View Full Version : Bugs with Warlords


Ploeperpengel
Sep 27, 2006, 08:00 PM
This is refering to the version just posted wich I use for the testers.
bigtrac posted a save about a pythonexception:
http://forums.civfanatics.com/uploads/100256/errorSave.CivWarlordsSave

screenie
http://forums.civfanatics.com/uploads/100256/ErrorLog0000.JPG

Olleus can you have a look at it?


Else only building crashes are reported but no crashes with units!(yet)

Lord Olleus
Oct 05, 2006, 07:53 AM
There's a crash whenever I select a Tavern to be built; can't remember if its already been mentioned. I can post a save if you want but that seems unnescesary.

Edit: found another bug with Bugmansbrewery, crashes whenever I select it. This time I think its because of this is in the xml


<PrereqBonuses>
<BonusType>BONUS_BARLEY</BonusType>
</PrereqBonuses>


If it follows all the other multiline tags it should be more like

<PrereqBonuses>
<PrereqBonuse>
<BonusType>BONUS_BARLEY</BonusType>
<bBonus>1</bBonus>
</PrereqBonuse>
</PrereqBonuses>


Not 100% sure though asthat tag is never actualy used in vanilla civ.

EDIT 2:
Choosing to build oldones shrines also seem to make the game crash. Whats going on here with buildings?

Ploeperpengel
Oct 06, 2006, 10:17 AM
The buildings havent been converted to warlords fully yet(especially plotsystem) - sorry just didn't have the time yet.

Ploeperpengel
Oct 09, 2006, 04:48 PM
About the bonus I think it was correct. It worked before and matches the prereqboni in the unitinfos.
If it isn't because of the cityLsystem and I begin to doubt that it is I really start to get puzzled about it.

Ploeperpengel
Oct 09, 2006, 11:19 PM
@Olleus
I get a similar bug like the one in mentioned in the first post. Please try to fix it asap-it prevents units to move!

Traceback (most recent call last):

File "CvScreensInterface", line 609, in forceScreenRedraw

File "CvMainInterface", line 701, in redraw

File "CvMainInterface", line 2744, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

This is the unitinfos and promotions I currently use.(note: some units could cause crashes without the updated artfolder)

Lord Olleus
Oct 10, 2006, 10:11 AM
I can't find anything that would cause this. Whats units does it not work for and in what conditions does it happen?

Ploeperpengel
Oct 10, 2006, 10:25 AM
It happens with any unit. I tested with dwarves.

Ploeperpengel
Oct 11, 2006, 09:03 AM
It's definitly in python or SDK. Did you check it already with the unitinfos I posted-of course using your unitschema?

Lord Olleus
Oct 14, 2006, 06:47 AM
I don't know what the problem is. I started a new game, with your unit files, as the dwarves and I played a few turns without the slightest hint of an error. I recommend that you re-DL all of the python and the .DLL. I have also posted here my unit schema. You should already have it and it couldn't possible cause this kind of mistake, but here it is anyway.

Ploeperpengel
Oct 14, 2006, 06:56 AM
I already have it in game thx. I mentioned it just that you don't forget to update. Ok I'll redownload everything then and if it won't help I'll just upload maybe there are conflicts with other xml-python-sdk links.

Ploeperpengel
Oct 14, 2006, 07:01 AM
AI stupid me! I put AIautoplay in the main pythonfolder not a seperate one.

Ploeperpengel
Oct 14, 2006, 07:12 AM
No that didn't cause it:mad:

Ploeperpengel
Oct 14, 2006, 07:21 AM
Could it possibly be the python for spells since I don't have the spellrelated xml running?

Lord Olleus
Oct 14, 2006, 07:24 AM
it wouldn't, where files are inside the python folder rarely matters.
I really don't see how I can help you as I have no problem moving units. Only thing I can think of would be for me to dl ALL of your files and see if it then crashes on my computer.
btw; Have you edited any of the civ4 vanilla or civ4 warlord files? An easy way to check is to load the game without a mod, go to multiplayer->internet and try to join a game. If when you join a message pops up saying something like 'Your files are not identical to those of the host' then you know you've done something wrong.

Ploeperpengel
Oct 14, 2006, 07:35 AM
The only thing I ever edited with python was the homelandpromotion we have in the Cveventmanager.py but that worked ever since and is already in the uploaded version.

Ploeperpengel
Oct 14, 2006, 08:42 AM
Ok I downloaded everything again and still get the bug. I started uploading the mod. Will be there in an hour from now on.

Lord Olleus
Oct 20, 2006, 11:14 AM
Downloaded the mod, and everything worked fine. Nothing in any of my loggs. Are you sure that you are launching the right mod? Are you using vanilla civ or warlords?
I guess you could always reinstall vanilla civ and warlords and see whether that fixes it.

Ploeperpengel
Oct 20, 2006, 11:29 AM
Downloaded the mod, and everything worked fine. Nothing in any of my loggs. Are you sure that you are launching the right mod? Are you using vanilla civ or warlords?
I guess you could always reinstall vanilla civ and warlords and see whether that fixes it.
That's strange. I used Warlords of course nothing else would work.:confused:

Arexack_heretic
Oct 20, 2006, 01:05 PM
hmmm, now I get a similar error message.
Traceback (most recent call last):

File "CvScreensInterface", line 610, in forceScreenRedraw

File "CvMainInterface", line 701, in redraw

File "CvMainInterface", line 2743, in updateHelpStrings

Stops me from doing anything at the start of turn 2.
EDIT: not true, I can still scroll around and zoom. Move unit with num-keys in stead of mouse.
edit2: ugh that only worked for one unit. Stupid python message keeps blocking screen too. :(

Happened only AFTER I changed those lines in civ4.ini to errortrace.
And with Norse. fractal,quick,staandard size, customrules
I played happily with the woodelves for several hours before I changed the ini.
Could it be related somehow to the missing soundfiles messages I constantly get?

edit3:
Happens with Empire too. fractal,quick,large,instantgame. on first turn, first right-click-to-move.

Lord Olleus
Oct 20, 2006, 01:09 PM
exactly which line of the .ini did you change? There are many different debug options.

Arexack_heretic
Oct 20, 2006, 01:20 PM
I changed the warlords civilization.ini

have to search the other threads to which lines I changed... one minute...

HidePythonExceptions = 0
ShowPythonDebugMsgs = 1
LoggingEnabled = 1
OverwriteLogs = 1
SynchLog = 1
RandLog = 1
MessageLog = 1
Were TGA's suggestion for vanilla, I could find all but one entry in the warlords .ini....

HidePythonExceptions = 0
GenerateCrashDumps = 1
LoggingEnabled = 1
SynchLog = 1
OverwriteLogs = 1
RandLog = 1
MessageLog = 1
-and I changed my e-mailaddress. :)


edit: I made the hidepythonevents 1 again, it prevents the 'nasty-popup-event'.
edit to Olleus: ah. yes. ;)

Lord Olleus
Oct 21, 2006, 04:28 AM
I think I've found what causes the bug. It's caused when you build/select a second UU. However, the error is only created when you show python exeptions. Change the .ini to "HidePythonExceptions = 1" and you'll be able to play as normal. The really wierd thing is that that line is only meant to create popups for what would normaly go into the errorlogs. However, if you set it to 1, then the error does not even get recorded in the log. I'm still looking into what could be causing this, but I really have no idea. It might be a very wierd bug in the firaxis code.

Ploeperpengel
Oct 28, 2006, 04:08 AM
The problem is without the popups we often even don't notice there is a bug when playtesting. So hiding the pythonexception doesn't really solve the problem. Do you get this bug with your other project as well, Olleus?

Lord Olleus
Oct 28, 2006, 11:43 AM
Yeah, I got it once with my other project. It was when python exeptions were on and I build my second immortal. I've had another further look through the code and I still can't figure out whats causing it. Removing python exeptions isn't that much of a problem. All you have to do is look in the logs if something is going wierd, or every time you quit. Not very convenient but I cna't think of any way around it. Sorry.
I'll be releasing a patch here soon, when I get my compiler working again.

Chamaedrys
Nov 30, 2006, 03:13 AM
AAAAAAAAAAAAAAR:mad:

Everytime I load the it, I get this error:

http://forums.civfanatics.com/uploads/87027/error.JPG

Please help!

Lord Olleus
Nov 30, 2006, 12:54 PM
1) Redownload the file and check you didn't have a corrupted version.

2) Reinstal warlords.

3) Reinstal vanilla civ and warlords.

4) Run around screaming for help.

Chamaedrys
Nov 30, 2006, 01:15 PM
1) Redownload the file and check you didn't have a corrupted version.

2) Reinstal warlords.

3) Reinstal vanilla civ and warlords.

4) Run around screaming for help.

vanilla civ, warlords and other warlords mods are working fine. I just get it when I try to load our mod.:(

Lord Olleus
Nov 30, 2006, 02:19 PM
reinstall them anyway. Its the only thing that could make it go wrong for you but not for anyone else.

Chamaedrys
Dec 01, 2006, 12:05 PM
I reinstalled civ and warlords, but the mod still didn't work:cry:

Ploeperpengel
Dec 01, 2006, 02:00 PM
Just to make sure. You DID also patch Warlords, right?

Chamaedrys
Dec 01, 2006, 03:20 PM
Just to make sure. You DID also patch Warlords, right?

You SIR are a genius!! Now, it works:D

Lord Olleus
Dec 01, 2006, 04:10 PM
:gripe: Chamaedrys, you deserve a slap.( Damn this lack of :slap: ):gripe:

Arexack_heretic
Dec 04, 2006, 10:37 AM
So...the patch is required for ver.d, but wasn't for ver.a?
As I get a similar error, while ver.a is still 'working' (eventhough I did get it messed up)

Installing the patch etc. makes the clean ver.d of the mod work as perfectly as can be expected.

Ploeperpengel
Dec 06, 2006, 09:42 PM
yep patch is required.

Arexack_heretic
Dec 08, 2006, 02:56 PM
Crash. Each time I try to build a religious building.

Also sometimes spontaneously, or I just miss the trigger.

edit: Just confirmed it: trying to build a religious building crashes my game.
Messing up the references by changing the 'religions.xml' did not help, but made small difference besides removing the 'building reqs'.

Ploeperpengel
Dec 10, 2006, 10:28 AM
Hm Olleus could you have a look at this one? It's doesn't seem to be an art issue since everything appears fine in the pedia. I remember we had that kind of bug before but I'm really not sure why it happens since now the buildings are in the cityL system as well.

Ploeperpengel
Jan 06, 2007, 07:52 PM
Ok gave the mod with patch e a testrun of 500 turns and only had one random crash. What religious building have you been building exactly AH, are you 100% sure it has been a religious building that caused the crash?

Arexack_heretic
Jan 06, 2007, 08:08 PM
The first Temple I try to build. menhirs are fine.

Ploeperpengel
Jan 06, 2007, 08:17 PM
The first Temple I try to build. menhirs are fine.

What temple? Since I built some. Do me a favor and try again with the patch f I'll upload in a minute.


@Olleus or ELM

Do you know why the logs are moaning about a missing info type in CIV4TutorialInfos.xml? It might not trigger any problem but produced a xml error logfile of 100MB in my testgame!

Arexack_heretic
Jan 09, 2007, 01:29 PM
In 'F' building level 1 shrines/temples for elves/oldones is fine.
playing HE.
The Unguls (my neighbours) are a different story.
Their cities show a hodgepodge of Chaos and The colourfull square 'Kislev' buildings. Many have wrong texture as well.
Their Leader has a missing description. etc.

One thing I find is identical to 'e': the watchtower is equal to the wall except appearance and defensive bonus.
What is the use in that?

Ploeperpengel
Jan 09, 2007, 01:37 PM
Ungols aren't connected to an appropriate cityart yet. Missing texts aren't bugs they are just missing. I thought that's your job:p

I didn't mess around with watchtowers yet. Don't ask what's the purpose make suggestions what values they should have(if possible realizeable in xml only atm).;)

Arexack_heretic
Jan 09, 2007, 01:39 PM
Hehe. true.

They should be Tile improvements. :D