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jdog5000
Jun 05, 2007, 11:20 PM
Report any and all bugs and questionable behavior here.

Known issues:
SDK
changePlayer
- unit flags of units visible to human do not change when civ changes

BobTheTerrible
Jun 06, 2007, 05:21 PM
From the other thread, another person posted and I confirmed this problem: When part of your empire revolts to form a new civ, if you choose to accept control of the new civ, you cannot end your turn (I believe it just says "waiting for other players" at the bottom of the screen). Pressing enter does nothing, and you're just kind of stuck.

Sa~Craig
Jun 08, 2007, 07:48 AM
I can-t get the Warlords Mod to work at all, I can get the vanilla one working but not the Warlords. I have followed the installation instructions to the letter but all i get is a run-time error before it does anything.

Thanks in advance

P.S. I also realise it could be down to my own stupidity, but I was hoping to rule out all other things first!

P.P.S. It seems that it might be my own stupidity, as it happens with a different mod pack as well, although i can load a different mod.

jdog5000
Jun 08, 2007, 12:59 PM
@Sa~Craig

Please post the path name for the folder in which you are placing the mod. That's the most common issue.

jdog5000
Jun 08, 2007, 01:01 PM
From the other thread, another person posted and I confirmed this problem: When part of your empire revolts to form a new civ, if you choose to accept control of the new civ, you cannot end your turn (I believe it just says "waiting for other players" at the bottom of the screen). Pressing enter does nothing, and you're just kind of stuck.

Thanks for posting ... this means the code has created a second human player and so the game is waiting for this mystery person to finish their turn. Hopefully I can track it down.

Sa~Craig
Jun 08, 2007, 01:14 PM
Warlords/Mods/Revolution that is it. I can get the vanilla version to work but for some reason... Warlords version doesn't

jdog5000
Jun 08, 2007, 01:19 PM
If you're getting a runtime error, that usually means the DLL is having problems. Is there anything in your CustomAssets folder? These could be superceding needed files for the mod. Also, if for some reason you haven't updated to 2.08, that would cause problems ...

If neither of these solves it, I'll need a little more info. Please post whatever is in the error popup ...

blunt3d
Jun 08, 2007, 06:12 PM
hi im having a problem with my technology slider sometimes getting stuck ex: like ill have 2 more turns to finish researching astronomy but the next 3 or 4 turns it will just sit there. It will go up to one turn left but then it will fall back to 2 or 3. Even if i move up my tech slider all the way up to 80% it wont budge. I know it might not be a bug but do you guys have any ideas what it could be?

jdog5000
Jun 08, 2007, 07:50 PM
hi im having a problem with my technology slider sometimes getting stuck ex: like ill have 2 more turns to finish researching astronomy but the next 3 or 4 turns it will just sit there. It will go up to one turn left but then it will fall back to 2 or 3. Even if i move up my tech slider all the way up to 80% it wont budge. I know it might not be a bug but do you guys have any ideas what it could be?

If a bunch of your cities revolt and are in disorder, then they will not be producing the research that was expected. Your research would stall if many of your cities are revolting. This is one possibility ...

Sa~Craig
Jun 09, 2007, 08:23 AM
If you're getting a runtime error, that usually means the DLL is having problems. Is there anything in your CustomAssets folder? These could be superceding needed files for the mod. Also, if for some reason you haven't updated to 2.08, that would cause problems ...

If neither of these solves it, I'll need a little more info. Please post whatever is in the error popup ...



well there is a lot of empty folders I-m thinking they're interfering in some way but the are no files, I have the latest patch

Sa~Craig
Jun 09, 2007, 12:44 PM
I have re-installed my civ game, and made sure the updates have been done, now it doesn't give me the runtime error, I just get:

"Sid Meier's Civilization 4 : Warlords has encountered a problem and needs to close. We are sorry for the inconvenience. etc"

on the other hand the other mod i was trying to load and had a similar run-time error now loads fine.

jdog5000
Jun 10, 2007, 12:37 AM
Thanks for posting ... this means the code has created a second human player and so the game is waiting for this mystery person to finish their turn. Hopefully I can track it down.

Upon further review, it was actually an unexpected side effect of a different bug introduced in the last version ... my QA team has been sacked :p So this will be fixed in the next version, to be posted in the next couple days. I finally figured out a good way to test the revolution human player popup handling, so a lot of things have been ironed out.

jdog5000
Jun 10, 2007, 12:42 AM
I have re-installed my civ game, and made sure the updates have been done, now it doesn't give me the runtime error, I just get:

"Sid Meier's Civilization 4 : Warlords has encountered a problem and needs to close. We are sorry for the inconvenience. etc"

on the other hand the other mod i was trying to load and had a similar run-time error now loads fine.

I'm sorry, but I have no idea what is going wrong ... it's fine for their to be empty folders in your custom assets folder, that's not a problem. If you haven't cleaned out your cache, see the instructions with the installation notes.

Other than that, good luck! ... and please post if you manage to figure it out.

Sa~Craig
Jun 10, 2007, 04:03 AM
yeah i think its a problem with the computer i recently upgraded to a better motherboard and processor and it seems to be having teething problems, which is a shame because I love this mod

Sa~Craig
Jun 13, 2007, 08:33 AM
the new version works fine, don't know what the problem was but its gone now!

Cybah
Jun 22, 2007, 06:01 AM
i noticed in later games AI goes 100% culture and set tech research to 0% for the rest of the game (after liberalism is researched).

that's very annoying since the other cpus will continue researching techs fast...

jdog5000
Jun 22, 2007, 10:55 AM
i noticed in later games AI goes 100% culture and set tech research to 0% for the rest of the game (after liberalism is researched).

that's very annoying since the other cpus will continue researching techs fast...

Are you playing with the RevAI dll by chance?

Fosse
Jun 22, 2007, 01:46 PM
That's standard behavior for Better Ai when a civ thinks it can win a culture victory. That's also the way players who earn the quickest possible cultural victories go about it.

jdog5000
Jun 22, 2007, 02:07 PM
Does the AI do this in Warlords? I've never noticed it, but I know Blake was working on it (and it will be in BTS) ...

Fosse
Jun 22, 2007, 02:24 PM
Having read most of the Better AI thread (before it split into the subforum) I can recall that Blake specifically said that at some point an AI would shut down research and money to run 100% culture if they think they can win that way. It is a touch gamey, but it's the best way to win with culture.

So, no, it does not do it in Warlords. But it does do it in Warlords with Better AI.

Cybah
Jun 22, 2007, 04:40 PM
I see. too bad they won't change this behavior.

TORARADICAL
Jun 23, 2007, 11:26 AM
With both the 24 and 48 versions it still only allows for a max of 18. :(

jdog5000
Jun 23, 2007, 12:55 PM
The popup when you start or load the game says 18? Which version of the mod do you have?

Also, if you press Ctrl-Shift-X and then click OK on the popup, does it correctly automate for 10 turns? I have a hard time imagining how you could get a max of 18 with a functioning copy of the mod, my guess is the DLL is incorrectly installed. Has to be named CvGameCoreDLL.dll in the Revolution/Assets/ folder.

TORARADICAL
Jun 23, 2007, 01:39 PM
The popup when you start or load the game says 18? Which version of the mod do you have?

Also, if you press Ctrl-Shift-X and then click OK on the popup, does it correctly automate for 10 turns? I have a hard time imagining how you could get a max of 18 with a functioning copy of the mod, my guess is the DLL is incorrectly installed. Has to be named CvGameCoreDLL.dll in the Revolution/Assets/ folder.

Ah I think that might be it, when I installed the 48 one it had a different name. I'll try renaming it and see if that fixes it. Thanks


Addit:Ya twas it

strategyonly
Jun 23, 2007, 10:47 PM
Had this start right away??

jdog5000
Jun 23, 2007, 11:10 PM
Follow the instructions in the popup and you should be able to get it to find the config file.

Aeven
Jun 24, 2007, 10:21 AM
When it can't find the ini file, and you're sure it's there, delete all the Mod files and reinstall it. I had some old files in there, and it caused that error.

BobTheTerrible
Jun 24, 2007, 05:42 PM
I started a game and quickly lost (popped a goody hut, gave me barbs right near my undefended capitol haha), and it asked me if I wanted to control a new civ. For the heck of it I hit "yes" and shifted control, however, it still displays the "waiting for other civs" and it never actually gets around to becoming my turn. I can't move any units, but I can't end my turn. I remember posting about this bug once before, but I just want to confirm that it is in the newest version.

jdog5000
Jun 24, 2007, 08:14 PM
Yeah, unfortunately the game has already ended by the time that popup shows up, so it's too late. I'll switch it off (the one that shows if your civ dies in automation works fine though).

Aeven
Jun 26, 2007, 05:55 AM
I keep getting Python exceptions (which makes me suspect Revolution is the culprit ;)) whenever some diplomatic action with Spain occurs, whether it be AI or my own. I used AIAutoPlay, but it occurred three times before that too.

jdog5000
Jun 26, 2007, 10:14 AM
Can you post or send me the contents of the exceptions? It's probably recorded in My Games/Warlords/Logs/PythonErr.log. Thanks.

Aeven
Jun 26, 2007, 03:00 PM
Nevermind, the error is gone :) I have no idea what it was, but it's resolved.

orinsul
Jun 28, 2007, 08:42 PM
Ive just put in 0.90w
got rid of the old rev. mod before the fact
and cleared the cache
but when i selected the mod in the warlords mod menu
the game just closes, it doesnt load the new mod loading window, doesnt bring up any message or nout. just closes and then after about three minutes it dissapears from the windows task managers' processes list
any clues as to what to do?

jdog5000
Jun 29, 2007, 12:36 AM
Most likely it means something isn't installed correctly, so double-check that the Mods/Revolution folder has a bunch of things in it.

You can also set the mod to load automatically and see if that helps by changing the Mod = line in CivilizationIV.ini in My Games/Warlords to Mods/Revolution.

orinsul
Jul 01, 2007, 07:44 AM
i re-installed and updated and it worked sweet
so no worries and thanks. Its brilliant.
just one question
is it possible to change the name of your own civ with dynamiccivnames active.
As it seems so far that it can be changed at the start but not afterwards, the leader name can but no the long, short or collective.
if it can't then no worries. and if it should be then i will muck about with the ini an that to see what ive done wrong.

Aeven
Jul 06, 2007, 01:30 PM
I noticed an error with the Leadername system, in the event where there is no unique new leader. I had a custom name for a custom civ, which used by own name, but when the population asked for an election, which I lost, my successor reverted to the normal name. When I regained control, this name sticked. I had the same situation occur again, and as Roman numerals were at the end of this name, I had a sort of heir situation, the XII becoming XIII. It didn't go any further, thankfully.

jdog5000
Jul 07, 2007, 01:39 PM
I noticed an error with the Leadername system, in the event where there is no unique new leader. I had a custom name for a custom civ, which used by own name, but when the population asked for an election, which I lost, my successor reverted to the normal name. When I regained control, this name sticked. I had the same situation occur again, and as Roman numerals were at the end of this name, I had a sort of heir situation, the XII becoming XIII. It didn't go any further, thankfully.

Alright, I'll check it out. Thanks for the report. The roman numeral support is only really a hack, fyi. It turns II into III, but would turn III into IIII and other sillyness.

EDIT: Found issue, has been fixed for next version.

ArrogantScholar
Aug 07, 2007, 04:43 PM
I just installed the mod (first time playing it) and it worked fine until I tried to build my first city. As soon as I pressed <B>, it quit and gave me the windows "CivIV Warlords has encountered a problem and needs to close. We are sorry..."

I tried three times and it did the same thing each time. Any ideas?

jdog5000
Aug 07, 2007, 04:49 PM
I just installed the mod (first time playing it) and it worked fine until I tried to build my first city. As soon as I pressed <B>, it quit and gave me the windows "CivIV Warlords has encountered a problem and needs to close. We are sorry..."

I tried three times and it did the same thing each time. Any ideas?

The released version (0.95w) is for Warlords 2.08, there will be a new version soon for 2.13. That would be my guess, but let me know if that's not the problem.

ArrogantScholar
Aug 07, 2007, 04:52 PM
I just tried it again and this time it didn't even get to the game itself. It quit just as it was 'Finishing' the game startup. J'SUIS SI CONFUS!!

ArrogantScholar
Aug 07, 2007, 04:54 PM
Oh sorry, I didn't see your reply (and that could well be it). Thanks, I'll be waiting for the 2.13 version :)

BobTheTerrible
Aug 16, 2007, 08:48 PM
Ok, so I'm getting a crash at this particular turn in the BTS version. It's happened 3 times at the same turn, so I'd say it's reproduceable, I'm attaching the save to see if you can get anything out of it. If it somehow doesn't crash after pressing "End Turn," could you please upload the save so I can continue?

Here's the save:

jdog5000
Aug 16, 2007, 09:34 PM
Try installing the new dll with Solver's unofficial patch from the download page. He claims to have fixed several crash bugs, so it might help you out.

I'll take a look at the save and report how it goes. [EDIT: No luck, crashes for me too. Doesn't immeadiately appear to be Revolution related ... also, doesn't seem to work with the Solver's patch Revolution DLL for unknown reasons.]

The Doodler
Aug 17, 2007, 12:57 AM
This mod is incredible - very clever stuff.

One problem I have, however, is every since I put Solver's Patch in the Rev Mod folder the AI literally kills itself every time AI automation is turned on. All units and cities just disappear and one loses the game. Quite odd.

gegabitelord
Aug 17, 2007, 04:24 AM
@BobTheTerrible

Is the crash happening at about 1300AD? if so, I'm having the same problem it keeps crashing on me at the very same turn every time i load and i had a darn good game going to:mad: :mad: :mad: :mad:

BobTheTerrible
Aug 21, 2007, 01:11 PM
Well I just tried the save with solver's dll, but it still crashes on that turn.

Lapu-Lapu
Aug 25, 2007, 07:20 PM
Having the same CTD problems in two separate games but around the same time frame - one in the 1620s as the Germans (first with Solver's unofficial patch) and then another in the 1480s as the Celts using the stock Revolutions mod for BTS 1.01.

Reinstalled Vanilla CIV, Warlords & BTS and patched up to 3.02 for BTS and this time I didn't even get past 1020 AD with the Revolutions 1.01 with Solver's patch as CTD again just to let you know. Looking forward to the update though to fix this. ;)

orinsul
Aug 26, 2007, 08:48 PM
In 1.61 you could play the 1000ad scenario with Revolutions, yet in 1.01bts the game crashes half-way though the scenario load if you attempt to load either the Civ 4 or BtS 1000AD or indeed any of the map scenarios.
just thought id report it.

jdog5000
Aug 28, 2007, 05:26 PM
In 1.61 you could play the 1000ad scenario with Revolutions, yet in 1.01bts the game crashes half-way though the scenario load if you attempt to load either the Civ 4 or BtS 1000AD or indeed any of the map scenarios.
just thought id report it.

This probably has to do with the number of civs defined for the map versus for the DLL. My guess would be you could open the map file and add a bunch of blank player and team definitions to fill the total out to 34 and then it would work. People have had this issue in the past with maps and number of civs defined.


As for the CTD syndrome, I haven't found any clues yet as to why it's happening. It doesn't seem that crashes occur during the execution of the mod code, so the options are that something isn't set up write or that the mod makes existing bugs in Firaxis's code more likely to bite. Solver's patch claims to fix several bugs that can cause crashes, we know there are issues out there ... I wish we knew when a real bug fix patch was expected for BTS, anyone heard anything?

jdog5000
Aug 29, 2007, 07:23 PM
The word on the street is that "BTS has a stabilty problems if number of civs is > 18", which perfectly explains why crashes would be both more likely with Revolutions and also not directly caused by the mod. If your save game already has > 18 civs, you're probably screwed until BTS gets patched.

However, I'll post a dll with a cap of 18 (the default even in BTS) soon which should allow you to start and complete a new game ...

Markus_cz
Sep 01, 2007, 01:52 PM
Hello. I seem to have the same problem as mentioned a few posts ago. I'm in year 1375 AD and the game always crashes after clicking "end turn". I use the BTS version. Crashes both with or without Solver's pack. Oh, and it's a small map with only 5 civilizations, so it can't be because of this.

I can post the save game file, if it helps.

Duttz
Sep 04, 2007, 04:44 AM
Having the same problem as everyone else......game crashes in 1130 every time, i think this could have something to do with the revoloution mod because i played an entire game without revoloution using 31 civs with no problems on the same map that my Revoloution game crashes on.

I've uploaded my save game and the map i was playing on just in case you can help.....the leader names for the map are all in Italian. I changed them all to english on my PC as well as changing the Mogol leader from Genghis to Kublai Khan but i couldnt upload it......i dont know if not having my edited version of the map would stop you from loading my save game, but if it does and u find a way to fix the saves, i guess i could e-mail it to you

http://forums.civfanatics.com/uploads/111893/Kublai_Khan_AD-1130.CivBeyondSwordSave

http://forums.civfanatics.com/upload...th_31_Civs.rar

Markus_cz
Sep 04, 2007, 02:33 PM
I think I found a workaround. It is a nasty one, but it works.

First, I loaded the game one turn before it crashes. Then switched into worldbuilder (Ctrl-W). Deleted one of the opponent civilizations, then switched back and tried to end the turn. Most of the time it would crash. I reastarted the game, deleted a different civilization, and tried again. And so on...

This way I found the crash was triggered by the nasty Babylonian civilization. When I delete this civilization in the world-builder, the game doesn't crash. That's why I call this a nasty workaround - I can play on, but only if I delete this civilization.

Strangely enough, when I switch to play Babylonians (Ctrl-Shift-L), I can play as them and the game doesn't crash. But as soon as I switch back to my original civ and end a turn, it crashes. I played only a few turns as Babylonians, though. It might work if you play longer.

At this time, I'm trying to locate the bug more precisely, since I don't want to delete a whole civilization. When (and if) I find something, I'll let you know. But I guess you can try to help me - using worldbuilder and a little bit of patience, I think you can detect your "nasty civ".

Good luck and let us know if someone of you finds something.

EDIT: A quick quide how to find the nasty civ. Try switching civilizations (Ctrl-Shift-L) one after another, from tom to bottom. The last one that works should be the buggy one. Try to delete it in worldbuilder and see if it works.

Markus_cz
Sep 04, 2007, 03:36 PM
I found it. At least almost.

This bug seems to be caused by units. But I don't know which units specifically. When I knew it was caused by Babylonians, I opened the worldbuilder and deleted all Babylonian units outside cities. There were five of them - an axeman, two swordsmen, a longbowman and a chariot. After deleting these the game doesn't crash. Weird, huh?

Please note that the crash is probably caused only by one of the above mentioned units. I simply ran out of patience (after like 30 crashes) and decided not to test in any more. I don't know what was the cause... maybe the AI tried to upgrade a unit? But where's the conflict with Revolution? Well... I don't know. I can play now.

jdog5000
Sep 09, 2007, 03:10 PM
Thanks for the sleuthing Markus, there are some unit related changes that are unused so I'll try removing them and see if the crashes relent.

glider1
Sep 12, 2007, 11:35 PM
Confirm the crash anywhere around 1000AD. My systems is BTS plus Revolutions 1.01 and Solvers 48civ DLL.


I have tested it say five times in two different combinations using Jdog's auto turns feature.

I have turned off ALL of the Revolutions code except change nation, auto turn.

The combination that crashes is:

Barbarian Civ on: Crash around 1000AD every time
Barbarian Civ off: No crash.

I fiddled with one of the Barbarian civ configurations ie) whether civs form only after a unit is landed on a new continent. That made no difference.

I'm thinking that it has something to do with the code that turns a Barbarian civ into a fully fledged civ when they are on their own isolated continent.

I haven't tested it thouroughly, but a few times on each combination is pretty good odds. I hope not to throw you off on a tangent lead.

Cheers.

Lance of Llanwy
Sep 13, 2007, 03:44 PM
Apparently, the next patch(a real patch, mind you) is currently in QA. That's second-hand, but it came from this board, so it's probably true. So it ought to be out reasonably soon. Sucks about the crash...I had a Lizzie crash on me, just as I was starting to build a massive army of Redcoats and Cavalry to colonize Gandhi. It's always interesting playing this mod. That particular one was fairly easy because my neighbors had major stability problems, probably because the AI doesn't balance its economy well.

Update: http://forums.civfanatics.com/showthread.php?t=243264
I'm guessing the next patch will be out...next week. Changelog is....extensive, to say the least.

jdog5000
Sep 14, 2007, 06:05 AM
Good news! Many thanks to Markus for his excellent hunch on units, a new DLL that appears largely crash free will be posted soon in the Downloads thread. It has been tested several times and every time gotten into the 21st century :scan: I'm still not sure why the crash was happening, but it was in currently unused code on units and by commenting those pieces out everything seems to have returned to normal.

Also good news that a real BTS patch is coming soon, I'll post a new full version with that shortly after it comes out (although there won't be a large number of changes, as I've been travelling a lot).

(EDIT: Please post if you have success or not on a savegame!)

glider1
Sep 17, 2007, 08:51 PM
Good news! Many thanks to Markus for his excellent hunch on units

Thanks so much for posting an interim DLL. I've auto-turned a few games with no crash issues. I'm actually a combination of shocked that the developers could have allowed unused code to execute for no reason and awed that you found that faulty code. I'm guessing that the unit code must be immense for that "bug" to have escaped QA.

I am surprised that the AI is still building excessive caravel's in light of Solver's updates.

Your own mod is a poison chalis Jdog. I can no longer play vanilla civ with nearly the same pleasure without at least BarbCiv going. I continue to assume that turning on the Revolutions code block is not worth it at 1.01beta because the code is entirely a Warlords port.

Good one :goodjob:

jdog5000
Sep 19, 2007, 06:14 AM
Thanks so much for posting an interim DLL. I've auto-turned a few games with no crash issues. I'm actually a combination of shocked that the developers could have allowed unused code to execute for no reason and awed that you found that faulty code. I'm guessing that the unit code must be immense for that "bug" to have escaped QA.

It was actually unused pieces of code for the mod, pieces that were planned for the future ... :blush:

Anyway, as soon as the patch comes out and I have a chance to merge changes, I'll post a new version with several BTS adaptations and other enhancements that will be the first non-beta BTS release.

glider1
Oct 14, 2007, 10:32 PM
Just remembered to direct bug reports to this thread! There's a bug in Bhruic's code that will now also appear in Rev 1.16. It's a vassalage bug:

"I just accepted a second capitulation, and it caused the first one to be freed. I'm assuming it's supposed to free their vassal if the had one, not mine."

Bhruic has fixed it for any future merges of Rev and Bhruic's work.

Chewie
Oct 15, 2007, 07:34 AM
Just wondering if someone could help me - Civ crashes whenever I try to use the Revolutions mod with this WBS file

http://forums.civfanatics.com/uploads/11354/EarthWorldv2.rar

Yes it's a version of Rhyse's map and this one http://forums.civfanatics.com/showthread.php?t=241916 that I've been editing to try to get a balanced earth game from the start.
Essentially I just want to use the AIAutoPlay feature to test out the balance (btw is it possible to only load that part of the mod?)

Notes:
- Using 3.13 BtS.
- The WBS file works fine without using any mods.
- Revolution works fine on a random map.
- Just as the game is about to start, it crashes and sends me back to the desktop with 'do you want to send an error report message'

jdog5000
Oct 15, 2007, 05:24 PM
Just remembered to direct bug reports to this thread! There's a bug in Bhruic's code that will now also appear in Rev 1.16. It's a vassalage bug:

"I just accepted a second capitulation, and it caused the first one to be freed. I'm assuming it's supposed to free their vassal if the had one, not mine."

Bhruic has fixed it for any future merges of Rev and Bhruic's work.

Thanks for the heads up.

Just wondering if someone could help me - Civ crashes whenever I try to use the Revolutions mod with this WBS file

http://forums.civfanatics.com/uploads/11354/EarthWorldv2.rar

Yes it's a version of Rhyse's map and this one http://forums.civfanatics.com/showthread.php?t=241916 that I've been editing to try to get a balanced earth game from the start.
Essentially I just want to use the AIAutoPlay feature to test out the balance (btw is it possible to only load that part of the mod?)

Notes:
- Using 3.13 BtS.
- The WBS file works fine without using any mods.
- Revolution works fine on a random map.
- Just as the game is about to start, it crashes and sends me back to the desktop with 'do you want to send an error report message'

This is because Revolution comes standard with 34 players enabled by default I think. The map needs to define all 34 player slots, even if the last 10 or whatever are declared empty. Open up the the map file with a text editor and check out the first couple sections, one declaring players and one declaring teams, to fix it.

Chewie
Oct 15, 2007, 06:19 PM
This is because Revolution comes standard with 34 players enabled by default I think. The map needs to define all 34 player slots, even if the last 10 or whatever are declared empty. Open up the the map file with a text editor and check out the first couple sections, one declaring players and one declaring teams, to fix it.

Is there any way to disable the 34 player default in Revolution? Adding extra players to every map I want to test seems kind of... painful.

Chewie
Oct 15, 2007, 06:54 PM
I guess what I'm really after is just the AIAutoPlay part of the mod... is that possible at all?

jdog5000
Oct 16, 2007, 08:56 AM
I guess what I'm really after is just the AIAutoPlay part of the mod... is that possible at all?

Yes, I intend to release it standalone for 3.13 very soon, and am happy to create versions for any number of civs. How many would you like?

Chewie
Oct 17, 2007, 12:22 AM
Yes, I intend to release it standalone for 3.13 very soon, and am happy to create versions for any number of civs. How many would you like?

A stand alone version would be great, thanks. :) I'm actually after it for one scenario with 18 players, and another with 10, though if it's too much trouble you don't have to worry about.

jdog5000
Oct 17, 2007, 07:13 AM
Just remembered to direct bug reports to this thread! There's a bug in Bhruic's code that will now also appear in Rev 1.16. It's a vassalage bug:

"I just accepted a second capitulation, and it caused the first one to be freed. I'm assuming it's supposed to free their vassal if the had one, not mine."

Bhruic has fixed it for any future merges of Rev and Bhruic's work.

A patched DLL with Bhruric's latest (1.09) added to download page, fixes both this and apparently helps with issues of executive spamming too.

A stand alone version would be great, thanks. :) I'm actually after it for one scenario with 18 players, and another with 10, though if it's too much trouble you don't have to worry about.

As an interim before I get around to posting a standalone version of AutoPlay, there is an 18 civ DLL now on the download page with should work with your maps. I won't create a 10 civ DLL as then you'd have to trim 8 player slots off the map, but it should work fine for that map or any other with <= 18 civs.

glider1
Oct 17, 2007, 05:32 PM
Thanks big time again Jdog for the Bhruic update/bug fix. Appreciate you making it available on the fly like this. The link address to the Bhruic update is dead because it's got an extra //http// in it. This is a mid week update after all!
Cheers.

jdog5000
Oct 17, 2007, 06:55 PM
Thanks big time again Jdog for the Bhruic update/bug fix. Appreciate you making it available on the fly like this. The link address to the Bhruic update is dead because it's got an extra //http// in it. This is a mid week update after all!
Cheers.

Fixed ... and you're welcome :)

glider1
Oct 19, 2007, 07:45 PM
Jdog since this is the debug forum for revolutions, I'll continue the thread we are having about the mid game crash here.

Thanks for testing my upload. The problem must be pretty obscure again. Could I ask what testing config you tend to use for testing Revolutions ie) number of nations, map size, game speed etc etc? Might be of some interest considering I am pushing the memory limits of the game with 22 nations on a huge map on normal speed, expanding out to 30+ nations later.

On another topic, thanks for the mid week Bhruic update. I can confirm that corporate spamming is under control. Matter of fact I am now spamming exec's as much as the AI (max two exec's in a city idle it seems) because the economic surplus is reprioritised leaving the poor buggers nothing to do but sit behind the desk....If only you could stick a shovel in their hand during those times.
Cheers, enjoy.

Amuroray
Oct 21, 2007, 07:09 AM
Hi there,

Can you do something about the fact that the dynamic civ names are pushing out the civics icons in the diplomatic's window? ( I mean the one where we see the leaderheads) or at least can you explain me how reduce the size of the dynamic civ names?

Cybah
Oct 21, 2007, 04:54 PM
it's not a real bug, but certain leaders will spend too much in espionage when AI autoplay is activated (only 60% research and 20% espionage for example). is there any chance to disable the spy bar for AI autoplay? i guess not. :confused:

jdog5000
Oct 23, 2007, 05:45 PM
Jdog since this is the debug forum for revolutions, I'll continue the thread we are having about the mid game crash here.

Thanks for testing my upload. The problem must be pretty obscure again. Could I ask what testing config you tend to use for testing Revolutions ie) number of nations, map size, game speed etc etc? Might be of some interest considering I am pushing the memory limits of the game with 22 nations on a huge map on normal speed, expanding out to 30+ nations later.

On another topic, thanks for the mid week Bhruic update. I can confirm that corporate spamming is under control. Matter of fact I am now spamming exec's as much as the AI (max two exec's in a city idle it seems) because the economic surplus is reprioritised leaving the poor buggers nothing to do but sit behind the desk....If only you could stick a shovel in their hand during those times.
Cheers, enjoy.

It varies depending on what I'm trying out, but basically always Standard or Large to provide enough space for new civs. Almost always on Epic unless I'm specifically testing turn rate balance, and usually Prince or Monarch. As for the map type, usually one of Continents, Pangea, Terra or Lakes, though occasionally I try Archipelago just to make sure things behave alright for island heavy maps. For BarbCiv a nearly empty world is best, so I'll start with 1/2 the normal civs and/or do a Terra map. This setup also works well for Revolution, as often some of the original civs will expand too much and fragment. I rarely start with overfull worlds, as small empires are more stable and in the past the AI wouldn't conquer its neighbors very readily, though this is much improved in BTS.

Now you know ...

jdog5000
Oct 23, 2007, 05:57 PM
Hi there,

Can you do something about the fact that the dynamic civ names are pushing out the civics icons in the diplomatic's window? ( I mean the one where we see the leaderheads) or at least can you explain me how reduce the size of the dynamic civ names?

Okay, I'll fix that for the next version. Hadn't noticed, so thanks for posting! If you want to try fixing it more quickly, open DynamicCivNames.py and scroll down to the last function newNameByCivics. There are two things that can be done, the easiest is to shorten some of the longer strings that get added to names like "People's Rep. of ". Second, there are a few places where "len(___) < 20" is used to limit name length, change it to 15 or so.

it's not a real bug, but certain leaders will spend too much in espionage when AI autoplay is activated (only 60% research and 20% espionage for example). is there any chance to disable the spy bar for AI autoplay? i guess not. :confused:

When AutoPlay is on, an AI is running your empire as if it had started the game as an AI. I haven't messed with the AI code at all, so that's just the way the AI would handle the situation it's presented with. Certain leaders have a strong emphasis on espionage, and I have had them steal techs from me (which can be cheaper commerwise than actually researching them ...), so they may be doing a different kind of research ;)

glider1
Oct 23, 2007, 08:45 PM
Quick update on the crashing episode with BTS 3.13 and Rev1.16. I've been testing since with no crashes. When I first started Rev1.16 I got hit twice with crashes in succession and falsely concluded it was a definite problem. Whatever it was (calls to the rand() function) it hasn't re-emerged.

Reason why testing Rev1.16 is more important these days is that BTS has added at least two extra strategic layers over Warlords. Judging the effect of the Revolutions mod is no where near as easy as it was for Warlords, where the extra strategic layer of Revolutions was filling a big void in the game.

I've noticed that player feedback has been very slow, I guess it's because the complexity levels of BTS Rev1.16 require a lot more time to digest. I personally will need another couple of months before I can make any comment at all on game play under Revolutions. Only Jdog would have a real feel for this marvellous creation of a concept.

Cheers.

Chewie
Oct 28, 2007, 07:58 AM
As an interim before I get around to posting a standalone version of AutoPlay, there is an 18 civ DLL now on the download page with should work with your maps. I won't create a 10 civ DLL as then you'd have to trim 8 player slots off the map, but it should work fine for that map or any other with <= 18 civs.

I forgot to say, thanks for this - AutoPlay works fine on both my 18 and 10 player maps. :goodjob:

t3bing
Nov 04, 2007, 02:48 PM
Hi jdog,

Could you check out the savefile I attached below? I keep getting a CTD on the next turn. I'm using BTS 3.13, Revolution 1.16bts, and I tried it with both the original DLL and the updated one with Bhruic's 1.09 changes.

http://forums.civfanatics.com/uploads/98337/Justinian_AD-0700.CivBeyondSwordSave

I hope it's easy to fix...I had a really good game going :(

glider1
Nov 06, 2007, 03:51 PM
hope it's easy to fix...I had a really good game going :(


Damn, just the news I didn't want to hear. I had a couple of crashes a while back and concluded it was just a freak event. It's like a kick to the gut when you've spent 45 hours and a month on a game out of a potentially 90 hour game to have it CTD. :sad:

Could I suggest that you play on the next higher level of difficulty suitable for you. That way you get to learn deeper strategies but still loose the game soon enough before the CTD threat emerges:p

My current game was going well on just about 10 hours of play before I heard this news. I'm on Monarch, starting to gain confidence in Jdog's code again. I could run slavery for 1000 years without rebellion;) I could manage discontent by controlling the population growth. Frederick had one revolt under the "The Russian Rebels of Berlin" but switched to a state religion and seemed to be controlling it indicating that the AI was adjusting to Jdog's code. It's was all looking good....so far. A CTD is a horrible thought.

On the bug watch front, it's great the way revolutions messages are now part of the general news event system. :goodjob: however even after trying to turn off all the debug messages, I'm still getting them after exiting the revolutions watch dialog. Only a small issue. Another small issue is that my empire is being reported as medium size in the revolutions watch even when it is only one city in the dark ages. Not that important.

An absolute necessity for this mod is a revolutions watch screen via a button top right. The extra strategic layer of Revolutions needs a dedicated screen just like the other strategic layers (ie espionage, corps). You have to refer to the revolutions watch quite regularly, at least as often as the espionage screen so it's a must for the long term viability of this mod. Ctrl-shift-w just doesn't cut it as a serious UI control.

Cheers.

Amuroray
Nov 06, 2007, 08:04 PM
On the bug watch front, it's great the way revolutions messages are now part of the general news event system. :goodjob: however even after trying to turn off all the debug messages, I'm still getting them after exiting the revolutions watch dialog. Only a small issue. Another small issue is that my empire is being reported as medium size in the revolutions watch even when it is only one city in the dark ages. Not that important.

An absolute necessity for this mod is a revolutions watch screen via a button top right. The extra strategic layer of Revolutions needs a dedicated screen just like the other strategic layers (ie espionage, corps). You have to refer to the revolutions watch quite regularly, at least as often as the espionage screen so it's a must for the long term viability of this mod. Ctrl-shift-w just doesn't cut it as a serious UI control.

Cheers.

I am still getting those debug messages too, and I totally agreed with the watch sceen via a button concept.

jdog5000
Nov 07, 2007, 07:03 AM
Hi jdog,

Could you check out the savefile I attached below? I keep getting a CTD on the next turn. I'm using BTS 3.13, Revolution 1.16bts, and I tried it with both the original DLL and the updated one with Bhruic's 1.09 changes.

http://forums.civfanatics.com/uploads/98337/Justinian_AD-0700.CivBeyondSwordSave

I hope it's easy to fix...I had a really good game going :(

I'll take a look at it and see what I can do.

jdog5000
Nov 07, 2007, 07:06 AM
On the bug watch front, it's great the way revolutions messages are now part of the general news event system. :goodjob: however even after trying to turn off all the debug messages, I'm still getting them after exiting the revolutions watch dialog. Only a small issue. Another small issue is that my empire is being reported as medium size in the revolutions watch even when it is only one city in the dark ages. Not that important.

An absolute necessity for this mod is a revolutions watch screen via a button top right. The extra strategic layer of Revolutions needs a dedicated screen just like the other strategic layers (ie espionage, corps). You have to refer to the revolutions watch quite regularly, at least as often as the espionage screen so it's a must for the long term viability of this mod. Ctrl-shift-w just doesn't cut it as a serious UI control.

Cheers.

Yeah, the UI is definitely in need of some, well, existence would be a good first step :p Having a top-right button is high on the list for the next version, as is including rev info into the city screen and perhaps somehow on the main map, but the city icons are kind of overloaded with info already, particularly at the end of the game.

jdog5000
Nov 07, 2007, 09:32 PM
Hi jdog,

Could you check out the savefile I attached below? I keep getting a CTD on the next turn. I'm using BTS 3.13, Revolution 1.16bts, and I tried it with both the original DLL and the updated one with Bhruic's 1.09 changes.

http://forums.civfanatics.com/uploads/98337/Justinian_AD-0700.CivBeyondSwordSave

I hope it's easy to fix...I had a really good game going :(

Alright, I figured out why it was crashing and how to get around the crash. It wasn't a bug directly from Revolutions, and I don't know how or why, but some player's getPower call returned a -1. This value was then used in a denominator as (1 + power), so a classic divide by zero occurred. A player's power value should never be below 0, and nothing I've written directly affects power computations (only indirectly by adding units, etc), so this is a Firaxis bug but the unusual circumstances of rebel civs may have made it more likely to occur (it certainly is rare anyway).

(EDIT: Upon further review, there is no bug in the Firaxis code ... here's what was wrong: teams contain info on what techs have been researched, when a team researches a tech each player on the team is given a power boost for having the new tech. If the tech is taken away, then the player loses the corresponding power. When overwriting a player slot when creating new players, I was resetting the player's power to 0, and then taking techs away from their team ... causing them to have negative power. I've since fixed this so that the team is now fully reset if it has only one member when the player is being reset, which fixes the bug. Modding is an iterative learning experience ...)

Now that you've endured the techie speak, the solution to get around this problem is to replace the DLL in the Revolution/Assets/ folder with the one here. (http://forums.civfanatics.com/uploads/38534/CvGameCoreDLL_rev_1.16bts_patch.zip)

Hope the rest of your game goes well!

glider1
Nov 08, 2007, 04:24 PM
Yeah, the UI is definitely in need of some, well, existence would be a good first step :p Having a top-right button is high on the list for the next version, as is including rev info into the city screen and perhaps somehow on the main map, but the city icons are kind of overloaded with info already, particularly at the end of the game.

It is a dilemma isn't it about that city screen? It's busy alright. However the city bribe button under ctrl-shift-w logically needs to go into the city screen as an option that becomes available if there is enough money to bribe that city. Perhaps in the same button space as the enact slavery, and universal suffrage, nationalism conscription buttons? It is challenging to think of neat user interface additions to what is already a very busy space. However the whole revolutions mod is an advanced concept anyway. In other words you progress from playing vanilla to playing Revolutions, so you should be already familiar with the interface.

On another question Jdog. Does the ai know how to bribe a city? I guess if it does it must have been a pretty complex algorithm to add to the ai, considering that the ai has to prioritise so many other expenditures as well.

Cheers.

glider1
Nov 08, 2007, 04:30 PM
(EDIT: Upon further review, there is no bug in the Firaxis code ... here's what was wrong: teams contain info on what techs have been researched, when a team researches a tech each player on the team is given a power boost for having the new tech. If the tech is taken away, then the player loses the corresponding power. When overwriting a player slot when creating new players, I was resetting the player's power to 0, and then taking techs away from their team ... causing them to have negative power. I've since fixed this so that the team is now fully reset if it has only one member when the player is being reset, which fixes the bug. Modding is an iterative learning experience ...)
Now that you've endured the techie speak,

No really, thanks for the techi speak jdog! That find of yours about the negative power is for me like reading a detective story. Just a brilliant find. :goodjob: Thanks for posting an update dll :) I have not experienced any crash this game...yet, but this dll is like insurance for spending possibly the next forty game hours on this current game.

Big thanks, you are the one :king:

jdog5000
Nov 08, 2007, 05:43 PM
It is a dilemma isn't it about that city screen? It's busy alright. However the city bribe button under ctrl-shift-w logically needs to go into the city screen as an option that becomes available if there is enough money to bribe that city. Perhaps in the same button space as the enact slavery, and universal suffrage, nationalism conscription buttons? It is challenging to think of neat user interface additions to what is already a very busy space. However the whole revolutions mod is an advanced concept anyway. In other words you progress from playing vanilla to playing Revolutions, so you should be already familiar with the interface.

On another question Jdog. Does the ai know how to bribe a city? I guess if it does it must have been a pretty complex algorithm to add to the ai, considering that the ai has to prioritise so many other expenditures as well.

Cheers.

Yeah, I'm not sure where things will fit yet ... to answer your other question, yes the AI does know about bribes and will bribe its cities to keep them from revolting. If a city is fairly rebellious, the AI will look at the circumstances in the city and how much money it has and choose the appropriate size of bribe :cool:

t3bing
Nov 10, 2007, 05:12 PM
Now that you've endured the techie speak, the solution to get around this problem is to replace the DLL in the Revolution/Assets/ folder with the one here. (http://forums.civfanatics.com/uploads/38534/CvGameCoreDLL_rev_1.16bts_patch.zip)

Hope the rest of your game goes well!

Awesome, thank you!!! :D :D :D

Roamty
Nov 20, 2007, 02:17 PM
http://forums.civfanatics.com/attachment.php?attachmentid=164381&d=1195593224



Revolution 1.2bts I got this when I made a dll with your new version

jdog5000
Nov 20, 2007, 03:01 PM
http://forums.civfanatics.com/attachment.php?attachmentid=164381&d=1195593224



Revolution 1.2bts I got this when I made a dll with your new version

Thanks for the report, it shouldn't cause any problems but I've fixed it for future versions (by adding a return false to the end of the function).

Cybah
Nov 21, 2007, 05:11 PM
Sorry but your new version is buggy.

[Revolution]
Enable = False


causes in no trade routes (in every city!).

look at the screenshots.

Cybah
Nov 21, 2007, 05:27 PM
addition: as you can see in the downer right corner of the shots, there is also a bug with the player status bar. those are not in the background when revolution=false

jdog5000
Nov 22, 2007, 04:16 PM
Ahhh, thanks for posting this. There hasn't been a reason to test the Enable/Disable for a long time so I hadn't even tried that out. Should be able to fix quickly though. Basically right now the city screen drawing is crashing half way through, so it just isn't drawing (or in the case of the score box, hiding) whatever comes after the bits I added.

Cybah
Nov 26, 2007, 02:23 PM
any news? :)

glider1
Nov 26, 2007, 04:16 PM
any news? :)

any news? :) :)

jdog5000
Nov 27, 2007, 05:40 AM
Posting new version as I type ... contains a lot more than just this bug fix, hence the delay.

glider1
Dec 01, 2007, 02:55 PM
Thanks jdog! Been reading the change list. It's a great read. Does the list apply to 1.25 or is it still a 1.20 list as written?

May have to abort current game and try 1.25......

Cheers. Thanks.

suspendinlight
Dec 01, 2007, 08:24 PM
I'm not sure the MilitaryStrength variable in the INI file has any effect. I had been trying to increase the strength of barbarians but I found that there was little effect when I changed the MilitaryStrength from 1.0 to 2.0 then to 10 then to 10000. So I did an experiment:

I loaded the game with it set to 1.9 created a barb city and turned it into a civ. Out popped Peter and about 15 axemen. Then I created another city and there was Pacal II with about 10 warriors.

I exited, changed the number to 1.0 and reloaded the same game and again created the same two cities. The first yielded Peter with the same troops and the second Pacal with the same troops.

Two questions:
1. Why does changing military strength have no effect?
2. Why do such vastly different armies spawn for two barbarian civs spawned in the same turn (15 axemen vs 10 warriors)? Both civs were "military style buildup" and declared war immediately on nearby civs. Peter declared on me and the setting was Monarch, does the difficulty influence the number of units spawned to attack the human player?

glider1
Dec 02, 2007, 02:35 PM
2. Why do such vastly different armies spawn for two barbarian civs spawned in the same turn (15 axemen vs 10 warriors)?

Wonder if Suspendinlight's solid objective tests and resultant questions could be generalised as:

What part should randomisation play in Revolutions under BTS?

The excellent news with Suspendinlight's work is that the hostile civ declared war on all surrounding neighbours in both scenarios. That is the important point to me with respect to the health of this mod.

The extent of his army doesn't concern me as much. It's a bit like the whole ethos with BTS has changed anyway with respect to the inclusion of random events. You probably have experienced some of the hideous stacks of barbarians that can show up randomly in vanilla BTS at Monarch level, where in some scenarios they are enough to kill your civ totally, and in another, just are a bit of an annoyance nothing more.

Maybe the best solution is to be able to control the degree of randomness via an ini setting. Maybe there is already such a control?

glider1
Dec 02, 2007, 03:28 PM
Excellent idea on the user interface in the city screen with the revolt status bar above the national identity bar. Looks "right" to me. Just a suggestion would be to make it obvious that you can click on the bar to bribe a city. The way to do that would be to use the same hint text format that appears in other hover pop ups. Take for example hovering over the palace. The help text in the bottom begins with an unnumbered list punctuation. You could do the same with the Revolt status bar with the help text " - click to bribe this city".

Excellent that there is an icon now top right. I guess the difficulty is that the software engineers didn't think to make the icon space expandable horizontally thus you have to put the revolt icon underneath. I wonder if the icon area is a static bitmap graphic? That would be annoying. Once the revolt icon is in-line with the others, then the challenge is to be creative and distinguish it from the other fist icon in the list.

Excellent stuff and big thanks Jdog!!!
Cheers.

jdog5000
Dec 04, 2007, 10:48 AM
I'm not sure the MilitaryStrength variable in the INI file has any effect. I had been trying to increase the strength of barbarians but I found that there was little effect when I changed the MilitaryStrength from 1.0 to 2.0 then to 10 then to 10000. So I did an experiment:

I loaded the game with it set to 1.9 created a barb city and turned it into a civ. Out popped Peter and about 15 axemen. Then I created another city and there was Pacal II with about 10 warriors.

I exited, changed the number to 1.0 and reloaded the same game and again created the same two cities. The first yielded Peter with the same troops and the second Pacal with the same troops.

Two questions:
1. Why does changing military strength have no effect?
2. Why do such vastly different armies spawn for two barbarian civs spawned in the same turn (15 axemen vs 10 warriors)? Both civs were "military style buildup" and declared war immediately on nearby civs. Peter declared on me and the setting was Monarch, does the difficulty influence the number of units spawned to attack the human player?
My bad, the military strength variable is not connected to anything right now (as you noticed) ... must have forgotten to put it back in when I change the unit allotment method (which was a long time ago ...). I'll double check some of the other ini variables while I'm at it.

As for what units they spawn, the barb civs are still dependent on what technology they get (they ignore resources so their units aren't always the same and suck). For some reason, Pacal must not have any useful military technologies which shouldn't be the case. If you could send me the save you used to generate this I'd definitely like to see what he got only warriors. Thanks for digging around!

Excellent idea on the user interface in the city screen with the revolt status bar above the national identity bar. Looks "right" to me. Just a suggestion would be to make it obvious that you can click on the bar to bribe a city. The way to do that would be to use the same hint text format that appears in other hover pop ups. Take for example hovering over the palace. The help text in the bottom begins with an unnumbered list punctuation. You could do the same with the Revolt status bar with the help text " - click to bribe this city".

Excellent that there is an icon now top right. I guess the difficulty is that the software engineers didn't think to make the icon space expandable horizontally thus you have to put the revolt icon underneath. I wonder if the icon area is a static bitmap graphic? That would be annoying. Once the revolt icon is in-line with the others, then the challenge is to be creative and distinguish it from the other fist icon in the list.

Excellent stuff and big thanks Jdog!!!
Cheers.

Glad you like the changes ... I'll add some text so that the click to bribe function is not totally mysterious, good idea.

suspendinlight
Dec 04, 2007, 04:55 PM
My bad, the military strength variable is not connected to anything right now (as you noticed) ... must have forgotten to put it back in when I change the unit allotment method (which was a long time ago ...). I'll double check some of the other ini variables while I'm at it.

As for what units they spawn, the barb civs are still dependent on what technology they get (they ignore resources so their units aren't always the same and suck). For some reason, Pacal must not have any useful military technologies which shouldn't be the case. If you could send me the save you used to generate this I'd definitely like to see what he got only warriors. Thanks for digging around!

Well it's good to know I'm not crazy then. Unfortunately I don't have a save, I was just using the 4000 BC autosave that has since been written over. I autoplayed 10 turns (so it's extremely unlikely that any civ would have had bronze working yet) and then created the 2 barbarian civs. I'll try to get a save if I see it again.

jdog5000
Dec 04, 2007, 06:13 PM
Alright ... my bet is that Pacal is actually a peaceful builder barb in this case because otherwise there's no way he could have gotten only warriors. Depending on how the city was set up he could have started with 9 or so warriors, something which I'll decrease for the next version (a lot of units for a 'peaceful' settling!) at least for early eras.

PenguinInTux
Dec 07, 2007, 06:23 AM
Are the rebels supposed to spawn equally-teched units? This doesn't seem very fair, because as Mali researched democracy, everyone else, other than me, who had had rifles for decades, a rebellion spat out in my newly capture Malinese cities. Rifles and cavalry came out, while the best he had in the homeland was longbowmen.

jdog5000
Dec 10, 2007, 04:04 PM
Are the rebels supposed to spawn equally-teched units? This doesn't seem very fair, because as Mali researched democracy, everyone else, other than me, who had had rifles for decades, a rebellion spat out in my newly capture Malinese cities. Rifles and cavalry came out, while the best he had in the homeland was longbowmen.

Yes, this is the intended mechanism as when rebels spawn in your cities they are based of a combination of your tech and your enemies units. There are two reasons for using your tech level, the first being that since the rebels are spawning around your cities they will have stolen weapons from your armories/troops they've killed in street battles. They start with less than full health to simulate the lack of training and ragtagedness of rebel armies, but their weapons will not be too far out of date.

The second reason is that unless rebels spawn units of around equal tech they have no real chance and are merely an annoyance. Rebellions should be a serious threat, and so giving them decent units is a must.

That said, the rebel civ doesn't necessarily know the tech for the units it has spawned and may not be able to build new ones ... this is the circumstance where, for example, the Mali stole a bunch of rifles from you in the rebellion but don't necessarily know how to make them on their own.

Hope that explains why this decision was made.

suspendinlight
Dec 10, 2007, 10:29 PM
Pretty small bug but I've noticed that it says "tension in the ___ cities of ____ have eased" even when there is only one city.

gegabitelord
Dec 11, 2007, 09:44 PM
@BobTheTerrible

Is the crash happening at about 1300AD? if so, I'm having the same problem it keeps crashing on me at the very same turn every time i load and i had a darn good game going to:mad: :mad: :mad: :mad:

Well it's been months since I made that post and I'm to lazy to look through months of post find out if it's been fixed, so can some one please tell me if it's been fixed?

glider1
Dec 12, 2007, 12:09 AM
Well it's been months since I made that post and I'm to lazy to look through months of post find out if it's been fixed, so can some one please tell me if it's been fixed?

Oooooh yeah and some good stuff has been added since then. Go for it and have some fun ;)

jdog5000
Dec 12, 2007, 06:23 AM
Yes, the bug causing those CTDs was fixed and the stability of the mod is really good at this point, I haven't seen a crash since then.

PenguinInTux
Dec 12, 2007, 07:55 PM
OK, thanks.

Also noticed, however, that every time a revolution came up, the same Mali came up until 2 revolutions occured at once, and both were wiped out.

Lol...Mali respawned probably 5 times this way, leading me on to supress all revolution on the planet!

suspendinlight
Dec 12, 2007, 09:30 PM
When you do the mouse-over view of the Revolution status window inside the city screen, if you hit enter to exit while the status window is active, then it remains on the screen after you've left the city screen. Kind of confusing explanation. Let me know if you don't know what I mean.

Also, there are some weird culture issues when you liberate a colony. I don't know if this is a problem with the Rev mod or BtS in general. I liberated the French but had other cities close by and some of their tiles and my tiles overlapped in an odd pattern. Besides the weird location of the tiles, aren't masters supposed to always own tiles over their vassals inside the city radius? See the pictures (also you can see the Revolution status window bug is also showing up)

jdog5000
Dec 13, 2007, 10:26 AM
Hmm, the popup is currently set to appear/disappear when you mouse over the bar so if you exit while stile moused over ... should be easy to fix, good find. I didn't know you could exit by pressing enter, I always just click on the map.

I haven't messed with any of the colony forming code, but those are some funky culture borders. Maybe there'll be something in this mythical final BTS patch whenever it comes, if not I'll look into it.

gegabitelord
Dec 13, 2007, 05:59 PM
When you do the mouse-over view of the Revolution status window inside the city screen, if you hit enter to exit while the status window is active, then it remains on the screen after you've left the city screen. Kind of confusing explanation. Let me know if you don't know what I mean.
Also, there are some weird culture issues when you liberate a colony. I don't know if this is a problem with the Rev mod or BtS in general. I liberated the French but had other cities close by and some of their tiles and my tiles overlapped in an odd pattern. Besides the weird location of the tiles, aren't masters supposed to always own tiles over their vassals inside the city radius? See the pictures (also you can see the Revolution status window bug is also showing up)

Yeah I've already seen that bug a few dozen times and I've only been playing this mod since last night, but it's also the only bug I've seen so I'm not worried:goodjob:

Fierabras
Dec 19, 2007, 11:20 AM
I have just run some tests with Revolution in a mod where I have replaced all the default religions with different ones. I got an error at one point because enums could not find RELIGION_ISLAM, RELIGION_CHRISTIANITY, etc.

Are the types of the default religions used in the dll? If so, could you update your merge guide text file.

jdog5000
Dec 23, 2007, 06:34 AM
I have just run some tests with Revolution in a mod where I have replaced all the default religions with different ones. I got an error at one point because enums could not find RELIGION_ISLAM, RELIGION_CHRISTIANITY, etc.

Are the types of the default religions used in the dll? If so, could you update your merge guide text file.

Hmmm ... I don't make reference to particular religions anywhere in my code, but I'll investigate and see if I can track it down.

The merge guide could probably use an update anyway ... :blush:

Fierabras
Dec 25, 2007, 07:44 AM
Hmmm ... I don't make reference to particular religions anywhere in my code, but I'll investigate and see if I can track it down.

The merge guide could probably use an update anyway ... :blush:

My apologies, I was looking in the wrong direction. The Python errors were caused by the default CvRandomEventInterface.py:


######## ANCIENT OLYMPICS ###########

def canTriggerAncientOlympics(argsList):

kTriggeredData = argsList[0]
player = gc.getPlayer(kTriggeredData.ePlayer)

stateReligion = player.getStateReligion()

if stateReligion == CvUtil.findInfoTypeNum(gc.getReligionInfo,gc.getNu mReligionInfos(),'RELIGION_JUDAISM'):
return false

if stateReligion == CvUtil.findInfoTypeNum(gc.getReligionInfo,gc.getNu mReligionInfos(),'RELIGION_CHRISTIANITY'):
return false

if stateReligion == CvUtil.findInfoTypeNum(gc.getReligionInfo,gc.getNu mReligionInfos(),'RELIGION_ISLAM'):
return false

return true

jdog5000
Dec 27, 2007, 07:06 AM
Ahhh, thanks for reporting back ... that make's much more sense.

digitCruncher
Jan 03, 2008, 01:26 AM
I get no interface (no action buttons, no picture, no map, no buttons near the top, no nothing). All I get is the basic map.

I got the problem with the FfH mod as well, but no other mods have that problem.

Is there a solution to it? I had to extract the mod to my desktop, and copy and paste it into the BtS Mods folder, and it seems to work fine (loads and everything), and I can get 20+ civs too, something that I couldn't do before.

However, I can't do anything without an interface... any help?

(Using the latest BtS Revolutions modpack. I LOVE the idea, I had the idea myself :P)

jdog5000
Jan 06, 2008, 03:28 PM
digit:

Other have run into this before, check out the advice from b3virq3b starting here (http://forums.civfanatics.com/showpost.php?p=4485950&postcount=569) (there are a few follow up posts too). Hope that helps and that the mod lives up to the ideas you had :)

digitCruncher
Jan 08, 2008, 02:07 PM
oops, I KNEW I forgot to follow up...

I was running the BUG mod, which, obviously, is incompatible with this mod.

I fixed it by un-installing BUG (by renaming customAssets to something else)

Sadly it means I won't get the happiness warnings (which is REALLY needed in this mod, as it makes unhappiness even more deadly than it already was (which was more dangerous than any other civ in history)), but by superfluous use of the domestic adviser, I can survive with LOTS of stability.

Its a great mod, and is surpassing my expectations, except that nationality is by far too powerful a method of instability, and distance from the palace is too weak (it should be graded in my opinion, with a very long distance leading to a HUGE instability modifier)

But, as it stands, its quite nice, and I love it. Its also EXTREMELY stable for an unofficial mod. I haven't had a python exception ever, whereas with BUG mod, I get one every 10~15 turns. Good work.

jdog5000
Jan 08, 2008, 08:43 PM
I've been thinking of boosting the distance effect as well, so I'll keep your feedback in mind. Since the effects of happiness and garrisons were increased, AI empires are much more stable and it's now entirely possible for a human to run a large, completely stable empire. Taking in the history of the mod, the last several versions have tended towards stability, with the main causes of instability being conquered territory, unhappiness, and financial problems.

I'll look at adding an event notifier into the mod as a configurable add-on ... notifications of things like unhappiness and starvation both seem rather critical now.

Thanks for the feedback and glad you like it!

glider1
Jan 09, 2008, 07:56 PM
The distance effect must be quite complex to decide on! There are so many factors. Corporations now allow the possibility of spreading massive amounts of culture into a size one outpost, more than any religion or wonder can ever do (>+11culture points per turn is easy). Does that mean the distance effect has to be increased? I hope not. Maintaining distant colonies is fun.
Cheers.

StormLord-711-
Jan 24, 2008, 02:32 PM
I found an interesting bug, although it doesn't have too much affect in the game (if you're not stupid!):

If you have enough espionage points against a civ and you can look inside their cities, it's possible to bribe them the same way you would your own. I don't know if it actually has an effect on the city, but it does deduct the money from your treasury (not the city owner's).

glider1
Jan 25, 2008, 08:59 PM
I found an interesting bug, although it doesn't have too much affect in the game (if you're not stupid!):

If you have enough espionage points against a civ and you can look inside their cities, it's possible to bribe them the same way you would your own. I don't know if it actually has an effect on the city, but it does deduct the money from your treasury (not the city owner's).

You could use it to help keep your vassals stable!? But since the AI won't use the bug, it wouldn't be fair on them :mischief:

There is one other non-serious bug with the revolt slider. The help text popup sometimes lingers on after you have left the city screen. However switching to the desktop and back clears it so it's no drama.

All in all the mod is working great. Late game rebellions are really well balanced I think. The AI is even able to support cities on other continents although it is difficult. On Monarch level I think Revolutions makes it a touch easier for the human to catch back up in the late game because of revolts abroad affecting the AI more than the human.

Cheers.

BobTheTerrible
Jan 26, 2008, 11:36 AM
The help text popup sometimes lingers on after you have left the city screen. However switching to the desktop and back clears it so it's no drama.

That happens if you hit "escape" to get out of the city screen with the mouse hovering over the slider. All you have to do is go back to the city screen, move the mouse away from the slider, and hit "escape" again and it will clear.

jdog5000
Jan 26, 2008, 07:46 PM
I found an interesting bug, although it doesn't have too much affect in the game (if you're not stupid!):

If you have enough espionage points against a civ and you can look inside their cities, it's possible to bribe them the same way you would your own. I don't know if it actually has an effect on the city, but it does deduct the money from your treasury (not the city owner's).
Good find ... will be fixed for the next version.

That happens if you hit "escape" to get out of the city screen with the mouse hovering over the slider. All you have to do is go back to the city screen, move the mouse away from the slider, and hit "escape" again and it will clear.

Is this still happening? I thought I'd fixed that in 1.26 ...

BobTheTerrible
Jan 27, 2008, 01:42 PM
Is this still happening? I thought I'd fixed that in 1.26 ...

I'm not sure, I don't think I played the latest version when I was at home, and I don't have access to civ now.

glider1
Jan 28, 2008, 12:10 AM
Good find ... will be fixed for the next version.
Is this still happening? I thought I'd fixed that in 1.26 ...

Sorry Jdog I am still playing on version 1.25, didn't realise 1.26 was available! You imply that it's game compatible with 1.25 so I'll give it a test out. Sorry for the confusion.:sad:

Roamty
Feb 04, 2008, 10:44 AM
Playing Rev Merged with Beginning.12 I got this in auto play


the Revolution Mod picture is only your mod got this error at turn 399 in auto can you fix this please and Thankyou

jdog5000
Feb 05, 2008, 12:54 AM
@Roamty:

The first 3 errors you've posted are all caused by a plot in the game map having never been assigned to an area. This is not a problem with Revolution, all plots are supposed to be assigned to an area. My only advice would be that since this only popped up ~400 turns in it must be a new city that just formed which is causing it and by examining the PythonDbg.log you could probably pinpoint which one it is. This would tell you where the problem plot is and get you a step closer to figuring out why it has no area. Sorry I can't be of more help.

As for the 4th error from naming, a fix will be in the next version of the mod (1.3) which should be posted very soon. Thanks for posting!

Roamty
Feb 05, 2008, 05:55 AM
@Roamty:

The first 3 errors you've posted are all caused by a plot in the game map having never been assigned to an area. This is not a problem with Revolution, all plots are supposed to be assigned to an area. My only advice would be that since this only popped up ~400 turns in it must be a new city that just formed which is causing it and by examining the PythonDbg.log you could probably pinpoint which one it is. This would tell you where the problem plot is and get you a step closer to figuring out why it has no area. Sorry I can't be of more help.

As for the 4th error from naming, a fix will be in the next version of the mod (1.3) which should be posted very soon. Thanks for posting!

Varietas Delectat VD_CIV4CivilizationInfos was my problem Thankyou for pointing me to cities I did not update it to my CIV4CivilizationInfos problem fix again Thankyou Your next version will be in my mod again Thankyou for all of your hard work Good Luck to you

Gladdig_Kaga
Feb 10, 2008, 01:00 PM
Don't know if any one have reported this becouse im to lacy to read all theese bugs.

I tested to start with 34 civs. But when i have discovered their civs their names you klick on to get up diplomacy window are all they way up to the top of my screen, some are even outside it. That means you can't talk with those civs. (well i cant see them outside my screen but they would have been there if my screen whas bigger).

Is there a way to fix this or at least a way to walk around this?

BobTheTerrible
Feb 10, 2008, 01:30 PM
You can just toggle the scoreboard off (one of the icons in the lower right bit of the screen), and contact the civs through the foreign adviser screen.

Gladdig_Kaga
Feb 10, 2008, 02:51 PM
You can just toggle the scoreboard off (one of the icons in the lower right bit of the screen), and contact the civs through the foreign adviser screen.

Ok, I didnt think of that.

Roamty
Feb 16, 2008, 06:26 AM
Playing Rev 1.31 Merged with Beginning.14 I got this

TheLastOne36
Feb 17, 2008, 09:44 AM
Hi, i just recently downloaded the mod for BTS 3.13 and i have a problem. Whenever i start a game...

http://i32.tinypic.com/23rty4p.png

It just shows me the starting position, nothing else. (just like it would if you press alt-i, but i tried pressing it, doesn't work.)

jdog5000
Feb 17, 2008, 06:34 PM
Hi, i just recently downloaded the mod for BTS 3.13 and i have a problem. Whenever i start a game...

http://i32.tinypic.com/23rty4p.png

It just shows me the starting position, nothing else. (just like it would if you press alt-i, but i tried pressing it, doesn't work.)

The interface disappearing happens to some people ... check out the instructions for correcting this from the FAQ (http://forums.civfanatics.com/showpost.php?p=5524648&postcount=3).

jdog5000
Feb 17, 2008, 06:36 PM
Playing Rev 1.31 Merged with Beginning.14 I got this

This seems to be the same city not in an area problem you posted about before. In this case, it's somebody's capital that has not been assigned to an area.

TheLastOne36
Feb 18, 2008, 07:23 AM
The interface disappearing happens to some people ... check out the instructions for correcting this from the FAQ (http://forums.civfanatics.com/showpost.php?p=5524648&postcount=3).

Thank you! (except the part where he says "warlords only" is my only worry :rolleyes: )

BTW this mod sounds awesome, can't wait to play it.

EDIT: i tried to play again, and i'm still having this problem...

jdog5000
Feb 19, 2008, 12:48 PM
Hmm, alright ... definitely roll back to the original CvPath.py then and I have a couple ideas:

1. Make sure you have no files in your CustomAssets directory (rename it if you want to keep them for later)

2. Turn on error logging in My Games\BTS\CivilizationIV.ini, change the following settings from the bottom of the file:

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Which will enable Python debug logs. Start a game of Revolution, then open My Games\BTS\Logs. There are two logs of interest, PythonDbg.log and PythonErr.log.

In PythonDbg.log, do a search for "installDir" ... this will take you to a point in the log where the paths that the mod is looking for various files are printed out. Make sure the installDir the mod is looking in is actually where the game is installed to and that the mod's Python folder and other files are located at installDir\Mods\Revolution\Assets. If the paths aren't right, then we've found the problem and I can help you get CvPath to work for you.

If the paths are right, then send me the contents of PythonErr.log by PM (or, if it's blank, PythonErr2.log) and I can figure out what the conflict is.

Roamty
Feb 19, 2008, 01:18 PM
note on Multiplayer compatible

when playing two humans

Disable AIAutoPlay or you get this

AIAutoPlay - disable (this generates Out of Synch errors if your civ goes into rebellion and the AI has to take over your civ; probably because it tries to AI-take-over both players) by Raize

TheLastOne36
Feb 19, 2008, 02:22 PM
Problems fixed now! :D
This is what happened:

I wanted to try out revalution, but had the problem, so i posted my problem here, then i Switched the mygames/bts folder that had the Bug mod installed to my second mygames/bts folder which didn't have the BUG mod installed so i could play a succesion game that didn't allow the BUG mod.

Tons of thanks, can't wait to play!

Also a side question... Does Raging Barbs effect the Barbarian civ feature?

jdog5000
Feb 19, 2008, 07:43 PM
Glad it's working!

Raging Barbs only directly affects BarbCiv in terms of where the barb cities are placed and how many are placed.

t3bing
Mar 06, 2008, 04:31 PM
Hi jdog,

I just started a game with the latest version (1.35bts) and with the "minor civ until writing" option turned on. There's a couple of weird things in the saved game I attached here, I'm not really sure if they're bugs or not. One, I first contacted Hatty before she discovered writing and was still a minor civ, and as soon as she settled into a full civ I got a -3 "You declared war on us!" modifier with her. If that's the intended behavior, that doesn't seem fair to me, since I never actually did declare war on her. Two, all but one of my cities are producing 0 gpt, even though they have wineries and hamlets that are being worked next to them. Even if I click on the gold icon in the city screen, they still won't produce any gold. I'm not sure if this is a bug in the new version of the mod or what, but I've never seen this happen before in any of my other games, so I kinda think it is...:confused:

Much obliged if you could take a look at this.

TheLastOne36
Mar 06, 2008, 05:29 PM
I have the same problems as you t3bing, i tried the minor civ until writing option.

Except in my case it's Isabella.

I got a pic to:
http://i32.tinypic.com/2pseomg.png

I don't have the problem with the 0 gpt though. All are producing the correct amount of GPT.

BobTheTerrible
Mar 06, 2008, 08:52 PM
Well, your 2 civs were technically at war, it doesn't seem as if once both of you discover writing, your civs will be like "well, we were just killing each other, but since we know how to write now, we'll forgive you." Although from a gameplay perspective, it does seem a little harsh.

jdog5000
Mar 06, 2008, 10:59 PM
Yeah, you shouldn't suffer that relationship penalty since you didn't actually declare war on them ... I'll see what I can do to fix that and look into this 0 gpt issue too. Thanks for the reports!

jdog5000
Mar 06, 2008, 11:37 PM
t3bing:

Loading your save, none of the cities produce any gpt initially but if I change the Sci slider down from 100% they start to :mischief: ... all looks good to me, was that the source of the confusion?

Anyway, I've got a solution to the war relationship issue too, much of Firaxis's handling of minor civs (and the barbs too) depends on the fact that they declare war on everyone before the game starts ... had to update CvTeam::declareWar to not do relationship effects for these dynamic minor civs.

t3bing
Mar 07, 2008, 07:42 AM
Loading your save, none of the cities produce any gpt initially but if I change the Sci slider down from 100% they start to :mischief: ... all looks good to me, was that the source of the confusion?

Total brain fart on my part - I forgot I still had it up that high (I usually have it down to 60% by that point in the game). :crazyeye: Thanks anyway for looking at it.

jdog5000
Mar 07, 2008, 12:11 PM
It happens ... new version will be up shortly after I finish testing.

Brock_Ritcey
Mar 11, 2008, 05:31 PM
I noticed a bug with stonehenge. When you play multiplayer hotseat and someone builds stonehenge the screen zooms out for them and then zooms in on everyone else. This was a a problem in Civ4 BTS but then one of the patches fixed it. Now the problem only occurs with this mod loaded.

TheLastOne36
Mar 11, 2008, 05:51 PM
I noticed a bug with stonehenge. When you play multiplayer hotseat and someone builds stonehenge the screen zooms out for them and then zooms in on everyone else. This was a a problem in Civ4 BTS but then one of the patches fixed it. Now the problem only occurs with this mod loaded.

That's cause Stonehenge Center's the World Map.

Calender does the same as it also center's the world map.

It's not a bug with CivRev, but rather a bug with the entire CIV IV series.

Brock_Ritcey
Mar 11, 2008, 08:54 PM
That's cause Stonehenge Center's the World Map.

Calender does the same as it also center's the world map.

It's not a bug with CivRev, but rather a bug with the entire CIV IV series.

It was a bug with the Civ 4 game but it was fixed in one of the patches. Something in Revolution undoes that fix. That's why it only happens in when I load revolutions.

jdog5000
Mar 11, 2008, 09:37 PM
Hmmm ... thanks for the report. I just checked the one file I figured it could be, CvMainInterface.py, and there are no differences other than the added Revolution pieces (which wouldn't affect this). The only other place to check is in the SDK, which would be difficult to track down. Does anybody know more about this issue and what might cause it?

Fortunately it doesn't seem like a big problem ... I'll keep my eyes open and see if I find any leads. By the way, does hotseat work okay aside from this?

TheLastOne36
Mar 12, 2008, 06:48 AM
Hmmm ... thanks for the report. I just checked the one file I figured it could be, CvMainInterface.py, and there are no differences other than the added Revolution pieces (which wouldn't affect this). The only other place to check is in the SDK, which would be difficult to track down. Does anybody know more about this issue and what might cause it?

Fortunately it doesn't seem like a big problem ... I'll keep my eyes open and see if I find any leads. By the way, does hotseat work okay aside from this?

I know what he's talking about, i have the same problem.

When you Research Calender, or build Stonehenge, it centers the world map. Then it zooms out. It depends on how much of the world you knew before researching Calender or building stonehenge. Sometimes you know so much about the world it only zooms out a small bit, but when you build stonehenge, it's much earlier in the game, and you don't usually know as much of the world you would know ounce you research Calender. So you then Zoom out More, all the way to the globe view.

It's a small bug with the Minimap. you know that square that shows you how much land your looking at? well when you center the world map, you know how the minimap changes so you see how big your land is to the world? the square that shows how much land your looking at, doesn't change with it. So the computer thinks your looking at a much broader view, and adjust's the zoom, causing it to zoom out.

so, let's say i'm playing continents and have 2 continents. i have a city that just completed stonehenge in the northern part of the continent. The square box in the minimap, is just looking at my city, but when i center the world map, i know how big the world is, and the square box isn't just looking at my city anymore, but the entire northern part of the continent.

Understand? Try a few test games to understand it more. I had this happen with civrev(or any other mod for that matter), the original game, the unofficial patch, and on multiplayer.

BobTheTerrible
Mar 12, 2008, 09:33 AM
Understand? Try a few test games to understand it more. I had this happen with civrev(or any other mod for that matter), the original game, the unofficial patch, and on multiplayer.

Well, if you've had it happen in the original game, then it's a bug with civ in general and not the Revolutions mod.

jdog5000
Mar 12, 2008, 07:53 PM
I thought the issue Brock was reporting was that in multiplayer the map zoomed in for all the other players.

Ardryn
Mar 16, 2008, 12:54 AM
I'm having an odd problem, in that if I leave the StopAutoforRevolt=True, it'll stop it if another AI civ has a revolt pop-up. If I turn it to False it'll automate for the number of turns I specify. I'm using Revolutions 1.4bts, combined with Rise of Mankind.

jdog5000
Mar 16, 2008, 10:43 PM
It works for me, and the code definitely looks right too ... how can you tell that it's stopping for other players revolts? There are a couple other settings which will also cause automation to stop, specifically in the BarbarianCiv section if you have:

OfferControl = True
CancelAutoForOffer = True

then you will get other stops in automation. If that's not the cause, then I'm at a loss since I doubt the Rise of Mankind mod would effect this setting.

Ardryn
Mar 17, 2008, 02:55 PM
It works for me, and the code definitely looks right too ... how can you tell that it's stopping for other players revolts? There are a couple other settings which will also cause automation to stop, specifically in the BarbarianCiv section if you have:

OfferControl = True
CancelAutoForOffer = True

then you will get other stops in automation. If that's not the cause, then I'm at a loss since I doubt the Rise of Mankind mod would effect this setting.

I have both of those settings as false, though after a bit more playing I've noticed that it'll give a "Processing Revolution!" message, but not stop for it. Is that message for my civ or one of the AIs? I also have StopAutoForRevolt = True, and ReinstateOnRevolt = True. Would the reinstate be the problem? It doesn't give me any sort of pop-up, just stops the automation, I've also noticed it tends to die down, and auto for the number of turns I input, the further into the game it gets(or maybe the turns are just taking longer and I don't notice).

jdog5000
Mar 17, 2008, 11:18 PM
Could you either attach your copy of Revolution.ini or send the contents to me by PM?

Ardryn
Mar 18, 2008, 09:09 PM
I sent the contents to you in a PM jdog.

jdog5000
Mar 19, 2008, 05:03 PM
Alright, the problem was actually with a seemingly unrelated setting in your Revolution.ini file:

LeaderOdds = .25

Odds are expected to be integers and the game throws an error when passed a float. I believe what was happening was the mod would stop for a revolt in your civ but this error would short-circuit the revolt processing just before presenting you with the popup. With HidePythonErrors = 1 in CivilizationIV.ini, you would have no idea there was an error and it would look like the mod just randomly stopped.

I would never have guessed that ... so, use 25 instead of .25 and you should be all set. I'll try to make the config parsing a little more robust, though it does say to use integer percentage points in the ini file.

Ardryn
Mar 19, 2008, 09:10 PM
Alright, the problem was actually with a seemingly unrelated setting in your Revolution.ini file:

LeaderOdds = .25

Odds are expected to be integers and the game throws an error when passed a float. I believe what was happening was the mod would stop for a revolt in your civ but this error would short-circuit the revolt processing just before presenting you with the popup. With HidePythonErrors = 1 in CivilizationIV.ini, you would have no idea there was an error and it would look like the mod just randomly stopped.

I would never have guessed that ... so, use 25 instead of .25 and you should be all set. I'll try to make the config parsing a little more robust, though it does say to use integer percentage points in the ini file.

Bwahaha, it figures something like that would cause such an annoying error. I just saw the 0.0 and thought it took values from 0.01 to 1.0, like in another game I have, oh well, live and learn, thanks jdog. :)

And yep, that was the exact problem, soon as I fired up my savegame and automated, I got a pop-up to cede power or fight, thanks again jdog.

StormLord-711-
Mar 25, 2008, 09:18 PM
I thought I'd post this in this thread as well since it includes "questionable behavior" (I had previously opened a thread for this post). This could either be a problem with the program or with what I understand of the mod. The save files that I posted are in the thread "Improving, yet getting worse?".

I've been playing a game of revolutions where my core cities (ones that I've founded) have had an "improving" green revolution index, but where they have actually slowly gotten worse, and now at the point I'm at they are actually all revolting. I'm having enough of a problem with two cities that I took from another peninsula empire (it's in the northeast corner). But what really is strange is that I can't figure out why my core cities are revolting though, because nearly the entire game every single one of these cities have had an improving rev index, and there are few negative modifiers. Those include distance for some of the cities and the global modifiers of despotism (later hereditary rule) and slavery. My capital has been improving the entire game and I don't think it has ever had any negative modifiers besides global ones, and yet it is now on "warning." Most of the rest of my cities are on danger. Can anyone explain what's going on to me? I've posted saves from the beginning, the middle, and where I'm currently at in the game.

jdog5000
Mar 26, 2008, 04:49 PM
Yeah, the trouble is that "Improving" only refers to the local effects in the city and doesn't take everything that effects the RevIndex into account. The most likely culprit are the civ-wide effects like slavery or financial trouble.

I'm currently planning a new system for taking RevIndex and local/national effects into account when determining revolt launching and improving/worsening trends because the current system definitely misrepresents things. National and Local effects will also become more distinct (currently they just lump into the single RevIndex, with local changes being kept track of separately). Unfortunately these changes will take a while, both because they're significant and because of the dreaded "real life" ... but this issue will be addressed.

Hope that helps explain what you're seeing ...

Sonereal
Apr 01, 2008, 04:41 PM
nvm, I figured out what was wrong lol. I kept updating to the wrong version XD

Great mod, this should be standard on any Civ game or expansion that comes out from this point foward.

keldath
Apr 05, 2008, 05:16 AM
hi,
wanted to updaete,
taht on 1.4,

when you start a game,
before oy sattle the first city,
if you perss the bide option, and you press ok,
the game craches....

its a minor cracsh...but....its a crach :)

Deon
Apr 10, 2008, 02:56 PM
Hello, jdog. I highly appreciate your work and efforts, but why do you hate russian?

I mean, I can't play the revolutions 1.4 because I have no interface at all! (even menu windows and dawn-of-man window) and it creates a lot of python exceptions. By a lot i mean A LOT.
Other users do not have such problems, thus I think it's because of my russian windows (maybe not? ???)


Early versions (like 1.32, the last I've played) were ok, but now I can't play.
For screenshots and stuff you can look here, I explained the problem in details and I don't want to quote myself :).
one thread (http://forums.civfanatics.com/showthread.php?t=262937&page=3)
another thread (http://forums.civfanatics.com/showthread.php?t=250745&page=7)
I don't know what actually causes it, but because you had a working version I bet you, fix it please.

Deon
Apr 10, 2008, 03:20 PM
http://img136.imageshack.us/img136/8104/exception0mo6.jpg
http://img87.imageshack.us/img87/698/exception1jx0.jpg
These two are strange python exceptions I get at the game start.
Do you have them with python exceptions interface enabled?

I had no such problems in other mods.

jdog5000
Apr 11, 2008, 02:14 PM
I did change the path finding method for 1.4, so there's probably a problem with that. The issue is most likely not the "My Documents" folder finding, the method for finding those hasn't changed (and that folder should not be used by the mod anyway), but finding the directory where the game is installed ...

I think I've spotted the problem in the new path finding code (which I borrowed from the BUG mod) but there's a simple test you could do so I can be sure it's solved correctly. The old path finding code is still in the mod files, it's just been turned off. If you go inside the mod folder to Assets/Python you should see two files:
CvPath.py
CvPath.py.bak
(You may have to disable hiding of file extensions under Tools->Folder Options->View and uncheck the Russian equivalent of "Hide extensions for known file types")

Basically, rename CvPath.py (which is the new method) to something else, and then remove the .bak from the older file. This should get you back to functioning with the current version, let me know. If it works, then it won't be an issue in future versions.

Deon
Apr 12, 2008, 08:17 AM
Yeah, it worked nicely!
Is there something critical in the new CvPath.py or can I stay with the old version without issues?

jdog5000
Apr 12, 2008, 03:03 PM
You can stay with the old CvPath, a new version of Revolution is going up as I type which has this issue fixed as well.

Cybah
Apr 12, 2008, 11:29 PM
new bug: all components except autoplay are deactivated but there are still revolutions (for AI players)

"X has taken control over Y"

AI leaders are changing....


and now also: "A violent revolution...."


20 players now.... I've startet with 11. :D

-------------------------------------------------------

edit: just found out: your new game options are not working. only "enable = false" within revolution.ini stopped the revolutions and barbarian civs.

Deon
Apr 13, 2008, 10:05 AM
THank you for a fast feedback!
And I hope the issue reported by Cybah isn't hard to fix.
Thanks :).

jdog5000
Apr 13, 2008, 01:44 PM
new bug: all components except autoplay are deactivated but there are still revolutions (for AI players)

"X has taken control over Y"

AI leaders are changing....


and now also: "A violent revolution...."


20 players now.... I've startet with 11. :D

-------------------------------------------------------

edit: just found out: your new game options are not working. only "enable = false" within revolution.ini stopped the revolutions and barbarian civs.

Arrgh ... I'll try to have this fixed very quickly. :cry:

jdog5000
Apr 13, 2008, 02:54 PM
Cybah:

Alright, it seems to me that the problem crops up if you start a game with Revolution or another component enabled, then go back to the main menu and start another game with them disabled. The mod doesn't (yet ...) clear the event subscriptions from the instance created by the first, aborted game and so they are still there for the second game ...

If you were to exit and then reload the second game, it would then work as the event handling would never be set. You might also have added "Enable = False" to the .ini file before restarting? For Revolution and BarbarianCiv, this setting no longer does anything but it would seem like it did in this case.

I hope this explanation fits your experience, because this will be straightforward to fix.

EDIT: Reinitializing components when starting a new game or loading a game seems to have fixed this, new version released.

Deon
Apr 13, 2008, 06:43 PM
Hey, is it me, or the revolution detailed info states "holy city" for every! city?

Duuk
Apr 13, 2008, 07:17 PM
Hey, is it me, or the revolution detailed info states "holy city" for every! city?

I thought it was just me :D

jdog5000
Apr 13, 2008, 07:56 PM
That means you own your state religion holy city, not that the city is a holy city. I'll try to clear that up in the future.

Duuk
Apr 13, 2008, 09:37 PM
yes, but you get that message even if you don't own the holy city currently.

Deon
Apr 14, 2008, 02:42 AM
I had the holy city of my religion, so it was ok for me. I thought it meant that the current city was holy =). Thanks.

Cybah
Apr 14, 2008, 06:19 AM
thanks for the fast fix jdog. :)

Cybah
Apr 14, 2008, 07:46 AM
Well... just noticed something else:

I started playing with barbarianciv only (not revolutions) and now I'm getting attacked from a new minor civ (a barbarian civ right?). so why there was neither a popup nor a message that there is a new civ raising?

jdog5000
Apr 14, 2008, 12:56 PM
Duuk:

If you have a save where this happens, I'd be very interested. The "Holy City" positive effect should only show when you own your state religion holy city. There's also a "Holy city owned by heathens" negative effect if your state religion holy city is owned by a civ who has a different state religion.

Cybah:

There's a default setting "OnlyNotifyNearbyPlayers", you may not have qualified based on that. You should see the popup if the distance between your capitals is < 21 squares from the new civs