View Full Version : WoC v1.00 Bug Thread - NOT Specific Modules


TAfirehawk
Jul 28, 2008, 08:31 PM
Please report any and all issues for the CORE V1.00 release.

Any issues for a specific Module, please report that in the appropriate Module thread, thank you.

The Doodler
Aug 05, 2008, 06:04 PM
I've noticed a couple of issues so far.

Firstly the F9 Info Screen doesn't seem to work properly. Opening the screen just reveals nothing but the standard background and the exit button - no graphs or other buttons - nothing.

Also, I have noticed a health sign with a '1' next to it when the pointer hovers overs a city. This sign also appears in the any main city screen next to the commerce sign in trade routes. Maybe I'm missing something here and it is a legitimate addition, but the health sign doesn't seem to serve any purpose, so I'm wondering what it means?

rockinroger
Aug 05, 2008, 10:20 PM
Hum got a screen shot of this and what modules do you have in?

V. Soma
Aug 06, 2008, 12:49 AM
I have no time to test... :(

But my friend Söör says he got crash with 1.00 after many turns because of
"calling wrong memory address" or what...

The Doodler
Aug 06, 2008, 03:59 AM
Hum got a screen shot of this and what modules do you have in?

Sure. The first is the info screen and the following two are the weird health button thingy. I don't have any modules at the moment so it's definitely a core thing.

Fierabras
Aug 07, 2008, 05:20 AM
I have found the source of the F9-screen problem. The WoC-team introduced a fix for an omission by Firaxis regarding the new game option NO_ESPIONAGE. Unfortunately, somehow this option is not recognized as being a game option.

In WoC/Python/Screen/CvInfoScreen.py it reads (WoC addition in bold):


# See if Espionage allows graph to be shown for each player
if not (gc.getGame().isOption(GameOptionTypes.GAMEOPTION_ NO_ESPIONAGE)):
for iMissionLoop in range(gc.getNumEspionageMissionInfos()):
if (gc.getEspionageMissionInfo(iMissionLoop).isSeeDem ographics()):
iDemographicsMission = iMissionLoop


The easiest way to fix the F9-screen problem is to remove this file for now (or back it up outside the WoC folder), while we look for a proper solution.

rockinroger
Aug 07, 2008, 05:22 AM
Just talked with Faichele and thats a new trade route that contributes to a cities health, but the F9 is definitely not right. Thanks for the info.

Fierabras
Aug 07, 2008, 05:44 AM
Ok, looks like we forgot to add the new 3.17 game option to the SDK in CyEnumsInterface.cpp :crazyeye: :


.value("GAMEOPTION_NO_ESPIONAGE", GAMEOPTION_NO_ESPIONAGE)


When we have recompiled and republished the core, the F9-screen will work properly with our Python change

promomansr
Aug 07, 2008, 06:29 AM
I get an error when I start. Using Core 1.00 Build 1860. The Game still starts and is playable. I have attached screen shots.

Fierabras
Aug 07, 2008, 07:21 AM
I get an error when I start. Using Core 1.00 Build 1860. The Game still starts and is playable. I have attached screen shots.

I know this error, but I'm not sure why you get it. Could you give some information on what modules you have installed?

promomansr
Aug 07, 2008, 07:24 AM
The problem is in the CIV4GameInfoSchema.xml file was missing. I added one from Canada but I don't know what effect that will have. It has fixed the error on startup.http://forums.civfanatics.com/images/smilies/smile.gif

promomansr
Aug 07, 2008, 07:33 AM
Well I was able to fix the startup error and was hoping that was causing the problem with the game hanging at the " Waiting for other Civ " message, but no such luck.

Is there anywhere that I can turn on logging so I can see what the game is waiting for or a console view to watch the game flow? or a tool that I can use to watch the game flow.

Thanks

rockinroger
Aug 07, 2008, 09:31 PM
@ promomansr; Yes you can enable logging go to C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword. In there openup _Civ4Config, hit CtrlF and type in Log in the Find what part. You should then look for "; Enable the logging system". on the next line, "LoggingEnabled = 0", change it to "LoggingEnabled = 1". Then run your game. It generates the logs in C:\Users\Your name\Documents\My Games\Beyond the Sword\Logs in Vista or C:\Documents and Settings\Your Name\My Documents\My Games\Beyond the Sword\Logs for xp. Then one that helps us the most are the MLF and XmDependency Types Logs. Thanks again for your help

rockinroger
Aug 07, 2008, 09:35 PM
Also the MLf will tell us what modules are loaded, the XMlDependency will usually tell us what loaded or did not load because of a error.

tucoow
Aug 08, 2008, 10:03 AM
I've just tried copy the "Extended City Radius" module from v0.92, but it seems to be not working.

promomansr
Aug 08, 2008, 06:45 PM
@ rockinroger. Thanks for the info on the log files. Have turned on the logs and reviewed them. I don't see anything that would cause a loop like the one that I'm getting.

Is there any tools in VC studio or something else that can do a realtime run of the game so I can see where it is stuck.

Thanks

PromomanSr

mamba
Aug 09, 2008, 12:23 AM
Yes, you can attach the debugger to CIV and then step through what the dll does.

To do so, compile the debug dll (named CvGameCoreDLL.dll, i.e. no _debug in the filename) with the output directory being the location of the current dll (i.e.BtS/Mods/WoC/Assets).

Then start Civ, load WoC and after doing so, attach the VC debugger to the Civ4BtS process. Now you can step through the dll.

tucoow
Aug 09, 2008, 09:00 AM
hi hi WoC team~~~
I just confirm this happens with WoC 1.0 -- with pure core install and no other modules. Attach a sample save game, 1 turn to CTD.
EDIT: just check div_woc, also CTD at founding a religion...
EDIT AGAIN: just check pure BTS, good -- no this problem. Seems that no one play WoC & div_woc long enough till founding a religion? :lol::lol::lol:

Brave Sir Robin
Aug 09, 2008, 10:53 AM
hi hi WoC team~~~
I just confirm this happens with WoC 1.0 -- with pure core install and no other modules. Attach a sample save game, 1 turn to CTD.
EDIT: just check div_woc, also CTD at founding a religion...
EDIT AGAIN: just check pure BTS, good -- no this problem. Seems that no one play WoC & div_woc long enough till founding a religion? :lol::lol::lol:

are you playing with choose religions on ?
if so i am have thing same ctd ,been Pming back & forth with Rockingroger about it
try playing with out choose religion checked and see if it works

rockinroger
Aug 09, 2008, 12:04 PM
Choose religion option, ill have to test that and see if that is the bug, again thanks for the reports guys, its almost impossible to catch all bugs. So this is appreciated.

rockinroger
Aug 10, 2008, 06:12 PM
Update to choose religion option, it doesn't matter if zoro is in or not, nor if you build Code of laws, its just that option that causes it, right now. Please post bugs here, http://woc.dreamhosters.com/bugtracker/mantis_110a3/my_view_page.php, along with a save game and modules list.

rockinroger
Aug 11, 2008, 03:43 PM
@ rockinroger. Thanks for the info on the log files. Have turned on the logs and reviewed them. I don't see anything that would cause a loop like the one that I'm getting.

Is there any tools in VC studio or something else that can do a realtime run of the game so I can see where it is stuck.

Thanks

PromomanSr

Hows this going for you? Ill have to update that Civ pack with Hiawatha, b4 i release it.

promomansr
Aug 13, 2008, 05:08 AM
@ rockingroger - The game is still going into an endless loop of waiting for other civs. I'm working on tracing where the problem is with VC debug tool but have not found anything that accounts for it.

I will send logs and open a bug report as soon as I sure it is the game and not something else with Vista or my setup that is causing it.

essormo
Aug 18, 2008, 10:13 AM
I've just tried copy the "Extended City Radius" module from v0.92, but it seems to be not working.

I manage to change the city radius by changing CITY_PLOTS_RADIUS_EXTENDED and BASE_CITIZEN_RADIUS in the DCR_GlobalDefines file. But the corresponding file DCR_GlobalDefines which lets buildings influence the city radius does not seem to work (the iCitizenRadiusModifier). I tried different combinations of changes, but the buildings (granery and hospital) won't seem to affect the city radius.

Please only reply if you have testet this out and found a way for it to work.

rockinroger
Aug 18, 2008, 02:53 PM
How about i just get that game concept out tonite.

buck beach
Aug 20, 2008, 06:27 AM
Hi, I have no idea what I am doing yet but I have 1.0 installed along with both official and unofficial 3.17 updates along with Bug. When I open the mod I get:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

I am able to ignore and get into a game start, but am lost from there (I see no difference between the mod and the BTS standard.

Can some one point me toward an "instructions for dummies location". I hope it is very basic I am not that savee (sic) but I was able to work in and around the VISA ini changes in Warlords.

rockinroger
Aug 20, 2008, 02:50 PM
Ru running BTS 3.17?

ahartnett
Aug 20, 2008, 04:32 PM
I get the same error as buck beach and also have bug installed. Am running 3.17. If you click ignore, the rest loads fine. The opening screen looks like a normal BTS screen but other screens have woc in the corner so i know it's loaded. I've tried it with and without the modules loaded and have the same issue.

This may sound stupid, but I have no idea how to get another module to load, such as diversica. Is the front end loader what we're not seeing? Thanks for any help.

buck beach
Aug 21, 2008, 08:09 AM
Ru running BTS 3.17?

Yes, I have the Standard BTS upgraded to 3.17. I went through a reinstall of everything (and I mean everything back to original Civ IV standard) and now purposely left out the unofficial 3.17 and BUG (except for standard BTS game). I still get the same error.

Edit: I forgot to include my system is Windows XP

I just started it up again and unlike AHARTNETT, I see nothing in the game that indicates it is running (except the openning screen).

NikNaks
Aug 21, 2008, 09:54 AM
I get the same error, both with and without BUG. Haven't tested any modules yet, but I'll be making some myself in the coming months.

mamba
Aug 21, 2008, 11:03 AM
I get the same error as buck beach and also have bug installed. Am running 3.17. If you click ignore, the rest loads fine. The opening screen looks like a normal BTS screen but other screens have woc in the corner so i know it's loaded. I've tried it with and without the modules loaded and have the same issue.

BUG might be the issue here as it and WoC change some Python files, so maybe the two are not compatible (not sure, I do not use BUG).

Have you tried loading without BUG (i.e. deleting/renaming CustomAssets) ?

This may sound stupid, but I have no idea how to get another module to load, such as diversica. Is the front end loader what we're not seeing? Thanks for any help.

You don't, at least not Diversica. While you could use it, it would require some manual work. If you install Diversica for WoC, it will install in its own directory and you can load that just like any other mod.

Merging Diversica with WoC or WoC modules with Diversica (both should work in theory) will require some manual editing however (with merging modules into Diversica being the easier approach as all you need to worry about is modules, not Assets/XML).

rockinroger
Aug 21, 2008, 03:02 PM
Yes, I have the Standard BTS upgraded to 3.17. I went through a reinstall of everything (and I mean everything back to original Civ IV standard) and now purposely left out the unofficial 3.17 and BUG (except for standard BTS game). I still get the same error.

Edit: I forgot to include my system is Windows XP

I just started it up again and unlike AHARTNETT, I see nothing in the game that indicates it is running (except the openning screen).

AH the WoC core does not include any modules you can find modules here, http://forums.civfanatics.com/showthread.php?t=285008, post 3, look in the spoilers. Basically we released the core, which you could consider the framework of a house, the modules that you choose to add would be the furnishings. Sorry for bad carpentry metaphor, buts thats what i do. So yes main WoC will not aqppear too much different from BTS, as far as Units, Buildings, Resources, etc. It does however set everything up for the modules, that you the player can choose to add or not add.

ahartnett
Aug 21, 2008, 05:21 PM
BUG might be the issue here as it and WoC change some Python files, so maybe the two are not compatible (not sure, I do not use BUG).

Have you tried loading without BUG (i.e. deleting/renaming CustomAssets) ?



You don't, at least not Diversica. While you could use it, it would require some manual work. If you install Diversica for WoC, it will install in its own directory and you can load that just like any other mod.

Merging Diversica with WoC or WoC modules with Diversica (both should work in theory) will require some manual editing however (with merging modules into Diversica being the easier approach as all you need to worry about is modules, not Assets/XML).
Thanks, Mamba. It all makes sense now. It didn't occur to me that Diversica would load WOC with it. Interestingly, I don't get the Assert Failed Error when WoC loads through Diversica but it didn't load the dark blue interface or the buttons on the left. Maybe the error has something to do with the interface. I am getting the opening WoC screen now whether loading WoC core or through Diversica. Don't know why I wasn't getting it before.

buck beach
Aug 21, 2008, 06:26 PM
AH the WoC core does not include any modules you can find modules here, http://forums.civfanatics.com/showthread.php?t=285008, post 3, look in the spoilers. Basically we released the core, which you could consider the framework of a house, the modules that you choose to add would be the furnishings. Sorry for bad carpentry metaphor, buts thats what i do. So yes main WoC will not aqppear too much different from BTS, as far as Units, Buildings, Resources, etc. It does however set everything up for the modules, that you the player can choose to add or not add.


So is there a check (special building, unit, civilopelia (sic) entry, etc) or something that indicates that when I ignore the startup error regarding the utility dll does not otherwise effect the mod :confused:.

Fierabras
Aug 21, 2008, 06:39 PM
Chances are likely that it's just a minor error. Ignoring this assert would probably not effect anything.

rockinroger
Aug 21, 2008, 08:44 PM
What is your start up error?

buck beach
Aug 21, 2008, 09:54 PM
What is your start up error?

If that was for me here it is:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

This was indicated above along with other items possibly relevant.

rockinroger
Aug 21, 2008, 10:25 PM
Ah yes you should just be able to ignore that one and continue. Do you have your logs on?

mamba
Aug 22, 2008, 02:51 AM
Thanks, Mamba. It all makes sense now. It didn't occur to me that Diversica would load WOC with it. Interestingly, I don't get the Assert Failed Error when WoC loads through Diversica but it didn't load the dark blue interface or the buttons on the left. Maybe the error has something to do with the interface. I am getting the opening WoC screen now whether loading WoC core or through Diversica. Don't know why I wasn't getting it before.

You are welcome, if you need help merging something with Diversica, let me know in the Diversica thread (http://forums.civfanatics.com/showthread.php?t=282425). Usually it should just be a matter of adjusting the MLF files.

Brave Sir Robin
Aug 23, 2008, 10:56 PM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

buck beach
Aug 24, 2008, 07:52 AM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

I experienced this too but right now I don't remember it being exclusive to WoC because I haven't got that far into a WoC game. It got so bad I turned off the events as well as the spies in my latest game (vanilla official and unofficial 3.17 and BUG).

buck beach
Aug 24, 2008, 08:08 AM
Ah yes you should just be able to ignore that one and continue. Do you have your logs on?

I guess I had better go back and try reading the threads again. I have no ideas what logs you are talking about. However, I want to clarify the issue of what I should or should not be seeing when I am in WoC. I do note when I set up a custom game there is a gigantic map available with some 30 civs. Other than this when I get into the game there is NOTHING that indicates ANYTHING different. I can find no "logs" or the WoC identifier AH mentioned. Is there anything I should look for that will show me it is operating properly.

I have not moved this to another thread because I am still not certain the opening aforementioned error message is not mucking up the works.:confused:

rockinroger
Aug 24, 2008, 12:03 PM
What modules do you have in buck, if you have some of the technologies or buildings, before you start a game you can go into the pedia to confirm them. for example if you have boating you should see it in the pedia. load WoC, then go to Civilpedia. Before loading a game.

buck beach
Aug 24, 2008, 12:43 PM
What modules do you have in buck, if you have some of the technologies or buildings, before you start a game you can go into the pedia to confirm them. for example if you have boating you should see it in the pedia. load WoC, then go to Civilpedia. Before loading a game.

I started reading and feel like a fool :crazyeye:. I have no modules loaded! When I posted this morning I was on my wife's computer (I lost my Internet connection). I now see where the various downloads for the modules are located. I'm now back on line on my computer and will try to get some of them loaded. I hope they are not to complicated to apply.

Sorry I will wait next time.

rockinroger
Aug 24, 2008, 03:57 PM
Nope they have a automatic installer just click and point,lol. If have a problem though we are here.

buck beach
Aug 25, 2008, 05:36 PM
Nope they have a automatic installer just click and point,lol. If have a problem though we are here.


OK I'm back. Loaded the mods (all) automatically into to the Mods/WoC file and fired WoC up. Same error message as I reported above, which I ignored. Into the custom WoC game selection I choose Giagantic World, etc but I notice there are no other game options other than the standard BTS (eg ranged fire, extended city, etc). I start the game and check the Civilopedia for various WoC: units, religions, techs, wonders, etc, etc and there are none.

Any ideas?

rockinroger
Aug 25, 2008, 07:57 PM
Just out of curiosity have you made any changes? Would help me narrow things down.

ahartnett
Aug 26, 2008, 07:51 AM
I also get the same initial error message as buck beach and just checked the civilopedia and none of the modules are listed either. I haven't changed anything in WOC. I was using the SVN prior to the public release and remember there was a world wonder in there then (I didn't play with it that much). I deleted that and started new when the public came out. I also can't get modules made by other people (such as diversica) to use WOC colors or fonts - it does do the button changes. I'm going to delete the whole thing and start over again and let you know how it goes.

ahartnett
Aug 26, 2008, 09:02 AM
I reinstalled WoC and all the modules work now. I remember I was having a problem with firefox bombing out with each download that day and started using explorer towards the end so I did see the new resources when I was playing (and didn't notice I was missing a lot of other stuff!). I am getting a new error message though. Now I get a Failed loading XML file modules/buildings/unique/3rd/MLF_Civ4modularloadingcontrols.xml. I am still getting the old assert failed error that doesn't seem to matter. I noticed in the pedia there is an entry that needs to be corrected - TXTKEY_Building_KUVEND for the Albanian empire.
Thanks for any help with the xml error.

buck beach
Aug 26, 2008, 12:21 PM
Just out of curiosity have you made any changes? Would help me narrow things down.

OK, like AH I reinstalled and now WoC is working. There are some tweeky things happening at start-up (like not recognizing that a CD is in the drive) and a periodic darkened screen (but still viewable). There also seems to be a couple of others but not sure. I will report if they reoccur.

Note I still get the original error as I previously reported above.

ahartnett
Aug 26, 2008, 02:20 PM
Yikes! I reinstalled WoC and all the modules twice and I'm not getting any happy/unhappy or healthy/unhealthy icons on the city screen - reason for reinstallation was that the modules weren't working at all before. I get the 3rd building xml error I mentioned above also in both reinstallations. Are you seeing those icons, buck beach (they're the ones on the top when you open the city screen)?

rockinroger
Aug 26, 2008, 05:37 PM
hey guys
found a bug
see the first line on screen shot
city of maypan is in revolt ,this has appeared for at least the last 50 turns, does not seem to affect anything else ,but clearly is stuck in some kind of loop
can attach a save if you need it

This is general bts bug, Ive ran across this also.

rockinroger
Aug 26, 2008, 05:51 PM
@ ahartnett, and buck beach, ok i get that error now, ill see what is going on now in the logs.

rockinroger
Aug 26, 2008, 06:07 PM
aha found the problem, ill fix the installer, to make it work you need to copy the CIV4ModularLoadingControlsSchema into Mods\WoC\Assets\Modules\Buildings\Unique\3rd. You can get it here Mods\WoC\Assets\Modules\Buildings\Unique\2nd. When the original installer for the core was made we had no 3rd buildings. So I missed the schema but added the MLF sorry guys. Great catch. I'm hoping to get core 1.1 out this weekend with all the fixes in. Only one left is the fix for having choose religion option on. I think!

ahartnett
Aug 27, 2008, 07:17 AM
Another thing I noticed is the Info Screen is blank in my installation. This is the screen that is supposed to show the graphs (power, etc), then have buttons to click on to get to another screen to see demographics, etc. There are no buttons either. Great job on this project, rockinroger!

Fierabras
Aug 27, 2008, 09:35 AM
Another thing I noticed is the Info Screen is blank in my installation. This is the screen that is supposed to show the graphs (power, etc), then have buttons to click on to get to another screen to see demographics, etc. There are no buttons either. Great job on this project, rockinroger!

See post #6 and #8 by me in this thread (Info Screen = F9-screen)

rockinroger
Aug 27, 2008, 03:24 PM
WE are close to getting a WoC core 1.1 with 4 main fixes out. One of which Fierabras has fixed. As far as the project goes, we have a very good team. Im just a small cog in the machine, lol. We do need Beta testers though. We have quit a few new modules that need testing. Super Spies, Sea Cities, Slavery mod, Extended Event Engine to name a few. Also Terrafoming module in the future. We just lack private beta testers, so most of the testing is done by our team, which slows development.

chumpy56
Aug 27, 2008, 07:44 PM
whats involved in beta testing? I wouldn't mind helping out as I love this project, but I have no knowledge of modding and dont get to play CIV as much as some.... but if I can be of some help I am willing.

ahartnett
Aug 27, 2008, 09:44 PM
I would be happy to beta test. I have a lot of free time but am not the best civ player (I just started playing again recently). I probably won't be very good at testing Super Spies, for example.

saith_of_aura
Aug 30, 2008, 10:58 PM
If that was for me here it is:

Assert Failed

File: .\CvXMLLoadUtilitySet.cpp
Line: 1545
Expression: bSuccess
Message:

This was indicated above along with other items possibly relevant.

I have the same error. In my case i was merging the civ++ mod into WOC i have the error during the building load process.

This is the cpp coade that seems to have the error

bLoaded = LoadCivXml(m_pFXml, "GameInfo/CIV4Hints.xml");
if (!bLoaded)
{
char szMessage[1024];
sprintf( szMessage, "LoadXML call failed for GameInfo/CIV4Hints.xml. \n Current XML file is: %s", GC.getCurrentXMLFile().GetCString());
gDLL->MessageBox(szMessage, "XML Load Error");
}

beyond that though I've got nothing. I've tried to see if i can identify what part of the building file is causing the error and I can't but i do know you guys are right its minor everything seems to work just fun if you ignore it

mamba
Aug 31, 2008, 12:29 AM
Check the xml for comments, esp. at the end of the file (i.e. after the last definition). For some reason those sometimes cause assertion failures.

Not sure it was specifically this error though.

Sgt.Keel
Sep 01, 2008, 05:40 AM
Hi,

cudos, awesome project! However, I'll start right away with a little bug report.

Error Message (during map generating): "python findStartingPlot() returned an invalid plot index!" in CvPlayer.cpp, line 1962.

This happens whenever I start a game during the second half of the map generating process, no matter if modules are installed into WoC or not. If I ignore it, I can continue and start playing.

Btw, Terrain looks "blue-marbly" and I get civ4lerts notifications, so the WoC modules seem to load and work fine so far.

Ramesses
Sep 01, 2008, 12:17 PM
Espionage cannot be disabled when WoC is running. Play a custom game, and select "No Espionage." Espionage will be implemented anyway. The only modules I'm running are the three resource packs, and I doubt that those would affect espionage in any way.

I have an extreme dislike for Espionage. :wallbash:

Fierabras
Sep 01, 2008, 12:50 PM
Somehow we forgot to include the No Espionage game option while merging/changing the SDK, which led to several problems, like the missing Info Screen. It will be fixed in the upcoming core version.

Fierabras
Sep 01, 2008, 12:53 PM
Error Message (during map generating): "python findStartingPlot() returned an invalid plot index!" in CvPlayer.cpp, line 1962.

This happens whenever I start a game during the second half of the map generating process, no matter if modules are installed into WoC or not. If I ignore it, I can continue and start playing.

Could you give some information on what map (Fractal, Hemispheres, etc.) you are generating? And if it's a cylindrical map or any other?

Sgt.Keel
Sep 01, 2008, 02:21 PM
Could you give some information on what map (Fractal, Hemispheres, etc.) you are generating? And if it's a cylindrical map or any other?
Huge, 70% sea, normal humidity Tectonics map (cylindrical).

It's reproducably the same error every time, as long as I choose "always ignore" I seem to be getting no further errors after that one, at least during the first couple of hundred turns so far.


Further info (possibly unrelated):
Standard number of civs, difficulty on noble, Marathon game, if that's of any interest.
On a side note, I had a CTD once so far when using the "5 new civics" modpack.
Blue Marble, ranged combat, diversity, civ4lerts, and so on seem to work flawless.

Brave Sir Robin
Sep 01, 2008, 02:32 PM
I have also had trouble with "custom" map scripts .tectonics was added with 3.17 (i think).So maybe the same problem as the no espionage not being reworked properly.
the custom map script i have problems with is called planet generator .68
http://forums.civfanatics.com/showthread.php?t=180995

Fierabras
Sep 01, 2008, 03:36 PM
We have tested some different configurations and our conclusion is that there is a minor bug in tectonics.py which triggers the failed assert reported by Sgt.Keel

It has something to do with the findStartingPlot() Python function, but I don't see it yet...

Sgt.Keel
Sep 02, 2008, 03:59 AM
We have tested some different configurations and our conclusion is that there is a minor bug in tectonics.py which triggers the failed assert reported by Sgt.Keel

It has something to do with the findStartingPlot() Python function, but I don't see it yet...
Quick update: The error does *not* occur when I choose the largest map (Gigantic). It does occur on (all?) smaller map sizes. Possibly something like the map origin not being set correctly on smaller maps?

French guy
Sep 03, 2008, 02:48 PM
Hello,

I've loaded the mod without putting English in the game option.. and, i was surprised to see it was working!!

I looked a bit, and the text for some units have been traduced...
well...
it's nice yet, but, it's not fine French at all!! :D

dunno who did it, who make the packs for the team..
but, if i'm getting mailed the units/buildings description..
I guess i can have a look from my work, and get it traduced in a real French...
i would be proud to bring a little contribution then! :p

(it's more usefull than if i just correct it in my home installed files... and loose thoses changes if the packs are updates and file replaced then later!!! no??)
:D

(by the way, a real bug i though i've read about and can't find again here... i have no health icons or happiness icons in cities... no religion icons in civic screens... someone saw where it was discussed about?? )
thanx

rockinroger
Sep 03, 2008, 02:56 PM
Antarious and myself do most of the translations, we use the civ4translator, which is close but not always accurate as you are finding out. Were glad it works in French, i just spent the better part of 2 evenings doing another translation, so that makes me happy it is appreciated. That said if you have better corrected translation Id be happy to include them.

French guy
Sep 03, 2008, 03:29 PM
hmmm

sure i'd like, maybe i could do spanish translations by the way too... (if no real spanish is under our hands...)

if i take the different XML of the different pacs, and correct it for thoses 2 languages... i can send it back to you, and u update the packs???
(pack after pack would be nice way....

could be done in such a way then???
:p

rockinroger
Sep 03, 2008, 03:39 PM
Yes sounds good. we can do that.

black_imperator
Sep 04, 2008, 11:27 AM
I can help to for the french translation ( I did most of the FFH one),
I can also convert some mods into WoC format ^^

French guy
Sep 05, 2008, 07:22 AM
i'm yet working on the traduction for French/Spanish

I change some bit of Italian too, when it's easy, but i don't know any rule of grammary or verbs in that strange language...

so could be nice find someone for Italian...

i'm doing pack after pack... (i'm currently on the "Unit statistics", and it' a loooong one!!:D)