry keys related to this instalation? (because i don't have d2d version, i cant' test installer for this - in vanilla civ there was same values for D2D and DVD version)
HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords - there is install path and game version (if you install game for all users)
HKEY_CURRENT_USER\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords - version of game if you install game only for current user
@mrmistophelees, poderpil100
it is my mistake - i forget to update this part of code when optimizing other...
will be updated in next patch/release
@alb
this part was taken from rogerBacon flying mod and it was not checked - will be updated, thank you for report
@phobos_mk1
EDIT: :)
RickAucoin Oct 02, 2006, 05:27 PM Sent the requested key to bugs.totalrealism (at) gmail
Hopefully it's something easy in the installer. Only reason I got Warlords at all was because at that time it looked like the non-crashing Total Realism mod would be working on it before the vanilla version, lol.
Mexico Oct 02, 2006, 05:38 PM Sent the requested key to bugs.totalrealism (at) gmail
Hopefully it's something easy in the installer. Only reason I got Warlords at all was because at that time it looked like the non-crashing Total Realism mod would be working on it before the vanilla version, lol.
hmm..this look like D2D version is set to 2.00 - so until new version of installer, please create key in registry:
HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\1.00.0000
this is checked in TR installer
storm6436 Oct 03, 2006, 07:26 AM hmm..this look like D2D version is set to 2.00 - so until new version of installer, please create key in registry:
HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\1.00.0000
this is checked in TR installer
Hahah, that's some funny stuff. What's sad is that I'm at work now... what's more sad is I have Civ4+warlords+TR on this laptop for "emergency use" ... lol. Will throw it on here and see how it works.
storm6436 Oct 03, 2006, 07:29 AM install hacked out... going to kill the reg key when I'm done to prevent any kind of patching mixup
jchalm Oct 03, 2006, 02:47 PM I'm not sure if this is the right thread,but first you guys did a great job on this mod. I just have a ? about the siege units they seem very strong I was able to almost wipe out all units in a city with one shot I'm wondering if anyone else has noticed this?
WarKirby Oct 03, 2006, 03:46 PM Technically this is the wrong thread, but the rules around here sem to be pretty lax...
Are you using warlords or the vanilla (normal) version?
WarKirby
jchalm Oct 03, 2006, 06:12 PM Technically this is the wrong thread, but the rules around here sem to be pretty lax...
Are you using warlords or the vanilla (normal) version?
WarKirby
Thanks Warkirby
I'm using vanilla with 2.1.3 but I just downloaded the warlords mod.
WarKirby Oct 04, 2006, 02:39 AM You need warlords to play it. Do you have that?
RickAucoin Oct 04, 2006, 09:15 PM BTW, that reg key work around worked, thank you. :)
jchalm Oct 05, 2006, 12:28 PM You need warlords to play it. Do you have that?
Yes I have the warlords expansion I'm playing a game with the warlords beta TR mod.I've noticed one thing so far I can't stop city production so I've been deleting the units.
RickAucoin Oct 05, 2006, 06:13 PM CTD problem in the Warlords version. Can't tell what caused it, but after CTD during a "waiting for other civilizations" turn wait, if I try to launch Civ with the Civilization 4 Warlords with Total Realism for Warlords 2.0 desktop shortcut, it crashes After it brings up the initial status screen where it normally would show "Loading XML" and whatnot. Bang, program terminates.
$ailor Oct 05, 2006, 06:48 PM CTD problem in the Warlords version. Can't tell what caused it, but after CTD during a "waiting for other civilizations" turn wait, if I try to launch Civ with the Civilization 4 Warlords with Total Realism for Warlords 2.0 desktop shortcut, it crashes After it brings up the initial status screen where it normally would show "Loading XML" and whatnot. Bang, program terminates.
Someone helped me with this awhile back and this is the information given to me. This seems to work for me when I have a crash to the system. Hope it helps you.
Delete Folder \MyDocuments\MyGames\Civilization4\Custom Assets\ or something like that. Next time you look at it the Folder and Sub folders will be there again but with no files. You probably should also delete everything inside \MyDocuments\MyGames\Civilization4\Mods\ and you should clear Cache, found on C:\Documents and Settings\user\Application Data\MyGames\Civilization4\Cache or something similar.
This was for the Civ4 TR MOD.....I had the same thing happen in Warlords and I subsituted the warlords directory instead of the civilization4 directory.
Greedy_Raccoon Oct 07, 2006, 05:19 AM hey guys.
just started playin total realism a few days ago, everything went fine with my arab empire, and then suddenly at turn .... guess 380 or something, when i finish the turn the game crashes
.... any glue???
by the way ... one thing was strange. when i was hacking my way through east and southern africa i constantly got attacked by german axeman???? i guess it shouldn't be that way? german's are supposed to be in germany .....
Spartan117 Oct 07, 2006, 03:03 PM by the way ... one thing was strange. when i was hacking my way through east and southern africa i constantly got attacked by german axeman???? i guess it shouldn't be that way? german's are supposed to be in germany .....
more likely he was exploring, AI does have units that are exploring. since you were at war with germany, he was likely redirected towards your units in south africa.
or maybe the axeman was taking a nice warm break.:lol:
war is tough:lol:
Spartan117 Oct 10, 2006, 02:56 AM With the total realism beta2. I was "browsing" the collection of units. I was basically entering worldbuilder and laying them across the map. I crashed with one of the infantry units. I am not sure which one though, but maybe you could check it out.
Wow houman you added alot of ethnic units:goodjob:
Spartan117 Oct 10, 2006, 03:37 AM after some more "testing", looking at units.:D
The mirage 2000, is freaking huge... like 3 or 4 times the size of other jet fighters:lol: :lol: I dont think that was intended.
and
the helos for the movement point have some big number 34566(something like that) but are really strange in movement, they move only one tile.
WarKirby Oct 10, 2006, 04:28 AM Another Problem with the Mirage, if you look underneath, there's a big gap in the model. Not really relevant to gameplay since you look at things top down.
I just tend to notice things like that.
I noticed in the civilopedia that it was a bit big. Foes that transfer into the game as well?
On the subject of civilopedia- The Mirage 2000's entry is missing, and so is thename of the Korean unique boat, the Kobukson. Instead it just says TXT_KEY_UNIT_KOBUKSON
That's annoying.
WarKirby
Mexico Oct 10, 2006, 04:35 AM @spartan117, warkirby
this is reason why we release beta version - we are unable to check every unit for every possible actions/missions
mirrage2000: model scalled down to size comparable to other units (both in game and in civpedia)
helos movement: updated
infantry crash: problem found with german infantry model (there is two german infantry units defined, one without art and formation definition - this cause CTD)
kobukson: updated
new infos about this bugs you will find in this post later
mexico
WarKirby Oct 10, 2006, 05:21 AM I posted this in the Warlords thread and I'm reposting it here to increase the chance that Houman or Mexico will see it quickly, because it is very important
:nuke: BIG PROBLEM :nuke:
The attack promotion is horribly overpowered. Maybe you preesed the wrong button while typing a value Houman?
It gives +32% Strength and -12% Defence in all terrain. The problem is that that still works out at
+32% Attack
+20% Defence
Aside from the 32% attack being too powerful, and once again making City Attack promotion useless, it also grants a defence promotion equal to that of the City Defence, except that it works everywhere.
Given that the defence penalty is -12%, I assume the attack bonus was meant to be 12% also?
Personally, I would actually make it a 20% attack bonus, but make the defence penalty -30% so you actually sacrifice defence to gain attack.
Anyway, whether you take my suggestion or just fi it to be the way you intended, this is a HUGE bug and must be rectified immediately. It completely destroys the balance of the game.
WarKirby
Mexico Oct 10, 2006, 05:46 AM I posted this in the Warlords thread and I'm reposting it here to increase the chance that Houman or Mexico will see it quickly, because it is very important
WarKirby
this part of mod (balancing etc..) is houman work, so i can only test this
but for me, promotion working as expected (+32% attack, -12% defense)
(if this is overpowered, you must disscuss with houman, but I personaly agree with you)
EDIT: houman already post small note in Warlords thread, that he make a mistake in calculation and that he will explain how this promotion was planed
Spartan117 Oct 10, 2006, 11:36 AM @spartan117, warkirby
this is reason why we release beta version - we are unable to check every unit for every possible actions/missions
mirrage2000: model scalled down to size comparable to other units (both in game and in civpedia)
helos movement: updated
infantry crash: problem found with german infantry model (there is two german infantry units defined, one without art and formation definition - this cause CTD)
kobukson: updated
new infos about this bugs you will find in this post later
mexico
of course i understand completely:goodjob:
just was reporting it....:)
I just thought it was funny how when i was displaying all the units across the map, when i was placing the jet fighters, the mirage just came out of no where being really huge.:lol: :lol:
if if find any more i will just post it.:D
Greedy_Raccoon Oct 10, 2006, 01:39 PM anybody got a solution for my problem?? (posted before page 3)
Mexico Oct 10, 2006, 04:46 PM anybody got a solution for my problem?? (posted before page 3)
if you mean CTD prolme, please be more specific: what version you play? TR for vanilla civ? have you latest patch (2.1.3)? send your savegame to bugs.totalrealism (at) gmail.com
for warlord, there is beta 2, send savegame to beta.totalrealism (at) gmail.com for analyze
Anaztazioch Oct 11, 2006, 03:24 AM CTD in Warlords TR.
Occures in ?emperor? or one point less diff., classical age, having bronze working, also used World Builder many time to put religions in places i see them fit. Crashes every time i do this:
Enter diplomacy screen and try to trade whith foreign religion civ "propose a trade", right after clicking that CTD.
Strange this is that when a foreign civ offers you a trade - it dont crash. When you select lets negotiate, doesnt crash, but if i agree or dont agree and than start "propose a deal" it crashes.
This is a hurried report, as it happened only in 1 game, and i allso mad used WB :P
I shall send a save game when this CTD appear in non WB game.
But there is a bug witch rely more to Warlords, but didnt played vanilla Warlords, so thats why i post it here.
Its a non CTD bug no fear. Its just that new civilization contacts does not "hide" when entering city/World Builder. They are annoying as Mehmed II is disallowing me to put assing priests... The contacts i mean the ones whith score as well as disposition on bottom right of screen as default.
Anaztazioch Oct 11, 2006, 04:41 PM E-mailing save game. (from btwbtwbtwbtw@wp.pl)
Its a bit strange as in arround 2000bc Genghis Khan ordered me ti stop trading whith Korea and i agreed. Now its almost 0ad and Korea still cant "forgive" me. in 3500bc i did BIG change in Japan island, a bit cheety. in 400bc i buffed up disposition in WB giving me, spain, korea high desposition to each other, hoping this would "erase" this bug.
Loaded this save 3 times, each had same effect.
Also restarted Game (clearing cashe) and loaded save, bug existed. Repeated this action.
Next i unistalled CivIV, delated all files that had anything to do whith it, restarted PC, installed Civ IV installed Civ IV 1.61 patch, installed TotalRealism 2.0.3, went wtf, this aint Warlords, installed Warlords, installed Warlords.totalrealism.2.0.beta.2, launched Warlords, loaded TR mod, loaded save, eat dinner, game loaded, checked still Korea refuses to talk... and so it comes...
Also other bug - the names of foreign civs in "score" display doesnt hide.
Just enter the city whith this save, and names of foreing civs should not hide (make harder to assign specialists). If they do hide, try and declare war to every one arround ( try Zulu, Ottoman, Vikings as these are the ones that does not hide ).
Minor bugs.
[1] Names of some promotions, just train a unit in Tokyo and you will see opne missing.
TXT_ is appearing
[2] Some problem in Korean disposition info, saying:
+1 we care for our brothers in fath
TXT_(dont remember what is further)
Previous report was unable for me to accuire in 4 differant games... (CTD when proposing a deal)
ericos Oct 13, 2006, 12:32 AM got out of sync multiple time in direct ip connection.
2 time when giving a promotion to a new unit and 2 time when creating a colon (i dont know if its the same in english lol) and moving it.
Total_War Oct 14, 2006, 05:48 AM I just need a bit of help to get Total Realism running. I've installed the latest Vanilla version, 2.1.3. I cleared the caches after I installed it. However, whenever I try to load total realism (not the Earth map) from the desktop, or whenever I go into the game and load it from the "advanced" menu, it just comes up with an error message saying "Civ 4 needs to close, please tell Microsoft about this problem". What's causing this error message to pop up? And how can I solve it so that I can start playing this great mod?
Thanks in advance
Anaztazioch Oct 14, 2006, 07:37 AM @ Total War
Its crack, or lack of .cue file when running via .bin file.
Get a better crack or buy a game, install CIV IV patch 1.61 than Total Realism.
Run the Total Realism from shortcut (not World map) and it should bring you to the game. If game crashes when cashing XMLs than its crack/patch fault. If game crashes in Main menu, than its your PC, low memory, low graphics, low processor, or viruses than block your RAM, virtual memory or even Graphic card memory.
I had "pirate" Civilization IV and had same problem. Still have such errors when launching Civ IV. But whith bought Warlords i dont have any problems. Exept WTR CTDs.
Total_War Oct 14, 2006, 09:15 AM @ Total War
Its crack, or lack of .cue file when running via .bin file.
Get a better crack or buy a game, install CIV IV patch 1.61 than Total Realism.
Run the Total Realism from shortcut (not World map) and it should bring you to the game. If game crashes when cashing XMLs than its crack/patch fault. If game crashes in Main menu, than its your PC, low memory, low graphics, low processor, or viruses than block your RAM, virtual memory or even Graphic card memory.
I had "pirate" Civilization IV and had same problem. Still have such errors when launching Civ IV. But whith bought Warlords i dont have any problems. Exept WTR CTDs.
Okay, that confuses me a little bit. I don't have a pirate version of the game, and I have CIV IV patch 1.61 installed. It doesn't even get to the main menu, so it can't be my computer. So what should I do?
Total_War Oct 14, 2006, 11:08 AM It's okay, I somehow got it working by loading Civ IV and then loading it from the advanced menu.
JahtheIII Oct 14, 2006, 11:20 AM Okay, that confuses me a little bit. I don't have a pirate version of the game, and I have CIV IV patch 1.61 installed. It doesn't even get to the main menu, so it can't be my computer. So what should I do?
I just wanted to back Total War up and say that you gave me the same answer when I talked about the crash during startup, and I also don't have a pirated copy.
The thing that works the best to get past this startup issue TW, is to clear the game cache as has been detailed in many previous posts.
What I have found is that this still doesn't work for me many times, and I have to go through the process of clearing the cache and trying to load TR sometimes 4 or 5 times before it will load.
My best success has been to clear the cache and load through the TR World Map shortcut, then use the Back button to load a game or start a new one.
Since I was clearing the cache and restarting so much, I took the time to note which files load in the cache before it crashes, as they were always the same files. If Houman or Mexico haven't had this problem on their computers, maybe something about this file list will strike them as pointing towards the problem...
Everytime I clear the cache it contained the following files:
CatalogCiv4Warlords208826155
" "590857719
" "744672125
" "1153359017
" "1154765664
" "1166213545
" "1345980394
" "1466125442
" "2298406619
" "2330217323
" "2502806320
" "3807843338
" "3979112632
Cache would always contain just these files after a crash on startup.
and for anyone else that is also running an authentic version of Civ IV and TR and is having this problem even after clearing the cache, from my experience, the only thing that is sure to work is persistence, eventually if you try to start it up enough times it should happen.
GL!:)
JahtheIII Oct 14, 2006, 11:39 AM Just sent Savegame, CTD like described above with a crash in the diplomacy screen when proposing a trade.
this was around 30 AD, trading had worked normally up until then.
Anaztazioch Oct 14, 2006, 12:55 PM clearing cashe doesnt do the trick.
Just remembered. In old TR redme.txt there was a part saying.
Dont run TR 1st time from the made shortcuts. First launch Civ Iv and play start a game, than load TR from Advanced menu and start a game. Than start playing directly from shortcuts.
There was something like this. But pirate copy is making it harder, even when patch 1.61 doesnt need crack :lol:
Anaztazioch Oct 14, 2006, 03:31 PM CTD occures when trading whith saladin. Hard ti miss it. Ask him for horses... or anything else
Heres the save. Try it, maybe its only me...
http://forums.civfanatics.com/uploads/89892/AutoSave_BC-2620.CivWarlordsSave
Mexico Oct 14, 2006, 05:09 PM i got this tarde-related CTD bug too :( - i am debugging this, but unsuccessful for now :(
JahtheIII Oct 14, 2006, 05:21 PM i got this tarde-related CTD bug too :( - i am debugging this, but unsuccessful for now :(
I played around a little with the savegame I sent to you guys.
At 30 AD, the bug only happens when opening the screen with Cyrus.(tried trading with every other Civ at that time with no problem) So I kept playing on, and some number of turns later, the "bug" had spread to the French.
Good Luck, don't worry, there is light at the end of the tunnel, and no it's NOT a train!:)
Anaztazioch Oct 14, 2006, 08:37 PM I had this bug whith Mehmed II, Korea, Saldain, Cyrus (cyrus is most often), Shaka.
I hecked it whith my save. Cleared all resources from map, played few turns till it autosaves, loaded autosave and still crash. So i dont think its resources fault... but i can mist one.
I might also check if its Warlords fault. Try and play it till it crashes.
Anaztazioch Oct 15, 2006, 01:45 PM As Mongols. Vanilla Warlords. 1818ad building Statue of Liberty in Karakorum. No CTD so far, game goes 10 times faster than WTR (10 times shorter waiting for turn).
And a bug in WTR.
When you got buddism, Korea has disposition for you having their favorite religion. Well the name goes >TXT_KEY_FAVORITE_RELIGION or something similar.
Also Korea "galley" has TXT_KEY_UNIT_GALLEY name. I belive this are a cosmetic fixes.
WarKirby Oct 15, 2006, 06:37 PM CTd during diplomacy with Ghandi. Just selected trade offers and it crashed.
WarKirby
Mexico Oct 16, 2006, 03:28 AM plase send me savegames with doplomacy CTD to beta.totalrealism(at)gmail.com
now i have only one game, i need more for comparing and testing
Anaztazioch Oct 16, 2006, 07:35 AM As soon as i finish my Warlords game, im gonna play WTR WM and send you another save.
You want me to play a same civ on same difficulaty as the other save ?
PS: have you seen this ? http://kael.civfanatics.net/images/CW-3.jpg
Genareal Discution have this
WarKirby Oct 16, 2006, 05:32 PM @Mexico: The problem with sending saves is that the CTD only occurs once, and upon retrying the same thing it works fine. Would the saves really help in this case?
Also, not sure if this is a bug or not, but in Warlords TR beta 2, the vassal states option does not appear in hotseat multiplayer. Works fine in singleplayer though.
WarKirby
Anaztazioch Oct 16, 2006, 06:54 PM @ WarKirby
Its not a bug. You cant be a vassal, or atleats offer becoming one. Thats why it doesnt work in hotseat, to dont make one player become vassal of another player.
And my save games crashes constantly after i reload and start trading whith the same person i was.
WarKirby Oct 16, 2006, 07:38 PM You can't be a vassal? Why?
I see no problem with how it would work.
Also, I found what I believe is a bug. Judaism is supposed to be restricted to it's founder, right?
In my current game, half the nations of the world (about 6) are Jewish.
Surely this is wrong?
WarKirby
Mexico Oct 17, 2006, 02:02 AM You can't be a vassal? Why?
I see no problem with how it would work.
Also, I found what I believe is a bug. Judaism is supposed to be restricted to it's founder, right?
In my current game, half the nations of the world (about 6) are Jewish.
Surely this is wrong?
WarKirby
about vassal in hotseat - not tested, i never played this (ever in pure warlords)
judaism: after disscussions in form, houman decide to not resrtrict any religion - so now all religion can be spreaded everywhere
if you like previous system (like me :) ) you can set this in ReligionMod.ini file (under Total Realim directory). you need set variable Local Religion (which is empty ). also you can set Dominant religion (if you wont dominat religion functionality as before)
@all
Diplomacy related CTD:
there is some problem with debugging this stuff: in python, there is no problem - but from python is called C++ functions, which is not defined in SDK, but is hardcoded in main exe file- and all by test points to this functions
interesting feature is, that in my tested games i never got this - but i am playing only on standrad map because of my comp
and another issue: it's look like problem is with favorite religion : on game which i have, game crashed, when you trying contact cyrus with have adopted zoroastrianism (his fav religion) . when i was set christianity to victoria (via WB), victoria convert (her fav. religion) and then i tried trade with her - CTD !
but when i tested this in my own game (standard map, 6 civ) -> never got CTD. I was studying favroite religion mod, but not found any problem
my question for all CTD affected players: leader, which caused CTD in diplmacy - which religion he has adopted? it is his fsav. religion? and is he founder of that?
WarKirby Oct 17, 2006, 02:25 AM Come to think of it, Ghandi had founded Hinduism. That may be the problem
WarKirby
Anaztazioch Oct 17, 2006, 08:19 AM @ WarKirby
Ghandi didnt found Hinduis... it was fiunded in early bc :lol:
@ Mexico
I allready said it. I CTD in diplomacy when trading whith Wang Kon who was buddist as me. But instead of having something like "+2 you have our favorite religion" in disposition window, he had TXT_KEY_FAVORITE_RELIGON_BUDDISM. Maybe fixing this fixes the CTD ? Doubt it is that "simple" but who knows.
Also i Buddist had CTD when trading whith Zoroastrian Cyrus. I was not his favorite religion. But Turkey was Zoroastrian. Maybe Cyrus had +disposition for favorite religion whith Mehmet II and that coused CTD.
I will play WTR standard map vs 6. fractal, temperate.
crismac Oct 17, 2006, 08:57 AM plase send me savegames with doplomacy CTD to beta.totalrealism(at)gmail.com
now i have only one game, i need more for comparing and testing
Mexico,I just sent you a save game of my ctd when trying to trade with Cyrus.He is the only one I have had a problem with so far.Hope this helps.
Mexico Oct 17, 2006, 09:17 AM @ WarKirby
Ghandi didnt found Hinduis... it was fiunded in early bc :lol:
@ Mexico
I allready said it. I CTD in diplomacy when trading whith Wang Kon who was buddist as me. But instead of having something like "+2 you have our favorite religion" in disposition window, he had TXT_KEY_FAVORITE_RELIGON_BUDDISM. Maybe fixing this fixes the CTD ? Doubt it is that "simple" but who knows.
Also i Buddist had CTD when trading whith Zoroastrian Cyrus. I was not his favorite religion. But Turkey was Zoroastrian. Maybe Cyrus had +disposition for favorite religion whith Mehmet II and that coused CTD.
I will play WTR standard map vs 6. fractal, temperate.
fixing missing TXT_KEY_... don't help (tested - i hope for this bug too :( )
but cyrus has zoroastrianism - his fav religion
it's look like problem is, if you(player), regarding of your religion, trying trade with leader, which have HIS favorite religion adpoted - now question: this leader is also founder of religion? or only has adopted?
standard map..hmm, ok -> so # of civ is not relevant
problem is, that this diplomacy screen generation is hardcoded and can't be debugged :(
another question: if you have this CTD, and wait some time - problem remain? or it is turn-depend (ie later in game is working fine..)
Anaztazioch Oct 17, 2006, 09:40 AM It does not depend of turn. I sometimes tried to wait like 10 turns, still have CTD, but this time Kon joined Ghandi in CTD...
I also tried to adopt non-state and trade, still CTD. Now im playing WTR on standard map vs 5 AI + barb. Turns fly in the blink of an eye.
Gonna try this. Will give favorite religion to the ones that want it. Check if it doesnt crash. Than try giving them also Holy City. If it doesnt crash alos, i will build up an Holy Shrine. If also no CTD, will try and spam only one religion (exept me) and will see if it still crashes.
Will post here my save game as i forgot my e-mail password... dont laught it was my 34th account...
Also you might post your save game. Saying that you dont have CTD after a cupple of turn i want to see it.
Anaztazioch Oct 17, 2006, 09:51 AM http://forums.civfanatics.com/attachment.php?attachmentid=140548&stc=1&d=1161096581
Load save and try to use WorldBuilder. Instant crash.
Anaztazioch Oct 17, 2006, 10:52 AM Hmmm
Tiny Gengis(me), Wang Kon, Bismark.
I had Holy city of Buddism, Wang Kon had 2 cities whith buddism, Bismark was Hinduism and had 2 buddist cities.
http://forums.civfanatics.com/uploads/89892/AutoSave_BC-2440.CivWarlordsSave
Thats when it 1st occured.
http://forums.civfanatics.com/uploads/89892/Anaztaziochs.CivWarlordsSave
Same game 6[?] turns later. Bismark converted to Buddism, game doesnt crash whith him. Wang Kon how ever couses crash, he has Holy Shrine, I got Holy City.
http://forums.civfanatics.com/uploads/89892/anaztaziochs2.CivWarlordsSave
2 turns later. Gave Wang Kon Holy City status to Holy Shrine city. Still Bismark doesnt crash, Wang Kon do.
http://forums.civfanatics.com/uploads/89892/anaztaziochs3.CivWarlordsSave
2 turns later, erazed Holy Shrine from Seoul, nothing changed.
http://forums.civfanatics.com/uploads/89892/anaztazioch4.CivWarlordsSave
2 turns later, erazed all opther religions than buddism, no chnage.
http://forums.civfanatics.com/uploads/89892/anaztazioch5.CivWarlordsSave
1 or 2 turns later. Erazed all Buddism states in Korea, gave em 3rd city, spread Islam in all, gave him Islam holy city. CTD "fixed".
http://forums.civfanatics.com/uploads/89892/anaztazioch6.CivWarlordsSave
5 or 6 turnsa later. Erased Bismarks all Buddist states, gave him Cristianity and Holy City as wella s 3rd city. Now i Crash whith Bismark.
http://forums.civfanatics.com/uploads/89892/anaztazioch7.CivWarlordsSave
2 turns later. Erazed Holy City status from Bismark. No help. 3 more saves to go.
http://forums.civfanatics.com/uploads/89892/Szymon_BC-1870.CivWarlordsSave
like 20 turns later. F*** Bismark didnt want to convert to Hinduism. Now no one exept me has favorite religion (Bismark had Cristianity i Buddism, so its not that i have his favorite, it is HE HAS HIS favorite). 2 more.
http://forums.civfanatics.com/uploads/89892/anaztazioch9.CivWarlordsSave
lots of tunrs later. Gave both Wang Kon and Bismark their own favorite religions. Since Holy Cities/Shrines dont affect this, i also gave em those. Now crashing whith them both. Last save.
http://forums.civfanatics.com/uploads/89892/anaztazioch10.CivWarlordsSave
10+ turns later. Erazed all religion states and religion building (shrines/temples/monastarys/cathedrals), but Wang Kon and Bismark left Buddist and Christian. I went non-state. Crash with them both.
So it seems that this having favorite religion our selves is the pain, regardless of founder/shrines/buildings/holy city. Maybe religion mod implanted into WTR is not compatibile with Warlords ?
If you run out of ideas, you can at least "eraze" favorite religion from WTR.
Anaztazioch Oct 17, 2006, 04:11 PM Playing WTR custom huge map full civs in deity :) (give my self 4-6 cities unimproved and all possible resources, great prophet in all citys +2 warlords, to make it a bit "ballanced game")
Also i shall put ALL possible religions whith holy cities than erase them, making no religion in game, and no CTD via favorite religion. Wonder if i come across any other bug/CTD.
Houman Oct 17, 2006, 04:18 PM Thanks Anaztazioch for your efforts. I hope Mexico can nail the porblem down with these savegames. :)
WarKirby Oct 17, 2006, 04:26 PM The name is missing for the Urban Combat promo. In it's place it just says TXT_KEY_PROMOTION_URBAN_COMBAT
This is an incredibly common bug. What causes it?
WarKirby
Anaztazioch Oct 17, 2006, 05:38 PM XML i think.
Korean galley and favorite religion has TXT_KEY_* names. Mexico fixed that whith favorite religion, or so he posted here.
But i watched XML's and missing korean galley name whith japanese/china galley and found nothing missing. Also compared unitinfo.xml whith few other xml, but i have not found what the problem is. I checked mostly names, refering to civopedia, upgrades.
But i dont know what is [unames] in XML's are these names for like great persons ? Instead for naming them all gp, they are moses, homer etc ?
Mexico Oct 18, 2006, 04:56 AM missing txt_key etc..:
this is refered in <Description> tag in xml file (unit infos, promotions infos etc..),
defined is in (usualy) CIV4GameTextInfos.xml for each language (or in any file undet Assets/XML/Text directory
<Unames> tag is used for GP - there is define Unique names for each GP born (randomly, but only one time)
and now biggest problem: trade CTD
as i wroted before, generating trade optins is hardcoded (not in SDK) so this part of game cannot be debugged. all gemas pointed , that problem is with favorite religion . now i want ask (especialy Anaztazioch - his analyze was very detailed :) ) - can someone run pure Warlords + Favorite religion mod and try to make CTD? -> in this case we can say that problem is within this component, otherwise problem is with implementing this in TR
Anaztazioch, i will be very grateful, if you can run this with same test as you mentioned in your post, so we can compare...
i can't do this by myself (better said: i can, but don't have time): my liitle daughter is sick, so i take care of her (my wife is very tired from last days), i have only 2-3 hours of free time every day
Anaztazioch Oct 18, 2006, 08:32 AM @ Mexico
Thats what happens when you marry... Dont ever do that again :lol:
searching religion mod. But it would be nice to tell me, what version of Religion mod WTR is using, to use the same. Now getting latest on forums.
Or tell me how to launch religion mod only.
Anaztazioch Oct 18, 2006, 09:28 AM In download section there is no religion mod.
Tried the Favorite Religion v0.1.1w. But it has no Zoroastrialism, and it doesnt look like this mod actually works. Rather its just a modder resource.
Anaztazioch Oct 18, 2006, 09:36 AM http://forums.civfanatics.com/showthread.php?t=141585
This is civ 1.61 only.
If WTR uses that one above...no wonder it doesnt work...
Anaztazioch Oct 18, 2006, 11:28 AM cant find Religion mod alone for Warlords, witch TR is using. Help ? link ?
noid Oct 19, 2006, 11:15 AM CTD at start of my turn mial the saved game..
Anaztazioch Oct 19, 2006, 12:29 PM ehh version noid ? dont forget that, it may be crutial to even load the save.
noid Oct 20, 2006, 03:12 AM concerning post #107 : the version of the game i get a CTD in is WTR beta 2 :)
Anaztazioch Oct 20, 2006, 09:20 AM Well
Sens 2 saves. The one when CTD occures, and atleast 4 turns earlier autosave, you can attach them like i did in #97. I will check them, try and make it easier to Mexico.
He deserves some help, atleast the small one i can offer.
Mexico Oct 21, 2006, 04:16 PM yeah, i found this :)
problem is in Favorite religion mod - missing one entry in CIV4BasicInfos.xml file - problem appear, when player don't want "trade" civics (adopt civics) because of bad attitude based on favorite religion
if you want test this, in attachment is zipped this XML, put this under Assets\XML\BasicInfos (replace old file) - there can be TXT_KEY_DENIAL_FAVORITE_RELIGION text, this will be updated in Gold (must consult with TheLopez, why religion affect civics trading)
Anaztazioch Oct 21, 2006, 05:10 PM Gj Mexico. Seems this is nailed.
I have TXT_KEY_DENIAL_FAVORITE_RELIGION when im asking Wang Kon (Buddist, as it is his favorite) to adopt tribalism or other civic.
Also TXT_KEY_MISC_ATTITUDE_FAVORITE_RELIGION istead for "+2 you have our favorite religion adopted". Just to remind you to not forget to have it in Alpha version of beta 3 :lol:
Checked this on one save, "anaztaziochs" (second save in my save spam post). Used WB to give Bismark Cristianity, no CTD.
So i say this bug is killed.
Now waiting for a beta 3 of most anticipated Civ IV mod of the year.
JahtheIII Oct 22, 2006, 11:08 AM yeah, i found this :)
problem is in Favorite religion mod - missing one entry in CIV4BasicInfos.xml file - problem appear, when player don't want "trade" civics (adopt civics) because of bad attitude based on favorite religion
if you want test this, in attachment is zipped this XML, put this under Assets\XML\BasicInfos (replace old file) - there can be TXT_KEY_DENIAL_FAVORITE_RELIGION text, this will be updated in Gold (must consult with TheLopez, why religion affect civics trading)
Mexico,
This patch should be applied in the Program Files/Fraxis/Warlords/Mods/Assets/etc.....?
I have always had problems with getting TR to load up in Vanilla and Warlords, but after doing this, I get an error on startup saying Python failed to load or something, whereas this always happened later with an XML error when it would crash on startup.
Did I put this in the wrong place?
Was going to check out the save game I sent and see if it would play through...
Anaztazioch Oct 22, 2006, 12:24 PM Hmmm. Well WTR beta 2 has installer witch autodetects your Civ IV Warlords instalation folder, therefore installer installs WTR beta 2 in the right place.
clearing cache might solve the problem, but im not doing that and have no problems.
And yes.... Mexico's diplomacy fix should be put in Warlords/Mods/Assets/XML/Basicinfos/
If you intalled Mexico's fix into Warlords/Assets/XML/Basicinfos than you need to bring up backup file (if you have one) or reinstall Warlords (and WTR).
And to avoid it do this steps (helped me, and i no longer crash on startup):
1) Launch Warlords its self and start a game on duel map. Play 2 turns and exit.
2) Launch Warlords Total Realism (not world map), if this dont work do 3rd step.
3) Launch Warlords, go advanced options, load a mod Total Realism.
Mexico Oct 22, 2006, 01:02 PM Hmmm. Well WTR beta 2 has installer witch autodetects your Civ IV Warlords instalation folder, therefore installer installs WTR beta 2 in the right place.
clearing cache might solve the problem, but im not doing that and have no problems.
And yes.... Mexico's diplomacy fix should be put in Warlords/Mods/Assets/XML/Basicinfos/
If you intalled Mexico's fix into Warlords/Assets/XML/Basicinfos than you need to bring up backup file (if you have one) or reinstall Warlords (and WTR).
And to avoid it do this steps (helped me, and i no longer crash on startup):
1) Launch Warlords its self and start a game on duel map. Play 2 turns and exit.
2) Launch Warlords Total Realism (not world map), if this dont work do 3rd step.
3) Launch Warlords, go advanced options, load a mod Total Realism.
correct path is:
Warlords/Mods/Total Realism/Assets/XML/Basicinfos/
Anaztazioch Oct 22, 2006, 02:55 PM Crap forgot Total Realism folder... so did Jahte III
Anaztazioch Oct 24, 2006, 10:32 AM A small bug, making game a bit annoying.
Well when you enter city screen, you (or atleast i) will still see some of the civilization contacts (score, leader name, disposition) in bottom right corner (over the specialists). Its not much exept that they are over the specialist, making you harder to see how many are applied and more importandly harder to select unselect them.
Another problem concerining them, is that when you click contact (eighther by accident/missed specialist selection or on purpouse), you will open diplomacy screen when exiting city. And if that is not enough, the more times you click this contact, the more times you will open diplomacy screen (even if of the same civilization). They do not open simulatously, but one after another after closing the first one... like its not annoying enough.
http://forums.civfanatics.com/uploads/89892/interface_problem.rar
link to the saved game and required Worldinfo.xml with customized huge map size.(its actually winzip not rar :))
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\XML\GameInfo
(Mexico prolly know the link, but other may try and play on bigger map)
BE SURE TO MAKE A BACKUP FILE OF WORLDINFO.XML as customized is not compatibile whith Total Realism scenarios including World Map
On this save you should see Qin Shi Huang, Caesar and one more.
Mexico Oct 24, 2006, 01:01 PM A small bug, making game a bit annoying.
Well when you enter city screen, you (or atleast i) will still see some of the civilization contacts (score, leader name, disposition) in bottom right corner (over the specialists). Its not much exept that they are over the specialist, making you harder to see how many are applied and more importandly harder to select unselect them.
Another problem concerining them, is that when you click contact (eighther by accident/missed specialist selection or on purpouse), you will open diplomacy screen when exiting city. And if that is not enough, the more times you click this contact, the more times you will open diplomacy screen (even if of the same civilization). They do not open simulatously, but one after another after closing the first one... like its not annoying enough.
http://forums.civfanatics.com/uploads/89892/interface_problem.rar
link to the saved game and required Worldinfo.xml with customized huge map size.(its actually winzip not rar :))
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\XML\GameInfo
(Mexico prolly know the link, but other may try and play on bigger map)
BE SURE TO MAKE A BACKUP FILE OF WORLDINFO.XML as customized is not compatibile whith Total Realism scenarios including World Map
On this save you should see Qin Shi Huang, Caesar and one more.
hmm...this is first time that i see this. after inspecting saved game, ale leaders, which stay at screen has id more than 18 (default # of civs) - maybe this is reason? (also this explain, why i never got this - i never played with more than 10 civs (poor comp))
EDIT: after inspecting python, there is hardcoded number 18 for hiding and positioning score list (but not for showing - there is used actual number) - so i hope that i will be able fix this soon :)
EDIT: as expected, bug is killed (i hope) :goodjob:
in attachment is zipped CvMainInterface.py - place this in Warlords\Mods\Total Realism\Assets\Python\Screen and test this
Mexico
Anaztazioch Oct 24, 2006, 03:10 PM And few say that killing never bring up any good :)
Anaztazioch Oct 25, 2006, 03:49 AM save i send you and one game. Seems this bug has been assassinated.
And found another :). Dont think this will require any save games or debugging.
1) After completing aqueduct, to pop up menu asked me what to build next. Leonardos Workshop was reccomended, but after hovering mouse cursor on it, the discription poped out, saying what hammers needed and turns and
TXT_KEY_
I belive it was soppoused to be placed in "World wonder allowed :1", but didnt payed more attention, clicked it and... it would take 5 mins to lead save to dubble check this so i continued playing.
2) Samurai (foot units, not mounted) doesnt replace Knight (also foot unit)... or it does replace knight, but Japan can build both Knight (has maceman icon. str 9 etc.) and Samurai (still foot unit).
Yari cavalary is replaced by Samurai Knight, so no problem there.
Samurai horse archer is not replaced by Samurai Knight (can select witch one to produce)
3) Yari cavalary does not replace catapraht. As above i can select witch one to build. (dont know how it should be)
4) Samurai Longbowman doesnt replace archer. Can produce both.
5) Terime (or something close, Bronze Working "frigate". str 2 +33% vs galley, hope you know what i mean) is not replaced by Caravel (didnt check if it can be upgraded to it, but according to sevopedia it can.
6) reported it earlier, but dont know if it was noticed or fixed, never actually checked it again.
The Great Wall. Once i builded it and recived nice Fraxis original movie of that wonder contruction. Animation went nice through the hills and it ended. Stats of this wonder showed up (hammer cost, bonus for having stone, what it does, +great person etc.).
Shortly after the stats showed up, Total Realism custom movie started playing whith its music, but after 3 seconds animation froze and sound entered "loop mode". Had to click "ok" fast.
[wonder why there is no "cancel" button after completeing Wonder]
[And reminder]
Kobukon (Korean galley) has TXT_KEY_ instead for name and description.
Houman Oct 25, 2006, 04:45 AM @Anaztazioch
your help is greatly appreciated. i will look into these bugs. They seems to be easy to fix.
Thanks
Houman
Anaztazioch Oct 26, 2006, 08:19 AM 3(4) more in WTR beta 2
[1] - Unnamed great generals have missing KEY in its name when becoming a leader. So instead for "Minamoto Yoritomo (smaurai)" i will have "TXT_KEY_UNIT_GREAT_GENERAL".
You can easly get unnamed Great Generals, just use WB. Normally i get "named" generals, but barbarians dont and thats the problem. Usually i was renaming nonnamed generals, but how to do that whith barb in way other WB unit edit.
[2] - I recive info that Great General is born before i actually win a fight in witch i get xp for his birth. Its like immortal attack this warrior and right after the fight begins i recive that window (blasie pascal: man greatness lies in his power of tought) and info where he was born.
[3] - Money bug. I have 30 and go -2 to resarch faster, but when i click end turn, it goes +4 and slower resarch. I understand that happens when i got less money that - value is, but this is "abnormal". I allready think i located the source. Mercenaries. When you have "sold" your mercenary you cant go -gold/turn (exept its the first turn he has been hired). I can normally go from +14 to +4 and get better resarch, even to +0, but when i go ecen -1 whith 200 in tresury, it puts it back to "lowest" income.
(4) Are barbarians (on Rampaging barbs setting) alowed to have mounted units, such as horse archer and knight ? Never seen chariot. I know they can build such units whith access to horses, but "spawning" in fog of war whith such fast and strong units ?
Mexico Oct 26, 2006, 08:56 AM 3(4) more in WTR beta 2
[1] - Unnamed great generals have missing KEY in its name when becoming a leader. So instead for "Minamoto Yoritomo (smaurai)" i will have "TXT_KEY_UNIT_GREAT_GENERAL".
You can easly get unnamed Great Generals, just use WB. Normally i get "named" generals, but barbarians dont and thats the problem. Usually i was renaming nonnamed generals, but how to do that whith barb in way other WB unit edit.
[2] - I recive info that Great General is born before i actually win a fight in witch i get xp for his birth. Its like immortal attack this warrior and right after the fight begins i recive that window (blasie pascal: man greatness lies in his power of tought) and info where he was born.
[3] - Money bug. I have 30 and go -2 to resarch faster, but when i click end turn, it goes +4 and slower resarch. I understand that happens when i got less money that - value is, but this is "abnormal". I allready think i located the source. Mercenaries. When you have "sold" your mercenary you cant go -gold/turn (exept its the first turn he has been hired). I can normally go from +14 to +4 and get better resarch, even to +0, but when i go ecen -1 whith 200 in tresury, it puts it back to "lowest" income.
(4) Are barbarians (on Rampaging barbs setting) alowed to have mounted units, such as horse archer and knight ? Never seen chariot. I know they can build such units whith access to horses, but "spawning" in fog of war whith such fast and strong units ?
[1] - unnamed general for barbs - problem is in random neme generator, will be fixed
[2] - no, you got this after battle is won :) - it is game engine: at first battle is calculated (determined winner, XP points, probably withdrawn, GG born), then messages is displayed/logged and then battle is "played"
[3] - hmm... you are right - it is because merc. component recalculate gold income/outcome at start of turn -> until merc is in python, not in SDK, there will be problem with this
(4) - uff...don't know yet, must check code
anyway, good analyze as usual, thank you :)
Anaztazioch Oct 26, 2006, 01:20 PM [2] - ... i know you mean that battle lasts 0.1 ms + PC end, its just a simple calculation. But i was talking about animation. first i get that info, than i can watch the animaton.
*edited* i meant is there a way to wait till animation is complete, than info and GG ?
And something new :o
When isaw this first time i went WTF !!!
And i Really mean WTF !!!
Lower i will use big Galley to name a unit, and small galley to name its mesh
It battle animation problems, dont know source. Sometimes its like my fully healed Galley attack whith only 2 galleys ! (Galley has 3) Than after these 2 are destroyed i must wait like 20 secs becuse the thrid one is far behind the screen and is !!!swimming!!! through the LAND, enemy CITIES, enemy UNITS and impassible terrain (ice/mountain). Once it reches combat place, it does not fire/get killed, but i recive a message victory/defeat.
Happens whith every unit type. Had this whith Keshik in TR, was like "it must be some problems whith my pc". I never played vanilla/warlords long enough to encounter this.
Also i cannot recreate this by loading save game, so not even sending one.
Mexico Oct 26, 2006, 01:37 PM [2] - ... i know you mean that battle lasts 0.1 ms + PC end, its just a simple calculation. But i was talking about animation. first i get that info, than i can watch the animaton.
*edited* i meant is there a way to wait till animation is complete, than info and GG ?
And something new :o
When isaw this first time i went WTF !!!
And i Really mean WTF !!!
Lower i will use big Galley to name a unit, and small galley to name its mesh
It battle animation problems, dont know source. Sometimes its like my fully healed Galley attack whith only 2 galleys ! (Galley has 3) Than after these 2 are destroyed i must wait like 20 secs becuse the thrid one is far behind the screen and is !!!swimming!!! through the LAND, enemy CITIES, enemy UNITS and impassible terrain (ice/mountain). Once it reches combat place, it does not fire/get killed, but i recive a message victory/defeat.
Happens whith every unit type. Had this whith Keshik in TR, was like "it must be some problems whith my pc". I never played vanilla/warlords long enough to encounter this.
Also i cannot recreate this by loading save game, so not even sending one.
[2] - no, it can't be done :( - after calculation, battle animation is "pushed" to queue and combat ends. Animation i played in another part of code - change this is nearly impossible ...
unit movement: this is problem also in vanilla/warlords game ...
Anaztazioch Oct 26, 2006, 03:36 PM [2] - Tought so
unit movement - also tought its a game code, not mod.
Just wanted to be sure.
Anaztazioch Oct 30, 2006, 09:30 AM World Map bug.
Carthage seems to be affected by difficulaty. They start whith 7 archers, 2 settlers, 2 scouts and 2 workers at deity (3 times in a row checked).
I checked this in Worldmap, Player info are same (leader name, civ name, starting x,y and handicap), but when i checked starting title thisgs were differant.
Carthage has :
BeginPlot
x=59,y=40
TerrainType=TERRAIN_PLAINS
PlotType=2
BeginUnit
UnitType=UNIT_SETTLER, UnitOwner=24
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_SETTLE
EndUnit
BeginUnit
UnitType=UNIT_WARRIOR, UnitOwner=24
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_ATTACK
EndUnit
Problem is that Carthage team is 18 not 24. 24 is reserved for barbarian i guess. So he cannot find Carthages units, so he places default "value" on barbarian units, as Civs have higher priority than Barbs (or atleast it seems so).
Changed value of UnitOwner from 24 to 18 (only on x=59,y=40 or Carthagian starting position, depending on what you prefer) and it seems its fixed :).
http://forums.civfanatics.com/uploads/89892/anetrith_sTotalRealismWorldmap.rar
edit : I saw some posts with problems on WroldMap thread with cartagian starting position relating beta 1, but not a word about it being fixed.
RickAucoin Nov 06, 2006, 05:41 PM Had to add a registry key to get the Warlords Total Realism beta to install, and now the patch for 2.08 Warlords will not install. It gives the error I got when I first tried installing the Warlords Total Realism mod, that an installed copy of Warlords can't be found.
I tried deleting the HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Warlords\1.00.0000 key I had added to make the Total Realism mod work, but the 2.08 patch won't go still.
And now the game won't launch at all, gives an .exe crash on load. /sigh/
Anaztazioch Nov 07, 2006, 12:14 PM ... beta 2 is NOTcompatibile with Warlords 2.08
It crashes on loading mod, eighther by TR shortcut or via advanced options in game menu.
Wait till beta 3. Take patiance refresh site every 30 secs for 5 hours ;)
As for game, try reinstalling it. And using 2.00 warlords exe will launch Warlords 2.00 not 2.08 even if you have installed patch.
Houman Nov 07, 2006, 02:20 PM World Map bug.
Carthage seems to be affected by difficulaty. They start whith 7 archers, 2 settlers, 2 scouts and 2 workers at deity (3 times in a row checked).
I checked this in Worldmap, Player info are same (leader name, civ name, starting x,y and handicap), but when i checked starting title thisgs were differant.
Carthage has :
BeginPlot
x=59,y=40
TerrainType=TERRAIN_PLAINS
PlotType=2
BeginUnit
UnitType=UNIT_SETTLER, UnitOwner=24
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_SETTLE
EndUnit
BeginUnit
UnitType=UNIT_WARRIOR, UnitOwner=24
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_ATTACK
EndUnit
Problem is that Carthage team is 18 not 24. 24 is reserved for barbarian i guess. So he cannot find Carthages units, so he places default "value" on barbarian units, as Civs have higher priority than Barbs (or atleast it seems so).
Changed value of UnitOwner from 24 to 18 (only on x=59,y=40 or Carthagian starting position, depending on what you prefer) and it seems its fixed :).
http://forums.civfanatics.com/uploads/89892/anetrith_sTotalRealismWorldmap.rar
edit : I saw some posts with problems on WroldMap thread with cartagian starting position relating beta 1, but not a word about it being fixed.
You are playing the wrong map. We will name our Map this time with Beta 3, so you guys don;t get confused with old version o fthe map. Plot x=59,y=40 looks totally different in repository.
Anaztazioch Nov 07, 2006, 02:26 PM O_o
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\World_Map\TotalRealismWorldmap.CivWarlords WBSave
Thats the name of map i changed. Changed its name so i still have "original" one. But what ever. ;)
You are posting in bad threat if u know what i mean (beta3)
Anaztazioch Nov 08, 2006, 11:22 AM AI_DIPLO_FIRST_CONTACT_LEADER_NAPOLEON_2
Cathrine_2
Bismark_2
Edit: guess when AI_DIPLO appears ;)
Judaism spreads a bit too fast. Zoroastrialism "doesnt spread", dont know if thats bugs or it should be this way (Isabella founded Jewls, spread to France, Greece, Carthage and Rome. I got Zorostralism with Holycity only in Ectebana.
Mahyazdyar Karen and some other Persian GG born in my civ. So this seems to work, both had discription discription and image.
Markmeister Nov 08, 2006, 09:17 PM Weird bug
I have two cities. First city gets overrun by rampaging barbarians.
The city immediately turns back over my control plus I get free points towards technologies for conquering the city.
Anaztazioch Nov 09, 2006, 12:29 AM @ Markmeister
Was this city in your cultural borders ?
And was the "cities flip back after conquer" option on ?
Im playing now as Arabia, Custom game, monarc, Large, Fractal, all religions funded, 15 player. You wont belive, but Cristianity was funded at 1ad !!! By Mansa Musa... Now im +350 ad and so far didnt encountered such bug. And yes i lost quite a lot of cities. Medina was like 15 times overrun by barbs. They tried to raze it every time.
----------------------
Nadu-rimanni
This guy does have no pic and no discription.
thh Nov 09, 2006, 03:42 AM @anaztasioch
i can confirm that zoroastrianism doesnt spread right on more than one accasion. i only played two games so far, every religion besides z. spread just fine, while z. was confined to its holy city. maybe coincidence though
Houman Nov 09, 2006, 07:11 AM @anaztasioch
i can confirm that zoroastrianism doesnt spread right on more than one accasion. i only played two games so far, every religion besides z. spread just fine, while z. was confined to its holy city. maybe coincidence though
Thanks for this report. We have to double check that.
How was Judaism? did it spread tooo fast as well as reported bu other users?
Thanks
houman
Imrahil66 Nov 09, 2006, 12:59 PM @anaztasioch
i can confirm that zoroastrianism doesnt spread right on more than one accasion. i only played two games so far, every religion besides z. spread just fine, while z. was confined to its holy city. maybe coincidence though
in my game zoroastrianism spread quite fast. i have spain faction and i have researched it first - after a few turns half of europe is zoroastr.
Imrahil66 Nov 09, 2006, 01:06 PM when i conquer city with wonders i dont get culture bonuses from those wonders (the rest of bonuses work fine)
Markmeister Nov 09, 2006, 04:45 PM @ Markmeister
Was this city in your cultural borders ?
And was the "cities flip back after conquer" option on ?
Im playing now as Arabia, Custom game, monarc, Large, Fractal, all religions funded, 15 player. You wont belive, but Cristianity was funded at 1ad !!! By Mansa Musa... Now im +350 ad and so far didnt encountered such bug. And yes i lost quite a lot of cities. Medina was like 15 times overrun by barbs. They tried to raze it every time.
----------------------
Nadu-rimanni
This guy does have no pic and no discription.
The city was inside the cultural borders.
I don't know if the 'flip back' option was on. I used the default single player and didn't cusomize any settings.
Unfortunately I forgot to save the game and I don't see it in the autosave.
I'll try to duplicate the error and see what happens though.
edit
Okay - I got it to happen again. Karakorum was outside Beshbalik's cultural borders. Beshbalik was inside Karakorum's cultural borders though. Left Karakorum unprotected so it would be captured. Flipped the turn after capture.
Did not get the same message though - when it happened yesterday I had 'conquered' the city and got technology points.
I have the save game so I can send it if you need it.
Mark
Houman Nov 09, 2006, 05:28 PM The city was inside the cultural borders.
I don't know if the 'flip back' option was on. I used the default single player and didn't cusomize any settings.
Unfortunately I forgot to save the game and I don't see it in the autosave.
I'll try to duplicate the error and see what happens though.
edit
Okay - I got it to happen again. Karakorum was outside Beshbalik's cultural borders. Beshbalik was inside Karakorum's cultural borders though. Left Karakorum unprotected so it would be captured. Flipped the turn after capture.
Did not get the same message though - when it happened yesterday I had 'conquered' the city and got technology points.
I have the save game so I can send it if you need it.
Mark
Please send it to bugs.totalrealism(at)gmail.com
Thanks
Houman
Anaztazioch Nov 09, 2006, 09:23 PM As for Zoroastrialism report.
Judaism spreads fast. Noy too fast os some of you might say, as AI that founded it makes lots (and thats lots) of RAbbies. SO it rabbies that spread Judaism too fast not the religion it self.
Zoroastrianlism, well i waited 40 turns to make it spread to one city. Thets quite much. With shrine it spreads over 2 times faster thou. And music in shrine building is a bit too loud.
Houman Nov 10, 2006, 03:25 AM As for Zoroastrialism report.
Judaism spreads fast. Noy too fast os some of you might say, as AI that founded it makes lots (and thats lots) of RAbbies. SO it rabbies that spread Judaism too fast not the religion it self.
Zoroastrianlism, well i waited 40 turns to make it spread to one city. Thets quite much. With shrine it spreads over 2 times faster thou. And music in shrine building is a bit too loud.
Hmm very interesting, if you say the spread rate of Judaism is normal an dits only the rabbies that spread the religion, then its nothing we can do about it. Tt is a decision by AI building expensive Rabbies, even though they can only build one Rabbie at a time. Thats quite weird, why Ai is so obsessed doing that....we have to check the parameters, if everything is as it should be.
Zoroastrianism has a spreadrate of 45% while Judaism has 33%....i don;t understand, unless you would use Rabbies and Magis of course, the spreadrate alone should be slower than Zoroastrianism.
You mentioned Music in Zorostrian shrine building is too loud? Is this the sound "Ashem Vohuuu" you mean?
Thanks
Houman
Anaztazioch Nov 10, 2006, 04:41 AM Ashem is ok.
But "Yoni Mano Yoni Macho" or something, dont have lirics. The movie when shrine is built, not when you found Zoroastrialism or spread.
Ahem Vohuuu with fake fireing wood in background and fountain infront of a large building is "movie" when Zoroastralism is Founded, not the Shrine is build...
want me to upload a file i am refering to ?
Houman Nov 10, 2006, 05:14 AM Ashem is ok.
But "Yoni Mano Yoni Macho" or something, dont have lirics. The movie when shrine is built, not when you found Zoroastrialism or spread.
"Yani mano" hey but close enough. ;) I get what you mean. I fix it in next version. Approximately, in percentage shall I turn it down about 20%?
Ahem Vohuuu with fake fireing wood in background and fountain infront of a large building is "movie" when Zoroastralism is Founded, not the Shrine is build...
want me to upload a file i am refering to ?
fake firewood? What does that supposed to mean? :) Ok you probably don;t know that. The Zoroasrtian temples are fire temples. The fire is a symbol of purity and holiness. Sumiliar to a Cross and Wine in Christianity.
Obviously the fire doesn't sound exactly like that in the fire temple. But since I didn't have any authentic sound (unless next time I am in the temple i would record it) i have taken a random fireplace sound from Internet.
You could also send me the name of the file you are reffereing to. ;)
thh Nov 10, 2006, 06:51 AM Hi, great mod and already great fun playing !
Two minor things when playing the Aztecs:
- Axemen can't upgrade to Elite Jaguar (but Civilopedia says so)
- Knight (i suppose it should be named Foot Knight) can be built, although should be replaced by Elite Jaguar
Thats all for now, i'm back conquering the world ;)
Anaztazioch Nov 10, 2006, 07:04 AM You could also send me the name of the file you are reffereing to.
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Religion\Zoroastrianism\ shrine.bik
For too loud shrine movie.
Sorry but i forgot passwords for my e-mail and cant send you it ;)
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Religion\Zoroastrianism\ zor_shrine.dds
Pic of "founding" zoroastrialism - i was refering to it as well.
The Zoroasrtian temples are fire temples
Well since in game there is (or atleast was) Zoroastrian fire temple/cathedral, that sound of wood on fake fire and some part of shrine.bik i came to a conclusion that fire have a "special" meaning to the Zoroastrian religion.
And fake wood fire sound, well i named it only becouse it sound like a fake fire, or recorded with low quality.
Anaztazioch Nov 10, 2006, 06:11 PM Some more missing TXT :
TXT_KEY_BUILDING_ZOROASTRIAN_TEMPLE_PEDIA
TXT_kEY_BUILDING_ZOROASTRIAN_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_ZOROASTRIAN_MONASTARY_PEDIA
TXT_KEY_BUILDING_ZOROASTRIAN_SHRINE_PEDIA
And diplomatic, was reported earlier, but refered only to Napoleon, Cathrine and Bismark.
AI_DIPLO_FIRST_CONTACT_LEADER_ALEXANDER_2
AI_DIPLO_FIRST_CONTACT_LEADER_CHINESE_LEADER_2 (Mao)
AI_DIPLO_FIRST_CONTACT_LEADER_GANDHI_2
And missing picture with discription of few Mongol great persons:
Neganlun Qaraqui (great merchant if i remember well)
Oluitei Achadai (great prophet)
All else is ok... even worker building lumbermill on water title with tree :lol:
PS: Can you make map generator put forst on mountains ? To make happines with eniviromentalism and health from forest ?
thh Nov 11, 2006, 07:19 AM Maybe a bug: city razing does not work as i think was intended. I conquered a city size 2 and the city was taken over, not razed. If i conquer a city with size larger than 3 i am asked to keep or raze it. Smaller cities are always kept. I think smaller cities should be razed immediately ?
Anaztazioch Nov 11, 2006, 07:53 AM @thh
I belive i seen it too, but was never sure if i used no city razing option. I rarelly do much conquer, im allways cultural.
Cities of size 1 and 2 usually are allways kept, but some times im given the question to raze or capture. So they are NOT allways kept, but very often, even too often.
Another thing is that sometimes i see city of size 4 razed right after capture(given question to raze or not) not in 2 turns as raze city.ini indicates. But here its possible that city looses 1 population, when being captured, so i have 3 pop when deciding eighter to save or raze.
Anaztazioch Nov 11, 2006, 01:28 PM Mili gp Sami Fared doesnt have pic and description (blasie pascals)
TXT_KEY_BUILDING_LEONARDO_STRATEGY
And ai first contact for FRANKLIN_ROOSVELT_2
Anaztazioch Nov 11, 2006, 03:06 PM Bug found this time, not missing TXT's:
When i use world builder and switch mine staring possition(move my settler and warrior to his start, and move his settler to mine starting possition) with any player (barbarians included) and i am in war with him, the city that was built in my "old" or "real" starting possition gets captured by me regardless of distance to my borders and stationing troops.
The thing is you must have enemy city right the place your settler spawned ot it wont work.
I'm not sure, but dont recall encountering it in vanilla Warlords nor Total Realism 2.0 nor vanilla Civ IV.
Markmeister in #133 have reported simmilar bug. I wonder if he had have it this way as i did.
Mexico Nov 11, 2006, 03:25 PM Bug found this time, not missing TXT's:
When i use world builder and switch mine staring possition(move my settler and warrior to his start, and move his settler to mine starting possition) with any player (barbarians included) and i am in war with him, the city that was built in my "old" or "real" starting possition gets captured by me regardless of distance to my borders and stationing troops.
The thing is you must have enemy city right the place your settler spawned ot it wont work.
I'm not sure, but dont recall encountering it in vanilla Warlords nor Total Realism 2.0 nor vanilla Civ IV.
Markmeister in #133 have reported simmilar bug. I wonder if he had have it this way as i did.
i know that this must sound unbelievable, but this "bug" is result from mercenary mod . When new mercenary is created (added to mercenary pool), then this action is made:
- unit is created in player 0 starting position, with player 0 ID
- unit get random promotions
- unit is added to pool
- unit is removed from game
so as you can see in red text, each new mercenary is for first time created as Player0's unit in hist starting location -> automaticaly capture enemy city on this plot. for now i can't do anything with this, but i will notify theLopez about this bug....but i will try to find solution also by myself
Houman Nov 11, 2006, 06:03 PM Some more missing TXT :
TXT_KEY_BUILDING_ZOROASTRIAN_TEMPLE_PEDIA
TXT_kEY_BUILDING_ZOROASTRIAN_CATHEDRAL_PEDIA
TXT_KEY_BUILDING_ZOROASTRIAN_MONASTARY_PEDIA
TXT_KEY_BUILDING_ZOROASTRIAN_SHRINE_PEDIA
Fixed.
And diplomatic, was reported earlier, but refered only to Napoleon, Cathrine and Bismark.
AI_DIPLO_FIRST_CONTACT_LEADER_ALEXANDER_2
AI_DIPLO_FIRST_CONTACT_LEADER_CHINESE_LEADER_2 (Mao)
AI_DIPLO_FIRST_CONTACT_LEADER_GANDHI_2
Mexico mentioned a missing file due his cleaning up of XML files. Need to talk to him..
And missing picture with discription of few Mongol great persons:
Neganlun Qaraqui (great merchant if i remember well)
Oluitei Achadai (great prophet)
We don't have these persons included. How is this supposed to show up anyway?
Houman Nov 11, 2006, 06:07 PM Mili gp Sami Fared doesnt have pic and description (blasie pascals)
Hmm who is this guy? We dont have any Mali Great Prophet. Are you mixing Mods in Asset Folder again? ;)
TXT_KEY_BUILDING_LEONARDO_STRATEGY
Fixed.
And ai first contact for FRANKLIN_ROOSVELT_2
Hmm again have to ask Mexico
Anaztazioch Nov 11, 2006, 07:22 PM Maybe Warlords Total Realism still have random name for gp's mod/component ? Maybe it generates it. And the only mods i have and ever had after upgrading to Warlords (fully unistalled civIV before upgrading, delated files in documents and setting as well as in my documents) are WTR beta2 and WTR beta3 so im not mixing anything.
Only options are these :
1) Cheap excuse ;)
2) Random name generator is stil implanted
3) Hian the Frog fooled you ;)
And as we are in GP's i had Mansa Musa as great merchant (he had pic and destription, so if you say hes not in WTR i'll call my friends in london!). Funny thing he got killed by slave revolt (!) and i could still continue playing with me dead. So i dont think that making leaders to become gp a good (realistic) idea. Maybe exept generals, as they retreat.
Houman Nov 11, 2006, 07:30 PM Maybe Warlords Total Realism still have random name for gp's mod/component ? Maybe it generates it. And the only mods i have and ever had after upgrading to Warlords (fully unistalled civIV before upgrading, delated files in documents and setting as well as in my documents) are WTR beta2 and WTR beta3 so im not mixing anything.
Only options are these :
1) Cheap excuse ;)
2) Random name generator is stil implanted
3) Hian the Frog fooled you ;)
And as we are in GP's i had Mansa Musa as great merchant (he had pic and destription, so if you say hes not in WTR i'll call my friends in london!). Funny thing he got killed by slave revolt (!) and i could still continue playing with me dead. So i dont think that making leaders to become gp a good (realistic) idea. Maybe exept generals, as they retreat.
Oh right, the generator has made that name up. I was thinking there was actually a person like this implemented by us. But then if it doesn't find a proper picture for the name, it should load the standard picture...damn a bug.
Regarding the other issue. Yes we have implemented most of real leaders as Great person or Great general in the game. (Mansa Musa, Napoleon, Cyrus the Great etc) The reason is that we think this game should be educational and explain also about these great people so that the gamers can learn something.
Thanks for all that bug reporting. At least someone is taking this seriously. :)
Anaztazioch Nov 11, 2006, 07:34 PM 1) standard picture
Thats "blasie pascal"
Or "amen brother" with gp picture and "my construction will stand the test of time" with great engeiner picture.
Blasie or the others you call standard ?
2) They dont need to become great persons. Civopedia tells it all. More or less accuratelly.
Markmeister Nov 11, 2006, 10:33 PM That's probably the problem with the bug I reported - both times it happened (once by accident and the second intentionally) I lost my initial city which was started in place.
i know that this must sound unbelievable, but this "bug" is result from mercenary mod . When new mercenary is created (added to mercenary pool), then this action is made:
- unit is created in player 0 starting position, with player 0 ID
- unit get random promotions
- unit is added to pool
- unit is removed from game
so as you can see in red text, each new mercenary is for first time created as Player0's unit in hist starting location -> automaticaly capture enemy city on this plot. for now i can't do anything with this, but i will notify theLopez about this bug....but i will try to find solution also by myself
Houman Nov 12, 2006, 07:34 AM Nadu-rimanni
This guy does have no pic and no discription.
Fixed.
thanks
Houman
Houman Nov 12, 2006, 07:35 AM [1] - unnamed general for barbs - problem is in random neme generator, will be fixed
I have specified a TXT_KEY_UNIT_GREAT_GENERAL. Just in case to make sure. ;) So I hope its fixed unless we have to mess around with the name generator.
Hian the Frog Nov 12, 2006, 10:45 AM @ Anaztazioch:
Hi man. No, i don't have fooled Houman and the Team. I have built 399 GPs. It was very easy for some civs (most European and USA for example) but very difficult for others (as Mali or Mongol). But i would be very pleased if you can give us a Mongol Great Merchant or a Malian Great Engineer. :lol:
We also chose to add the Leader as Great People because they are ....really Great People....:) Furthemore, if i chose to play France as Louis XIV why can't i have Napoleon as Great General ? He was among the best General of France, and perhaps of the world (as some others). So, they are added !
To finish, thanks for finding bugs. Most are not very important bugs but they had to be removed...:goodjob:
Hian the Frog.
Houman Nov 12, 2006, 10:55 AM Just for your info the Diplomacy and first contact missing text is now fixed as well.
I guess we are now bugfree...or have we forgotten something? There was a bug about a Native indian unit that couldn't be upgraded, but I can't find the post.
Anaztazioch Nov 12, 2006, 04:55 PM Confirmed and dubblechecked:
When ever a city is planted (using world builder) bug appears when capturing it:
1) After capturing i cannot raze it, regardless of its size.
2) After capture it has no production selected
Some reports of cities being captured with out asking to raze it or not have been spoted around here.
I know that some times (not allways) to fix it, all you need to do is save after planting cities and than load game. This way you will have cities existing in game not planted.
Dont know if it exists in vanilla Warlords.
Anaztazioch Nov 12, 2006, 07:00 PM Assassin bug
Dont know how to explain it, so ill just step by step write what happened:
1) completed the building process of assassin and gave him lvl 1 combat promotion (dont think it matted to this bug)
2) moved him to enemy city (egyptian heliopolis or simmilar) in 3 turn, he didnt stoped in any other city, exept for the one he was built in.
3) The same turn he got to Heliopolis he still had 0,5 moves (1 for getting from hills to road grassland, and 0,5 for moving to city on its road)a nd ordered him to fortify, becouse Heliopolis had only 2 defanders, and hit end turn
4) Before i got next turn i recived scrolling info that assassin will activate in 1 turn (as it is usuall) and i saw 6 egyptians axemans coming to Heliopolis, so my assassin would get wasted vs so many defanders. So i waked him and moved him to St.Petersburg (4 titles all on road no river).
5) My assassin got to St.Petersburg in one turn and had 0 moves left, so i clicked end turn, and boom ! He instantly activated (and failed :/). I did not had to wait an activation turn, becouse he was ready for assassination.
I checked that again and moved an assassin to heliopolis, orderedhim to skip turn and recived "1 turn for assassin activation", than moved him to st.Petersburg and clicked end turn and he again instantly activated him self.
Assassin Exploit ;)
Mexico Nov 13, 2006, 01:12 AM Assassin bug
Dont know how to explain it, so ill just step by step write what happened:
1) completed the building process of assassin and gave him lvl 1 combat promotion (dont think it matted to this bug)
2) moved him to enemy city (egyptian heliopolis or simmilar) in 3 turn, he didnt stoped in any other city, exept for the one he was built in.
3) The same turn he got to Heliopolis he still had 0,5 moves (1 for getting from hills to road grassland, and 0,5 for moving to city on its road)a nd ordered him to fortify, becouse Heliopolis had only 2 defanders, and hit end turn
4) Before i got next turn i recived scrolling info that assassin will activate in 1 turn (as it is usuall) and i saw 6 egyptians axemans coming to Heliopolis, so my assassin would get wasted vs so many defanders. So i waked him and moved him to St.Petersburg (4 titles all on road no river).
5) My assassin got to St.Petersburg in one turn and had 0 moves left, so i clicked end turn, and boom ! He instantly activated (and failed :/). I did not had to wait an activation turn, becouse he was ready for assassination.
I checked that again and moved an assassin to heliopolis, orderedhim to skip turn and recived "1 turn for assassin activation", than moved him to st.Petersburg and clicked end turn and he again instantly activated him self.
Assassin Exploit ;)
i understand what you mean - this is because of "engine" of assassin component - i never tried fix this, because i want rewrite whole component (but where i can found some free time ??? :( )
crismac Nov 13, 2006, 10:25 AM I have something in my game that is happening I think needs to be reported.I am Churchill,I have Christianity as my state religion,I have a Christian temple and monastery in some of my cities.My civics religion is theocracy.I am not getting any options to build Christian missionary's.They are not in any of the cities that they should be.I was able to build Christian missionary's when I was not in theocracy,but in organized religion.I hope I explained this well enough,if not just let me know.I also have a save of the game please let me know where to send it.Other than the things Anaztazioch reported witch have been fixed,this is a fantastic mod :goodjob:
Anaztazioch Nov 13, 2006, 10:35 AM If you have "resarched" scientific method, than monastaries are obsolated. This means you cant build missionaries with them. The only way to build missionaries after discoverying s.m. is by organised religion.
So do you have resarched scientific method or any AI has it ?
Or atleast a save game, as i havent encountered such problem, but never had cristianity as state religion.
As to where to send your save game. Eighther upload it via easy upload (eject icon) and paste the link to it in the post, or send it to
bugs.totalrealism@gmail.com
crismac Nov 13, 2006, 11:12 AM If you have "researched" scientific method, than monastaries are obsolated. This means you cant build missionaries with them. The only way to build missionaries after discoverying s.m. is by organised religion.
So do you have resarched scientific method or any AI has it ?
Or atleast a save game, as i havent encountered such problem, but never had cristianity as state religion.
As to where to send your save game. Eighther upload it via easy upload (eject icon) and paste the link to it in the post, or send it to
bugs.totalrealism@gmail.comI am a long way from scientific method,don't know about the computer,but probably not.I will email it to totalrealism@gmail.com.As for the easy upload,I uploaded it but I am to stupid to figure how to attach it to my post :sad: I never have pasted anything before if that tells you anything :lol: Thanks for your help.
Anaztazioch Nov 13, 2006, 08:06 PM posting is easy.
upload file via easy upload (eject button), than in popup choose a file and click upload file. Thats what you know so far.
But after upload is completed, the popup window in with you choose a file and order to upload, will change in to upload successful window. At the bottom of it there is:
"You can copy the code below to use in your posts:" a
nd under it there is the link.
Now i will try and see if i cant have cristian missionaries with monastary and theocracy as churchil.
crismac Nov 13, 2006, 11:23 PM Here is the link,sorry you had to go through all that explaining,and yes it was very easy :blush: Thanks Anaztazioch :)
http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-0852.CivWarlordsSave
Anaztazioch Nov 14, 2006, 12:01 AM thats interesting :o
You dont even have missionay available to build !!! Like you dont have required technology. You have rabbi, but cannot build built becouse no jewish monastary, but missionary is missing, tho can be put via World Builder...
I converted save to a map, than launched the map and still had such problem.
Edit:
Found the problem. Its seem its something with foreign religions and theocracy. When i adopted pacifism, missionaries were available.
Now gonna go back to Theocracracy, and clear all foreign religions from your cities.
Edit:
Delating foreign religions didnt help.
Placed hindu monastaries, converted to hinduism, and could build both swami and missionary. But when converted back to Christianity i could not build missionaries...
Mexico Nov 14, 2006, 02:21 AM Here is the link,sorry you had to go through all that explaining,and yes it was very easy :blush: Thanks Anaztazioch :)
http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-0852.CivWarlordsSave
found problem: it is because of included inquisitor mod - missionaries are "upgraded" to inquisitor when theocracy civic is adopted - so quick solution is to allow spread religion to inquisitor too - i will test this, if this work
Anaztazioch Nov 14, 2006, 06:15 AM It doesnt.
Inquisitor cannot join/build in city if it has no foreign religions. I checked that i his save game, as also tought that inquisitor may spread state religion.
But feel free to look in it anyway ;).
crismac Nov 14, 2006, 09:55 AM I'm going to continue my game from that spot,even through Brennus is kicking my butt.If I see anything else I will let you know.I hate to here it was a bug,but glad to here I didn't waste your time reporting it :)
Anaztazioch Nov 14, 2006, 01:37 PM Great person progress bar bug.
Well i built Temple of Artmedis in Turfan and The Pantheon in Ning-shia. Ning-shia has +3 great artist (+2 from wonder +50% from wonder), but Turfan has +7 (!). I dont know how he counts it, but i have only +2 great merchant from Temple of Artmedis +50% from The Pantheon wonder and + 4 from dont know where. More, when i hover my mouse on great person pregress bar it say that my chances of great person born are 50% great merchant 50% great artist.
The question is: what is bug here ? Counting great person birth rate, or wonders info.
Im gonna dig up the save tomorrow, today im tired and dont want even to look for the preogram files folder :p
Anaztazioch Nov 14, 2006, 11:33 PM save for above post
http://forums.civfanatics.com/uploads/89892/1.CivWarlordsSave
Walter Hawkwood Nov 17, 2006, 06:53 AM Hi! I'd like to share my observations on (hotseat) multiplayer. It has actually worked in Beta 1 (and was quite enjoyable), without any CTD's or lacking main screen interface. But both Beta 2 and Beta 3 cause insta-CTD when trying to start a new multiplayer game (both hotseat and LAN). I've read somewhere on the forums that a random number generator used in promotions and perks mod (for assigning perks) can cause that. If it is true, it's not too hard to remedy, and I beg you to make an MP-compatible version. Even if it is not, still I hope something can be done to make MP work again!
Anaztazioch Nov 17, 2006, 07:48 AM insta-CTD ?
beta 3
Didnt encounter insta-CTD nor any CTD in hotseat (3 players, 3 human, duel map, raging barbs, no tech trading, agressive AI, permanent alliances, 150 turn limit, starting era middle age)
Played all 100 turns no CTD.
I also had some hotseat in beta2 (dont belive this but 2 days, huge map full civs, no barbs). Never encountered crashes in hotseat.
As for LAN yes, i had CTD when initiating(hosting) game. Never tried to join.
Wallisdj Nov 17, 2006, 10:02 AM Lindbergh's flight has no "picture." I suspect that when I achieve this "goody," the program crashes. Anyone else have (had) this problem?
Mexico Nov 17, 2006, 01:10 PM Lindbergh's flight has no "picture." I suspect that when I achieve this "goody," the program crashes. Anyone else have (had) this problem?
yes, known bug - but for now, all our effort is forced to Warlord conversion
Walter Hawkwood Nov 17, 2006, 03:22 PM Just FYI, I solved CTD in MP (LOL, that's some newspeak phrase:D ). Full reinstall helps, hotseat works great. The mod just keeps getting better and better.
thh Nov 23, 2006, 04:33 AM Don't know if that has been fixed yet, but there's some problems upgrading Axemen to Foot Knights. Germans can't upgrade Short Swordsmen/German Axemen/Wild Swordsmen to Teutonic Knights.
The F1 View does not sort properly by production, i.e. it sorts 1, 10, 15, 2, 20 instead of 1,2,10,15,20
Mexico Nov 23, 2006, 06:32 AM Don't know if that has been fixed yet, but there's some problems upgrading Axemen to Foot Knights. Germans can't upgrade Short Swordsmen/German Axemen/Wild Swordsmen to Teutonic Knights.
The F1 View does not sort properly by production, i.e. it sorts 1, 10, 15, 2, 20 instead of 1,2,10,15,20
known bug of domestic advisor (still can't find solution) - when you click on specialist info and then back to production, then working fine..
miserable09 Nov 24, 2006, 10:55 PM I've played two games, have version 2.1.3, once I get around 600 or so turns the game just CTDs out. Reloading the save does the same after 1 turn.
Anaztazioch Nov 25, 2006, 08:53 AM miserable09
TR focuses on Warlords conversion, so it wont be foxed before Gold edition.
miserable09 Nov 25, 2006, 11:47 AM miserable09
TR focuses on Warlords conversion, so it wont be foxed before Gold edition.
So is everyone having the same problem? Is this common?
Anaztazioch Nov 25, 2006, 01:05 PM So common that people got tired reporting it ;)
Dont know of pregress of it being fixed. + as i said effort is put to Warlords TR
Anaztazioch Nov 26, 2006, 10:50 PM Beta4
1) Judaism with Temple of Salomon spread like drugs at 10 in the morning.
2) Have you increased slave rebelion rate ? I get one every 5 turns avarage.
3) Is the chance of capturing slaves lowered ? As i remember AI civs having all plots arround city covered in working slaves, and now i cant see it.
Or its becouse more often slave revolts kills that slaves.
4) Great wall movie is still not fixed :/. After original one i have TR 2.1.3 movie with stopes and sound loops after 1 or 2 secs of playback. Custom assets cleared, as well as cashe and all folders that may lead to this bug.
5) Some pogan temples are not ballanced. For instance it is better to get +1 hammer -1 health +1 gold than only +1 hammer.
6) unique great generals have no sound or animation when used to join city or build academy.
7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol:
8) Spain is a bit too good. When you put 3 cities there and imrove terrain, Spain has 2 times more points than any other European country (exept Greeks as they like to just rush barbs...) and Spanish cultural borders put French cities radius to 1 title around them.
9) Mercenaries... it is still possible to make a 3 hired War elephant rush archer defended civs... You dont need money for resarch as you get money from conquering cities. Even one elephant is enough, if you dont have spearmans or stronger units.
10) Barbarians seem to be able to have slavary adopted and have slave revolts, but rebeling slaves just join barbarian army... When i was trying to Hmonang it had 3 defenders (chinese archer, huntsman, shortswordsman) but the turn i was able to attack it, city had 6 defenders (chinese archer, huntsman, huntsman, shortswordsman, shortswordsman, spearman). I had a view arround city, so i could tell if any one is comming to defend city. Nope they just "poped up" in the city...
Anaztazioch Nov 27, 2006, 03:48 AM 4)
Why does WTR has this file:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Wonders\GreatWall.bik
When Warlords it self has this one:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Art\Movies\Wonders\GreatWall.bik
The mod uses the the "C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\Total Realism\Assets\Art\Movies\Wonders\GreatWall.bik" and it is the one i find corrupted (even when launching via Bink Video Player), and the other one (C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Art\Movies\Wonders\GreatWall.bik ) has not corrupted one ?
Waste of 10MB disk space.
crismac Nov 27, 2006, 09:55 AM Beta4
7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol: I not sure if you were talking about this in the domestic screen but I get this quote +1242300 per religion in a city.What does this mean :confused: If this has been already brought up sorry.
Hulk Nov 27, 2006, 10:01 AM Hello ,
It´s not a "bug" , but can u take out the option , to build on icefields (tundra)?
I played the beta 3 on the worldmap (3.2Ghz/2g ram ) on monarch and if i dont save EVERY turn ,around banking - rifling, there come the "BAD allocation" - out of memory screen. :( Or maybe u can tell me where to find and i fix it for my own version??
A Wonderfull mod :goodjob:
Greets Hulk
Anaztazioch Nov 27, 2006, 11:22 AM @ Hulk
1) if you got ATI graphic card and nVIDIA chipset, than there might be a comnflict. I had this with my x850xt and Gigabyte mainboard with nVIDIA 4 chipset. I have solved this problem after changing mainboard. But to be truthfull, i still sometimes get this message.
2) It also might be a problem if you have some "special" kind of GFX card. For instance instead for Radeon x850xt you ca have Asus eXtreme ax850xt.
Asus eXtreme card has its own drivers, and may not work well with Catalyst drivers.
3) Iw as encountering this one in Oblivion as well.
@ Crismac
It was(still is ;)) brought up in changelog.
crismac Nov 27, 2006, 11:27 AM Anaztazioch,thanks I was just making sure that was what you were talking about :)
Houman Nov 27, 2006, 03:29 PM Just FYI, I solved CTD in MP (LOL, that's some newspeak phrase:D ). Full reinstall helps, hotseat works great. The mod just keeps getting better and better.
Thanks for reporting this Walter.
Houman Nov 27, 2006, 03:46 PM Hi Anaztazioch, thanks for beta reporting:
1) Judaism with Temple of Salomon spread like drugs at 10 in the morning.
So the problem persists. Damn I don't know why this is happening. Please help us to understand the problem. You mean with Temple of Salomon the normal Jewish Temple right? Maybe it has something to do with the traderoutemodifier. Since it gives +% it spreads faster. Thats the only explanation... Unless there is still this bug, where Judaism removes other religions as soon as it spreads into a city. Can you find a city on your map that was something else before Judaism spread into that and that city has still the old religion additionally to Judaism?
2) Have you increased slave rebelion rate ? I get one every 5 turns avarage.
No, we have updated the new AI. This time its serious programming and no more tweeking in map. We might need to modify these numbers for next Pre-Gold Version.
3) Is the chance of capturing slaves lowered ? As i remember AI civs having all plots arround city covered in working slaves, and now i cant see it.
Or its becouse more often slave revolts kills that slaves.
This is 100% the new AI code. It behaves now much different than before. The AI code gets updated every week, so until the Pre-Gold release we will have merged the new AI into the Mod.
4) Great wall movie is still not fixed :/. After original one i have TR 2.1.3 movie with stopes and sound loops after 1 or 2 secs of playback. Custom assets cleared, as well as cashe and all folders that may lead to this bug.
Sorry we forgot it. Will be fixed next time!
5) Some pogan temples are not ballanced. For instance it is better to get +1 hammer -1 health +1 gold than only +1 hammer.
The Pagan temples are still quite new. I will start a new thread for this discussion.
6) unique great generals have no sound or animation when used to join city or build academy.
Hmm Thats Mexicos part. He is the author of this part. Hopefully he can figure it out. :)
7) thats a nice bug with organized religion in domestic screen ;)
I know its in changelog, but i like this one any way :lol:
I haven't seen it yet myself. :)
8) Spain is a bit too good. When you put 3 cities there and imrove terrain, Spain has 2 times more points than any other European country (exept Greeks as they like to just rush barbs...) and Spanish cultural borders put French cities radius to 1 title around them.
What is the reason for that? Maybe they have too much start resources?
9) Mercenaries... it is still possible to make a 3 hired War elephant rush archer defended civs... You dont need money for resarch as you get money from conquering cities. Even one elephant is enough, if you dont have spearmans or stronger units.
I see, we still need some sort of balancing for Mercs despite al that upkeeps. But well at least once you conquer so many cities the upkeep goes quickly high and the looted money can't be the answer either. Maybe we could slowdown the mercs when they go at war without any company of your unit in the same tile to war. In that case they would get a negative promotion.
10) Barbarians seem to be able to have slavary adopted and have slave revolts, but rebeling slaves just join barbarian army... When i was trying to Hmonang it had 3 defenders (chinese archer, huntsman, shortswordsman) but the turn i was able to attack it, city had 6 defenders (chinese archer, huntsman, huntsman, shortswordsman, shortswordsman, spearman). I had a view arround city, so i could tell if any one is comming to defend city. Nope they just "poped up" in the city...
Yeah thats very likely. LOL. Actually Hian the Frog had the idea to make the Rebels a new Barbarian faction that would fight even barbarians. I need to talk to Mexico if that would be doable at all in the code.
Cheers
Houman
Houman Nov 27, 2006, 03:53 PM Hello ,
It´s not a "bug" , but can u take out the option , to build on icefields (tundra)?
I played the beta 3 on the worldmap (3.2Ghz/2g ram ) on monarch and if i dont save EVERY turn ,around banking - rifling, there come the "BAD allocation" - out of memory screen. :( Or maybe u can tell me where to find and i fix it for my own version??
A Wonderfull mod :goodjob:
Greets Hulk
HI Hulk,
What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?
Thanks
Houman
Anaztazioch Nov 27, 2006, 04:10 PM @ Houman
*sniff again not my full name...
1)
No, Isabella witch founded Judaism did not have priesthood till late 800bc (!), so i dont think that its a jewish temple fault. (even other neighbours didnt have priesthood, only me China, Mansa Musa, Saladin and Incas, had priesthood).
But she had Temple of Salomon (shrine) and that made Judaism spread faster than My buddism with no shrine.
As for "dominant religion" I have not encountered this so far. You could try to test it tough. Small map 2 or 3 civs, and WB put religion in city and rabbi, check if he will repel the old religion.
Hulk Nov 27, 2006, 05:54 PM HI Hulk,
What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?
Thanks
Houman
Dear Houman
I made an mistake ,it is not on the tundra , it is on the ICE , where they build 15 cities, within my game. And Yes Sir , the cities are getting too many on the map!! I play this since civ 1 and :mischief: we do some scenario`s (civ 3 ww2 -worldmap, and kt-modpack) and if u let the ai settle withon the ice on a Huge Earthmap, it will come to this out of memory CTD. AlphaCentauri hasen`t have this bug. So Houman ,please ,can you tell me the command line which manage that settler can build on a ICE tile. They build 15 cities in North -asia at the Polar coast and 5 on the northpole and greenland. So let`s do a little axample . 20 citties with 3 units + 1 worker or 1 ship are around 80 units. That slow it down sure! I played theTR mod on Civ4 (settler cant build on ice there) and got only 1 or 2 CTD per game , it was no problem , i load the last autosave and I go on, but within warlords i have to save Every turn , load up everey 3-4 turns thats to much! And I see no other reason. Anything else works well , sure this little Diplo TXT_ bugs and this minor stuff but what else can it be when i can play it with 17 civ`s but not with24?
The other side is
My computer is to weak :cry: .
I hope u will take the "build on ICE" option out! I see that u and ur folks doing hard work on this mod. Keep on raggin!
Hulk
Vertico Nov 27, 2006, 06:00 PM HI Hulk,
What makes you say that building on tundra causes this problem? :) Because the cities are getting too many on the map? Can this problem be confirmed by other testers please?
Thanks
Houman
I confirm this problem too still playing vanilla. It is not even a problem with speed - turns pass quickly (AMD64 3000, 1Gb RAM) just ctd and whole story :(
It starts since industrial times.
Houman Nov 27, 2006, 07:38 PM Ok no problem. I will investigate it and see that it is turned off. A hot patch will be provided so you dont need to wait for Pre-Gold Release
crismac Nov 27, 2006, 08:35 PM I have a problem in my game.I discovered the railroad tech and the game completely CDT.I have had this problem before and just reloaded it and it worked fine,but it crashed again :confused: I reloaded again and it worked :crazyeye:Here are the two game saves,first one crashed twice on railroad tech it is 3 turns before the tech.The second save is the turn I discover the tech.I know this has been a problem in the past,I thought I should report this. http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-1961.CivWarlordsSave
http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-1964.CivWarlordsSave
crismac Nov 27, 2006, 09:03 PM Well I have reloaded it from both saves 3 or 4 times and it is not crashing any more.I am glad it is not crashing anymore.The last post I guess is a waste of space :blush:
Anaztazioch Nov 28, 2006, 12:34 AM It should be ckeck.
I say that CTD should not have place in the 1st time. Exept it your fault not mods ;)
Anaztazioch Nov 28, 2006, 12:37 AM A hot patch will be provided
You mean cold-patch ;)
Mexico Nov 28, 2006, 04:17 AM damn, this railroad bug make me mad :( when i want debug this, i never got this CTD, but i can confirm that this CTD can occur when showing railroad tech info
work on mod is now slowed, because i am at training course, so i can program only at hotel (after few whiskey coding is very funny, but very ineffective :) )
crismac Nov 28, 2006, 11:35 AM Well I was able to recreate the CDT 1 time out of about 15 reloads, to sporadic to mess with anymore :wallbash: I thought I would let you know it happened just one other time.
Propunk Nov 28, 2006, 09:07 PM I'm playing vanilla civ and I'm about 12 turns to discovering rocketry. Since I got the first ctd, every time I load the game I get a new ctd right away. I'm one turn of completing the Lindeberg trip. Can anyone help?
Propunk Nov 28, 2006, 09:49 PM OK. Definitely, the Lindberg Atlantic trip leads to ctd. I've deleted it in my game (it was one turn to being completed) and followed with the game normally. It's causing ctd.
crismac Nov 28, 2006, 10:04 PM Sound bug with the BMP-1,2,3,modern units,loud grinding noise on map screen.When you load the game find Peters city called Orenburg run mouse over city and you will know when you find it :eek:
.http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-2061.CivWarlordsSave
Anaztazioch Nov 29, 2006, 05:46 PM Pogan temple bug.
Spreading religion makes pogan temple nolonger available to build and cancels its construction (you can no longer consturct pogan temple).
But it does not obolate allready built pogan temple in that city.
I found this playing as Persians. Checked on many cities.
Convertint to religion or adopting religious civic differant than poganism obolates temples.
Uncle Anton Nov 30, 2006, 03:49 AM Have posted about the bug I just noted in the Mercs thread. Basically with Warlord's dif AI, something very disturbing is happening... head to Mercs thread for more...
Basically, I think it's gotten to the point where Mercs needs to be removed for Beta 5 until it can be re-written or fixed...
Mexico Nov 30, 2006, 06:47 AM Pogan temple bug.
Spreading religion makes pogan temple nolonger available to build and cancels its construction (you can no longer consturct pogan temple).
But it does not obolate allready built pogan temple in that city.
I found this playing as Persians. Checked on many cities.
Convertint to religion or adopting religious civic differant than poganism obolates temples.
it is not a bug, it is feature :) - working exactly as we mean:
- spreading religion (but not converting) do not make existing pagan temple obsolete, but only prevent building new
- changing civic from paganism "disable" pagan temple (temporary obsolete) - when you change civic back to paganism (but not convert), pagan temple is working again
- only converting to religion or discover music render them obsolete forever
mexico
Anaztazioch Nov 30, 2006, 09:50 AM spreading religion (but not converting) do not make existing pagan temple obsolete, but only prevent building new
Thats what i meant by bug.
Rest of your post is in changelog, so was aware of it.
Anaztazioch Dec 02, 2006, 01:00 AM Mercenary or Great Person neme bug.
Well i didnt manage to get a save (autosave is of to make turns faster) becouse i was too confused by that.
It all happened in a scrolling message:
Archer has died in combat
LOL
Mexico Dec 02, 2006, 02:29 AM Mercenary or Great Person neme bug.
Well i didnt manage to get a save (autosave is of to make turns faster) becouse i was too confused by that.
It all happened in a scrolling message:
Archer has died in combat
LOL
???
sorry, i don't understand - where is problem in this message ?
Anaztazioch Dec 02, 2006, 03:12 AM "Archer has died in combat"
usually its "Genghis Kahn has died in combat" if it goes for great general or "Totori Nahamawa has died in combat" if it goes to a mercenary.
If your archer died its "Your archer was defeated by barbarian warrior" or "Your archer has defeated barbarian warrior"
But i got "Archer has died in combat", so its eighther not my units, nor a name for great general or mercenary (or there was a Great General by the name of Archer...)
Anyway here is something with pogan temples, shaman ger actually (or what ever Mongols have, should be called Kahn's ger +1:health: -1:science: +1xp ).
http://forums.civfanatics.com/uploads/89892/WTF.CivWarlordsSave
Just load the save (wont take long as its early in the game) and take a look at my resarch bar ;)
Check how much i got resarch points to complete (226/450) and check the value the next turn.
crismac Dec 02, 2006, 07:41 AM Sound bug with the BMP-1,2,3,modern units,loud grinding noise on map screen.When you load the game find Peters city called Orenburg run mouse over city and you will know when you find it :eek:
.http://forums.civfanatics.com/uploads/57181/Cris_McFarland_AD-2061.CivWarlordsSaveJust checking if anyone has checked out if this unit is designed to make this noise on the map.I hope not,since it is very loud.Thanks
abstrakt Dec 03, 2006, 07:46 AM Hi All
I'm having great fun of playing worlords version for Total Realism mod and after spending hours (what was not easy with working and geting along with wife ;) )
I have few questions about game balancing.
First of all the main porpouse od this mod is to make game more real. Although I found some elements that I'm not sure are realistic:
- Cannon is very powerfull weapon for musketters, riflemans and cavalery, but also is quite good against tanks (its very funny in battles against german Tigers). Also cannon has astonishing capabilty of withdrown from battles
-Rifleamans are very good against tanks also. In my opinion they shell be very easy beaten even in outside city and less powerfull in cities
I know that this thread is rather intended for technical issues but I think game playing is also important when working on new version of mod.
About technical stuff I faced only minor errors like few CTDs especially during loading game but this could be realated to well known error.
Thanks in advance
Anaztazioch Dec 03, 2006, 10:48 AM worlords version for Total Realism
witch one ?
Also cannon has astonishing capabilty of withdrown from battles
All siege weapons have high chance. This is made becouse we had dale's ranged bombardment mod in earlier versions, but CTD forced the team ro remove it. Now its withdraw to "emulate" ranged bombardment.
Rifleamans are very good against tanks also.
Thats the point. Tank need long to reload and does not put such areal dammage as howitzer or artilery, and when defending it cannot withdraw. As for Infantries and Rifflemans, they just had to get near the tank, open the hatch and nade the crap out of the tank squad. Or simply set up mines.
Maybe rifleman is a bit too much, but one King Tiger wont do much vs 9072651 Riflemans ;)
Anaztazioch Dec 03, 2006, 10:50 AM TXT_KEY_BUILDING_ARTOFWAR_STRATEGY
MUSEUM OF MI-something has nice one ;)
abstrakt Dec 03, 2006, 02:31 PM Thank You Anaztazioch for response
I play beta 3 I will migrate to 4 as soon as I finish my Europe conquer.
Well about withdraw of siege weapon thats great explanation. Although cannon should only harm a bit during attack Tank while this XVI century wepon is useless against armored vehicle.
Riflemans are not well group for making such things as You wrote when atacking tanks - this is role of infantry. In my opinion +30% vs gunfighters lower then infantry will be great(I dont know if telling gunfighters from one to another when discrabing unit abilities is possible thorugh game concept). Of course one tank vs thousend riflemans is armless, but outside city 2 - 3 units should not be the problem to beat.
I also wonder if revolution mod will be considered to add in some version - Warlords gold 2 ?? ;)
Best regards
Anaztazioch Dec 04, 2006, 08:36 AM A bug i was about to report while beta3, but i dont think you can do much about it, rather the creator of units. But now to point it out (if you havent found it allready)
1) can someone tell persian(and african i think) spearman witch end of his spear he should use for attacks ? ;)
2) same with Zulu knight/cavalary and some other "spear" using cavalaryman
3) and why does arabian spearman have spear, when he uses his palm to hit ;) his spear is 90 degree towards ground(or sky, didnt pay attention)
And something more, how did my axeman with attack III and amphibious could not kill attack I warrior on ice ? Axeman was attacking...
Anaztazioch Dec 04, 2006, 04:56 PM Monument does not get obsolated after resarch of calendar, bug or it should be like this ? Calendar description says it should obsolate monuments. With calendar both building and having 'em in cities and getting culture.
Mexico Dec 04, 2006, 05:23 PM Monument does not get obsolated after resarch of calendar, bug or it should be like this ? Calendar description says it should obsolate monuments. With calendar both building and having 'em in cities and getting culture.
hehe .. i was waited when you discover this bug :) (and i am surprised that this is so late, but not surprised who found this :) )
yes i is bug (or it was bug) in other theLopez component (civics prereq. for building), which was used for our pagan temples - there was not correctly processed change civic, which lead to un-obsolete previously obsoleted building
this is solved for next release
mexico
Anaztazioch Dec 05, 2006, 03:37 AM I said it so late couse usually i dont build monuments when having pogan temple allready, exept if im charismatic.
Mexico Dec 05, 2006, 04:11 AM I said it so late couse usually i dont build monuments when having pogan temple allready, exept if im charismatic.
but this bug can appear for all obsoleted buildings (ie monastery, walls, castles etc..) - this is reason why i am surprised that was not discovered sooner
thh Dec 05, 2006, 02:28 PM yep, i saw that too. monument became available again after i discovered gunpowder (or banking, not sure...)
for another bug: privateers can be built with only gunpowder (and gold/gems), there should be astronomy as a second requirement, shouldn't it ?
Anaztazioch Dec 05, 2006, 02:34 PM Privaters require gold/gems beouse they are privaters ;)
Also it could cost higher maintanance, but than it would cost to much.
Uncle Anton Dec 05, 2006, 08:43 PM Earlier Bug with loading Commandos into Vehicles?
Hi guys, not really a priority, but still thought I'd mention it.
I remember earlier Vanilla versions, someone mentioned a bug where Commandos not being able to load into Helicopters and HUMVEEs. Vanilla 2.1.3 certainly didn't allow it, is it disabled for Warlords as well...?
I'm aware that it could actually be a design decision rather than a bug, but I just thought I'd ask....
Mexico Dec 06, 2006, 01:14 AM Earlier Bug with loading Commandos into Vehicles?
Hi guys, not really a priority, but still thought I'd mention it.
I remember earlier Vanilla versions, someone mentioned a bug where Commandos not being able to load into Helicopters and HUMVEEs. Vanilla 2.1.3 certainly didn't allow it, is it disabled for Warlords as well...?
I'm aware that it could actually be a design decision rather than a bug, but I just thought I'd ask....
it is bug.. i will check it
EDIT: each modern infantry unit can be carried by heli or humvee or IFV - there was only inaccurate info text. changed in next release
Anaztazioch Dec 06, 2006, 09:05 AM 2 Bugs (2 cheats)
1) How to declare a war right after signing peace ?
Sign peace and wait for someone to ask you to declare war again :)
Have declared 3 wars vs Gandhi. Signed peace after 10 turns of war, than 2 turns of peace (i cant declare war on this player) and Mehmed II asked me to help, 14 turns of war, preace (4 turns of peace) and again Mehmed II asked me to declare war :D.
2) Easy money in middle ages.
When having theocracy you can product Inquisitors.
So if you need money, go theocracy, start production of Inquisitors, wait few turn so they get high in production (but not finished) and after that change back to Philosophy/Orginized Religion/Poganism/Free Religion and you will get money from used :hammers: for inquisitor production (simmilar to wonders, when you cant build it any longer, couse it was allready built far away)
And a silly report...
Some great general has been born and i recived such a scrolling message:
X II of Spain has been born in far away land
(i set up X, couse i dont remember his name)
lol
Mexico Dec 06, 2006, 09:54 AM 2 Bugs (2 cheats)
1) How to declare a war right after signing peace ?
Sign peace and wait for someone to ask you to declare war again :)
Have declared 3 wars vs Gandhi. Signed peace after 10 turns of war, than 2 turns of peace (i cant declare war on this player) and Mehmed II asked me to help, 14 turns of war, preace (4 turns of peace) and again Mehmed II asked me to declare war :D.
2) Easy money in middle ages.
When having theocracy you can product Inquisitors.
So if you need money, go theocracy, start production of Inquisitors, wait few turn so they get high in production (but not finished) and after that change back to Philosophy/Orginized Religion/Poganism/Free Religion and you will get money from used :hammers: for inquisitor production (simmilar to wonders, when you cant build it any longer, couse it was allready built far away)
And a silly report...
Some great general has been born and i recived such a scrolling message:
X II of Spain has been born in far away land
(i set up X, couse i dont remember his name)
lol
1. - this look like bug in game engine - we are not changing diplomacy (ar maybe blake's AI ?)
2. - hmm....interesting, must look to code
silly report: each GP have unique name, one of this is Philip II of Spain
if i good remember, each GP born is introduced in message queue
Anaztazioch Dec 06, 2006, 09:57 AM yes i know but saying that Philip II of spain is born in far away land is silly, as his name says he was born in spain ;)
Mexico Dec 06, 2006, 10:01 AM yes i know but saying that Philip II of spain is born in far away land is silly, as his name says he was born in spain ;)
we don't want to shorten his name - he can be angry for this :) (you must know this :D)
Hulk Dec 07, 2006, 12:14 AM C:\DOKUME~1\DIEFET~1\LOKALE~1\Temp\e0c4_appcompat. txt
CTD greets hulk;)
10 minutes later CTD
Hulk Dec 07, 2006, 12:40 AM :cry: :cry: :cry:
Anaztazioch Dec 07, 2006, 02:03 PM Raze city mod glitch.
I checked it a few times on small maps 1 vs 1 and noticed, that when i capture the last city of the enemy you cant raze it. You have a question what you want to do with only one option - To create a governor.
Doesnt work if enemy has only one city (hasnt expanded).
Also I havent calmed "viva la resistance" in previously captured cities.
This bug appeared in about 70% of times i tried it.
Anaztazioch Dec 08, 2006, 02:05 AM Heh allways forgetting to report it.
In beta4 its is nearelly impossible (or even completelly impossible) for religion it self (with no use of missionaries or inquisitors) to spread into allready "occupied" city by another religion.
I had cristianity for about 60 turn and yes it was spreading quite fast, especially after i build Church of Nativy. But stll after 200 turns i could not see a city that had both Cristianitya nd other religion (exept for the Islamic holy city and other cities in that Civ, couse he used his Immam's to spread it).
It not only with Cristianity. I also had same problem with Islam (wanted to see it if spreads after conquering, but got raped by 87 immortals stack... yes immortals vs my arabian longbowmans, camel archers, cateprahts, axemans, spearmans and mujahids... would win if not another same size stack... i will NEVER play on diety again... at elast i learned how to play on such level :D)
As for ballance. Dont you think that Conquistador is a bit too srong ?
strength 10
can fortyfy
many defance bonuses
starts with march and fanatic (+25% strength !)
I could build one of them per 3 turns in Madrid witch had 1 engeiner (from caste), 1 grassland hill with mine, 1 plains hill with mine, 1 plains with farm, 3 plains with cottage, 1 grassland forest, forge. And i could boost production to 2 turn with Beurocracy.
Anaztazioch Dec 09, 2006, 09:59 PM Just recived CTD. Looking into it.
Faulting application civ4warlords.exe, version 2.0.8.0, faulting module cvgamecoredll.dll, version 0.0.0.0, fault address 0x000e84c8.
Will run my autosaves and try to find the source, it can allways be on my side as last PC restart i had like last month.
Heres an autosave. Its made like 4-8 turns before my CTD occured. Now going to sleep, will edit this post tommorow and tell you if it crashes again. Till that, dont even bother checking it, as it takes time and this may be a false alarm ;).
http://forums.civfanatics.com/uploads/89892/AutoSave_BC-0080.CivWarlordsSave
I have backup autosaves of this so dont fear i will over write them.
Edit: CTD recreation failed. No CTD in all of 3 tries to load and recreate it.
Edit: 40 turns later still no sign of that CTD. (exept my poor memory :()
jimmygeo Dec 11, 2006, 05:03 PM Woof! woof! as it stands this mod is a dog. Once you get into a game a few turns (10-20) load times start getting longer and looooonger (almost 15 min. by mid-game!) and I have a 1.2 Ghtz CPU with 756 meg of RAM. Also, saved games crash on loading when you get to about 500 turns; I've had to load an earlier saved game and then use ctl-L to load the last one played. And the game play can get really slow. It's like the program has to think about every little thing. I think you should look into the code for problems since other mods don't do such thngs (e.g. Age of Discovery, Rhye's and Fall etc.)
Work on this - it's got some very good bits and could become a great mod if the glitches were removed.
jimmygeo
Houman Dec 11, 2006, 05:17 PM Woof! woof! as it stands this mod is a dog. Once you get into a game a few turns (10-20) load times start getting longer and looooonger (almost 15 min. by mid-game!) and I have a 1.2 Ghtz CPU with 756 meg of RAM. Also, saved games crash on loading when you get to about 500 turns; I've had to load an earlier saved game and then use ctl-L to load the last one played. And the game play can get really slow. It's like the program has to think about every little thing. I think you should look into the code for problems since other mods don't do such thngs (e.g. Age of Discovery, Rhye's and Fall etc.)
Work on this - it's got some very good bits and could become a great mod if the glitches were removed.
jimmygeo
1.2 Ghz? You are aware that this computer is reallly slow? I have a slow computer and that is 1.7 Ghz with 2 Gig Ram.
Which version are you playing? Are you playing the world map?
Regards
Houman
Anaztazioch Dec 11, 2006, 06:13 PM jimmygeo.
I got AMD 3.5 with 1 gig ram. And am slow too in middleages.
And yes Im very often speaking of NOT adding new freatures, but concentrating on performance and stabily.
Now im Elizabeth in 800ad, save game load takes 2 mins, each turn about 1 min waiting for AI. Its much faster with no barbarians. Prolly taking mercenaries off will also boost performance.
Anaztazioch Dec 13, 2006, 10:53 AM Bug stright after install
Changelog.txt not updated ;)
Edit: Civs still do start too close on random maps
Edit: Got stuck in Custom game screen. Started from WorldMap shortcut, but changed my mind. Must have used Alt-f4 or Alt-Tab or Ctrl+Alt+Del.
Mexico Dec 13, 2006, 11:49 AM Bug stright after install
Changelog.txt not updated ;)
Edit: Civs still do start too close on random maps
Edit: Got stuck in Custom game screen. Started from WorldMap shortcut, but changed my mind. Must have used Alt-f4 or Alt-Tab or Ctrl+Alt+Del.
1) you can find updated changelog in Lates versions under spoiler button ;)
2) right, out merge with better AI was before release, where this bug was addressed
3) what you mean, stuck?
mexico
p.s. did you noticed logo on installer ? :D
Houman Dec 13, 2006, 11:56 AM p.s. did you noticed logo on installer ? :D
I guess he just rushed through it...:lol:
Anaztazioch Dec 13, 2006, 04:45 PM Ya prolly rushed it :D You would do same in my place.
what you mean, stuck?
Nor back nor star game bottons worked. They "clicked", but nothing happened. I could still freelelly navigate and change settings.
Slavary bug :
I keep reciving scrolling message "you captured a slave" or simmilar. Fact is that i dont even have bronze working (but i kno AI has) and i didnt even fight anyone when i recived that message. It showes up when AI has his turn. Prolly i get informed about Him capturing slaves...
Sound loop bug:
Happened two times, reload save does not recreate this bug. Happens when many units in the same turn on the screen move on jungles, flood plains, forest, oasis. Sound of walking on flood plains (claps of water, when standing on it) as well as tree sounds get looped. This is more annoying than loud. To dont hear it, eighther scroll you screen away, or remove all units from such "noisy" terrains.
And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)
Houman Dec 13, 2006, 04:56 PM And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)
Not only that. You cannot build cites on ICE anymore. That helps too. :)
Mexico Dec 13, 2006, 05:20 PM Ya prolly rushed it :D You would do same in my place.
Nor back nor star game bottons worked. They "clicked", but nothing happened. I could still freelelly navigate and change settings.
Slavary bug :
I keep reciving scrolling message "you captured a slave" or simmilar. Fact is that i dont even have bronze working (but i kno AI has) and i didnt even fight anyone when i recived that message. It showes up when AI has his turn. Prolly i get informed about Him capturing slaves...
Sound loop bug:
Happened two times, reload save does not recreate this bug. Happens when many units in the same turn on the screen move on jungles, flood plains, forest, oasis. Sound of walking on flood plains (claps of water, when standing on it) as well as tree sounds get looped. This is more annoying than loud. To dont hear it, eighther scroll you screen away, or remove all units from such "noisy" terrains.
And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)
slavery bug: yes, i found this 2 hours ago - my mistake when optimizing code
in attachment is updated ModFunctions.py (zipped) (overwrite original Assets/Python/ModFunctions.py)
kitchen.sink Dec 13, 2006, 07:25 PM Congratulations on making one amazing mod. This mod will no doubt completely replace vanilla CivIV for me. To give something back to the community, I've decided to post a list of some of the bugs, observations, and overall difficulties I've encountered after playing this mod for a few hours.
Version: 2.0 Pre-Gold
Scenario: W_TotalRealism_Beta4_World Map
(1) After selecting a Civ for the scenario, the "Game Snapshot" screen loads. On this screen there is a subheading entitled "Game Speed", under which, the selection "Realistic" is the only option available. When I mouse hover over the "Realistic" option, the message "TXT_KEY_GAMESPEED_REALISM_HELP" is displayed.
(2) In the Civilopedia, the Zoroastrian Monastary's history is displayed as "TXT_KEY_BUILDING_ZOROASTRIAN_MONASTERY_PEDIA".
(3) In the Civilopedia, no history is given for these buildings: Choson Temple, Pagan Temple, Shaman Ger, Shaman Yurt, Mesoamerican Temple, Horgr, and African Temple.
(4) In the Civilopedia, Tech Transfer and Free Specialist are both listed under the heading "Buildings".
(5) The Turks, on the world map, are not located in Turkey.
(6) Should the tech Monotheism be cheaper than Polytheism? Hinduism, in a total realism mod, should be the quickest religion to attain. I realize that Judaism is old, but Hinduism is significantly older.
(7) On the "Civics" screen, there's no way for one to scroll down on the civic descriptions unless one has specifically discovered that civic.
(8) If I press the "Show Tile", "Yield Display", "Score Display", or "Show All Resources" buttons while moving with the arrow keys, the screen instantly locks up and I'm unable to move with the arrow keys until I disable whichever button I had selected. It must be noted that I do not experience this problem with the "Bare Map" button.
(9) I'm frequently prompted with the message "You captured a slave" upon ending my turn, yet there's no slave to be found anywhere. But from what I've been reading on this forum, it seems that you've solved this problem already.
(10) If I order a unit to move a distance which requires multiple turns to traverse, it will occasionally loose its route after a few turns and then just stand there as if the order had never been issued. I'm not sure, but I think this might have something to do with ending one's turn when the unit is still selected.
(11) I have the "Alphabet" tech, yet I can't seem to trade techs with other Civs. The techs do not even appear under the "Technology" tab in the Diplomacy screen.
(12) Once I queue a unit or building for construction, I can't seem to cancel it; however, if I queue two things, I can cancel the second item but never the first. This bug becomes very tiresome, very quickly, since the game forces one to choose something for construction once something else has been completed in a city, and the only way to disable this option is to make a selection once, and then cancel it. Since there's no way that I know to circumvent that blue pop-up which says something similar to "You've just completed a Granary in Bombay, what would you like to build next?", I end up having to produce one warrior after another, just to delete him upon completion.
(13) On the "Domestic Advisor" screen, just above that tan bar near the top, there are a bunch of question marks.
Anaztazioch Dec 13, 2006, 07:39 PM (5) There is not enough place in "Turkey" hence they are moved. Still its Ottomans not Turkey ;)
(7) If you havent discovered this civic yet, how can you know what benefits it give ? :o
(10) unit route stops when such unit mets enemy in sorrounding plots. And yes if you activate unit that has already moved and has route it automaticly cancels it.
(4) they are buildings. Its the easiest way to implant them, and since they dont bother (atleast not me) they are fine with me.
(11) TR Really need a FAQ. Diplomacy is off by default, hence Techtransfer with Opened Borders.
(12) I find no problem there. Maybe use your right mouse button ? Works fint for me, can cancel anything i want.
Omg "monkeystools" folder in python made me :lol:
|
|