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ArtemisEntreri
Oct 30, 2009, 12:35 PM
i have a problem: i was getting message about error endTurn...Barbarian.. and i was ignoring it for hundreds turns but now i met Portuguese which are more advanced then me but are minor

phungus420
Oct 30, 2009, 08:07 PM
i have a problem: i was getting message about error endTurn...Barbarian.. and i was ignoring it for hundreds turns but now i met Portuguese which are more advanced then me but are minor

I pressed enter and they immediatly came out of minor status. My initial guess is that some part of StartAsMinors.py or BarbarianCiv.py get messed up in your download. Redownload and reinstall, and that should take care of problem. Of course it may be something else, do you have a save from before you met the Portuguese?

stagnate
Oct 30, 2009, 08:40 PM
What version are you running? There was a bug with revolutions where under some cases a civ would come out of minor status, but you couldn't communicate with them until they initiated contact. I ran into it and reported it earlier this fall.

xabninf
Oct 31, 2009, 05:11 AM
Im running 9.7b, the Mech Inf's little grunts appear as pink blobs, the motorized Inf model is fine though.
Btw this is the best mod ever!

rkade8583
Oct 31, 2009, 05:20 AM
Are your animations turned on?

phungus420
Oct 31, 2009, 07:52 AM
Im running 9.7b, the Mech Inf's little grunts appear as pink blobs, the motorized Inf model is fine though.
Btw this is the best mod ever!

Thanks, must have the wrong folder being pointed to. Will fix in the next update, I'm waiting on jdog to fix the ACO display before releasing a new update, this is a good catch though, because it's something would have drivin me crazy if I'd missed it.

What civ are you playing though? This is important because different civs have different art used for many of the units.

Edit: Nevermind, it's all of them. The Trooper had it's folder's name changed to Modern_Trooper, and wasn't updated in the ArtDefinesUnit file.

ArtemisEntreri
Oct 31, 2009, 06:40 PM
I did what you told me and it was same thing:
Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x....>>
Then when I entered world builder and erased Portuguese city "Guimar?es" I get two errors:
Error in cityLost event handler <function onCityLost at 0x....>
Error in cityLost event handler <bound method Tester.onCityLost of <Tester.Tester instance at 0x....>>
But after that everithing was fine and they came out of minor status..
Anyway, thank you for your help and for making the best mod ever.
P.S:
I'am sanding you save before i met portuguese if you still want it.

phungus420
Oct 31, 2009, 06:54 PM
Thanks for uploading the save. Unfortunately I don't see any issues with it, everything seems fine in the save.

ArtemisEntreri
Nov 01, 2009, 05:12 AM
Thanks for uploading the save. Unfortunately I don't see any issues with it, everything seems fine in the save.

Hi again, sorry I was bothering you before, it seems that I have a problem with special characters, now I edited CIV4GameText_Cities_BTS.xml and replaced "ä" with "a" and everithing is going smoothly.

cardgame
Nov 03, 2009, 03:39 PM
So I just installed the new LoR on my Vista machine.
I just installed the 3.19 patch too, to make sure it would work.

I checked on Enhanced Graphics and unchecked QuickStart bar, or whatever it is, b/c I don't use it. I check 'Run LoR' and close the install window.

LoR doesn't start - so I double click the shortcut. It says "Sid Meier's Civilization 4 has stopped working" and won't start. I run it as admin... but get the same problem.

I started up normal BTS and loaded LoR mod... and the same error crops up.

Any help? :confused:

Some download-related info: I started downloading LoR before I had 3.19 on. Installed the patch when LoR was about halfway done. I'm near certain this can't do anything, but thought I'd include it anyway just in case

phungus420
Nov 03, 2009, 05:20 PM
There are only two things I know of that will cause LoR to crash while initializing. Your copy of BtS is not at version 3.19, or the core files of BtS have been altered. It's almost always the former. Try reinstalling the patch, and make sure you manually install it instead of using the automatic updater.

cardgame
Nov 03, 2009, 05:34 PM
There are only two things I know of that will cause LoR to crash while initializing. Your copy of BtS is not at version 3.19, or the core files of BtS have been altered. It's almost always the former. Try reinstalling the patch, and make sure you manually install it instead of using the automatic updater.

OK, thanks :)
Also, just though it was interesting, the first time I loaded the LoR mod from BTS it actually loaded the Wolfshanze thing that I had kept in my Mods folder. I tossed it in the recycle bin though so hopefully shouldn't happen again ;)

Mr_M0ntana
Nov 09, 2009, 11:17 AM
I love this mod but one constant annoyance is that, randomly, I'm playing LoR and a message comes up about some bad allocation of memory and closes. How can I fix this?

phungus420
Nov 12, 2009, 09:27 AM
MAF crashes are not bugs in the mod. They are caused by overloading your RAM, you can get MAFs in default Civ4; BtS will start causing MAFs on my computer with large maps in the modern era, and will even do it on standard maps if I get to the end of the tech tree and there is alot going on. There is thread on it here with more information and some ways you can try to not get them:

http://forums.civfanatics.com/showpost.php?p=8634545&postcount=5

SHS`
Nov 12, 2009, 11:44 AM
Just out of curiosity, I tried the Ice-Age Earth map from BtS (putting it in My Games\<BtS>\Saves\WorldBuilder) having had LoR loaded up as a mod... it'll crash every single time. Changing the start year from -18000 back to -4000 makes no difference...

phungus420
Nov 13, 2009, 04:16 AM
Just out of curiosity, I tried the Ice-Age Earth map from BtS (putting it in My Games\<BtS>\Saves\WorldBuilder) having had LoR loaded up as a mod... it'll crash every single time. Changing the start year from -18000 back to -4000 makes no difference...

Seriously, use the search function. This is not a bug, it's how WBS map loading works; and I purposefully locked out scenario map loading for the mod so that I wouldn't see stuff like this in bug reports.

Search the forums, or create a thread on it if you want to know how to make a map compatible with a mod.

SHS`
Nov 13, 2009, 06:43 AM
Seriously, use the search function. This is not a bug, it's how WBS map loading works; and I purposefully locked out scenario map loading for the mod so that I wouldn't see stuff like this in bug reports.

Search the forums, or create a thread on it if you want to know how to make a map compatible with a mod.

I assume you mean this: http://forums.civfanatics.com/showthread.php?t=328699&highlight=scenario

Well, strictly speaking it is bug, though not with LoR but rather with Civ4 itself, having the application crash when the supported number of civs in the dll mismatch those in the WBS. :mischief:

Anyway, perhaps the stickied "Main Download and Info" and the not stickied "Info and FAQ" thread be updated with using standard maps?

Maniac
Nov 13, 2009, 03:56 PM
I take it the lack of comments is due to the fact no one has been able to break the mod in 0.9.7c yet.

Breaking news! I've managed to break the mod.

I started the game under unpatched 0.9.7 some weeks ago though. When I ran into the crash, I saw here that there was a new version which didn't break savegames, so I installed that one. Now I get to the beginning of my new turn. Then however a pop-up appears where my vassal the Khmer Duchy offers to join my glorious empire. When in my infinite generosity I accept, the game crashes.

bestbrian
Nov 13, 2009, 04:11 PM
Breaking news! I've managed to break the mod.

I started the game under unpatched 0.9.7 some weeks ago though. When I ran into the crash, I saw here that there was a new version which didn't break savegames, so I installed that one. Now I get to the beginning of my new turn. Then however a pop-up appears where my vassal the Khmer Duchy offers to join my glorious empire. When in my infinite generosity I accept, the game crashes.

I loaded your save, and The Khmer didn't offer to vassal. Nappy asks you to dow the Americans, you make contact with Ho, and that's it for diplo. Sury is actually listed as a vassal of Peter. :confused:

Maniac
Nov 13, 2009, 04:22 PM
I AM Peter. There are two of us in the game. ;) Damn Russian imitator.
Hmm, I've noticed before diplomacy can be random, even with random seed reload off. (I did turn random seed reload off right? :scared: )

The crash is consistent with me though. :confused:

phungus420
Nov 13, 2009, 08:43 PM
Thanks Maniac, pretty much perfect bug report. Unfortunately I am unable to replicate it, so there really isn't any way to figure out what's wrong, or anything with which to forward the report to the RevDCM team. Basically I loaded your save, hit enter, got the pop up about Khamer giving up their independence, accepted, and the game went on without a hitch. I'm going to upload the save for you, all I've done is accepted Khamer's assimilation and selected Taoist monasteries for construction in the two cities that built something this turn. This way you can continue with the game. If anything like this happens again, please do report it, I do like to figure out what's wrong and fix any issues that occur. In this case though I just can't see anything go wrong, it all happens as normal.

Maniac
Nov 14, 2009, 07:14 AM
Thanks! :D

Afforess
Dec 07, 2009, 05:14 PM
Phungus, has anyone in the RevDCM forums ever exspressed any interest in making the Rev effects scale with game difficulty?

I noticed this post, Dom Pedro added this feature to his mod, Test of Time, which I subsquently "Stole" from him. If you want help getting it out of his or my sources, just shout.

JanusTalaiini
Dec 13, 2009, 07:32 AM
In my current game (noble difficulty), the Khmer are sending Phak'ak stacks against me, and they don't have engineering. :confused: I thought it was odd, as I have a significant tech lead on them and I just have swordmen, so I opened the world builder to check and, sure enough, they don't have the tech to be building them. Am I missing something?

*edit* So after I world-builder-deleted the ones that were visible, they just sent archers at me, which is about where they were tech-wise. Odd.

SHS`
Dec 13, 2009, 10:59 AM
In my current game (noble difficulty), the Khmer are sending Phak'ak stacks against me, and they don't have engineering. :confused: I thought it was odd, as I have a significant tech lead on them and I just have swordmen, so I opened the world builder to check and, sure enough, they don't have the tech to be building them. Am I missing something?

*edit* So after I world-builder-deleted the ones that were visible, they just sent archers at me, which is about where they were tech-wise. Odd.

Gifted (generic) units from another civ which then become the Khmer's UU? :confused: Can the AI gift units to the AI in LoR?

notalent
Dec 17, 2009, 12:27 PM
I'm getting and end of turn event error, the game keeps playing , I'm trying to see if I can get the full text.

Lean
Dec 17, 2009, 08:02 PM
Ok, I installed the lastest version with Enhanced Graphics enabled. When I opned the game, normal CivIV graphics. So, I reinstalled it, Enhanced Graphics setting once more, and still nothing.

phungus420
Dec 17, 2009, 08:51 PM
Thanks Lean. You are correct, I moved around the ExpandedGraphics.fpk for something, and put it back in the wrong place. The installer messes up now and puts the packed art for expanded graphics in the main mod's folder, instead of the assets folder. This will actually cause a couple crashes due to missing LSystem art if the add on is selected. I will correct this in the upcoming update, but again I am waiting on feedback from users who had the installer not work, as I can't test the installer myself, since my copy of BtS is not a steam copy.

To fix this yourself, simply move the ExpandedGraphics.fpk into the assets folder instead of the main folder of LoR.

Lean
Dec 17, 2009, 09:15 PM
It's alright, no biggie, I'll just wait it out. I'm just grateful I could help further the mod.

Sea_of_Japan
Dec 20, 2009, 02:33 AM
Hello.

I played custom game.

But There is these bug messege.

Bug options - cannot locate settings folder

phungus420
Dec 20, 2009, 07:58 AM
Hello.

I played custom game.

But There is these bug messege.

Bug options - cannot locate settings folder

Is this 0.9.8b?


Edit:
The only way I can see how this could happen is if you installed the game under a different user then you are trying to play it on. In order to get around the need to Launch as an Administrator, LoR's installer puts the UserSettings folder in MyDocuments/My Games (and it will put it in the BtS folder of that directory if that folder exists). The MyDocuments folder is user specific. So if you install under your account, then log in with a different user, this can occur. It's not really a bug, it's a feature of Windows. In 0.9.8 I tried setting the context shell of the computer to all, if the firaxis directory could not be found, before Installing the UserSettings folder, but this created problems for the uninstaller, so I removed this. It may very well be that with the 0.9.8 installer that Shell Context change is causing your problem. So ensure you've updated to 0.9.8b and play under the same account you installed LoR under. That should fix your issue, if not let me know.

Mesix
Dec 22, 2009, 02:06 PM
I installed the mod and I cannot play. The main menu works fine. When I start a game, there are no interface buttons or menus to click on. I can click on any of the units and move them, but I cannot found a city nor perform any functions which require a button.

I have treied to deinstall and reinstall and it is still the same.

Unclethrill installed on his computer off the same downloaded file so I know the instal.exe file is not corrupted.

Any recommendations?

bestbrian
Dec 22, 2009, 02:44 PM
I installed the mod and I cannot play. The main menu works fine. When I start a game, there are no interface buttons or menus to click on. I can click on any of the units and move them, but I cannot found a city nor perform any functions which require a button.

I have treied to deinstall and reinstall and it is still the same.

Unclethrill installed on his computer off the same downloaded file so I know the instal.exe file is not corrupted.

Any recommendations?

I have no recommendations, I just wanted to say that I love your avatar, even though I'm more of a John Pertwee man, myself. :D

Actually, maybe I have one recc: did you "Run As Administrator" when you launched the mod?

phungus420
Dec 22, 2009, 02:46 PM
First off, nice avatar. I've actually become a fan of the new doctor myself, but before him Tom Baker was obviously the best.


As for your problem, there was a bug that could cause this if non Roman Characters were in the mod's path. However this should be fixed, at least I have implemented the work around fix and other users that reported this bug have stated that this is fixed. So you may have found a new bug. The bug must be user specific, but I'd like to fix it, as it's likely other users have experienced this and just not reported.

My intuition tells me this is some conflict with your system and the BUG mod's code. There are a couple of things we can do to try to fix this (and so I can fix this in a later update for other users). First can you turn on Python Exceptions? In your My Game/BtS folder there should be a _Civ4Config file (you can also access this in your Program File/.../Beyond the Sword folder, as there as a shortcut to it in there). In that file search for this line:
; Set to 1 for no python exception popups
HidePythonExceptions = 0
And change the 0 to a 1 so it's reads like so:
; Set to 1 for no python exception popups
HidePythonExceptions = 1
Then find these lines:

; Enable the logging system
LoggingEnabled = 0
...
; Enable message logging
MessageLog = 0
And again change the 0s to 1s

This will enable python exceptions, and will log them. There is obviously some failure occuring with the Python (as Civ4 builds it's interface in Python, and so does the BUG mod which LoR uses), and enabling this will cause the Civ4 game engine to put pop ups on the screen declaring what the exception is, and where in the code these are occuring. You can take pictures of these and post them for me, though that can get annoying. It's probably easier just to go into your My Games/BtS logging folder and upload the Python logging files (specifically PythonDbg.log, PythonErr.log, and PythonErr2.log). I'll take a look at those and see what I can uncover.

Another thing to help is to try to isolate it. As I said I believe this is an error occuring within the BUG UI, and it's python code. To be sure of this, please uninstall BUG (just for a moment), if you have the BUG mod installed. Then reinstall the BUG mod, but don't pick the "standard install", instead install it as a mod. Then try to start up the BUG mod, as a mod, and see if you get the same errors. If so we can move the debugging of this over to the BUG forums.

I would greatly appreciate the help here, and your report. Unfortunately I can't debug it on my own, as your error is computer specific, and so we need to determine what is going wrong with the software on your computer, and hopefully fix it for you, and also for other users that may have a similar problem.

phungus420
Dec 22, 2009, 02:52 PM
Actually, maybe I have one recc: did you "Run As Administrator" when you launched the mod?

You should not need to do this anymore with the 0.9.8b installer. Thought it wouldn't hurt to try it. Of course if that does work, that'll open a whole nother can of worms...

Mesix
Dec 22, 2009, 03:06 PM
Okay...I will turn on the Python logging and see if I can find some code for you to read.

It is running as administrator now but it made no differece.

I do not have BUG mod installed, but I do have the BUFFY mod for the HOF installed and it works without any problems. The BUFFY mod also incorporates the BUG mod interface.

phungus420
Dec 22, 2009, 03:14 PM
I do not have BUG mod installed, but I do have the BUFFY mod for the HOF installed and it works without any problems. The BUFFY mod also incorporates the BUG mod interface.
Just checked out BUFFY, and it uses the Program Files path for installation. So it's very unlikely the cause of your loss if interface is due to the BUG UI (though BUFFY does use an older version of BUG, so I suppose it's still possible, just highly unlikely).

Checking this did make me want to try one thing though. Try copying the UserSettings folder from BUFFY into LoR's folder and see if this has any effect. I don't think it'll work, but it's possible. Other then that I'll need to wait on the Python Error logs before I can try to figure anything out.

Mesix
Dec 22, 2009, 03:32 PM
I have turned on logging and see errors in the files that you indicated. When I try to attach them CivFanatics tells me that .log is an invalid file type.

I have changed them to .txt files which you should still be able to use.

I hoe this helps out.

phungus420
Dec 22, 2009, 03:42 PM
Thanks. I can't make heads or tails of what it's saying is going wrong. I will forward this to Emperor Fool in the BUG mod forum, and see if he can figure anything out. I'll post back here within a couple of days at the latest with any information. Thanks for the report and uploading those files, I'll try to get this sorted as quickly as I can. Please check back as there will probably be a fix for this, or there might be some more debugging you could help with.

phungus420
Dec 22, 2009, 03:50 PM
Here is the thread on the subject in the BUG mod forums:

http://forums.civfanatics.com/showthread.php?p=8750643#post8750643

Mesix, I will be trying to work on things from there, so it would be ideal if you could pay semi attention to that thread for a bit, at least until we figure some things out. I'm hoping Emperor Fool will have some ideas of how to debug your issue. He usually does :), as for now I'm stumped.

Mesix
Dec 22, 2009, 04:17 PM
I'm off work for the next three days. It is difficult for me to find time to play games and read forums when I am at home. I will check back when I am at work on Saturday night though.

Thanks for your help. The difference between a good mod and a great mod is support for problems like this.

Mesix
Dec 22, 2009, 04:20 PM
BTW...the major difference between Unclethrill's laptop and mine is that his runs Ubuntu and mine shipped with a virus called Vista. Maybe that is part of the problem.

phungus420
Dec 22, 2009, 04:25 PM
The varying issues with Vista aside, it doesn't cause any known problems with LoR. I was just testing out the new installer over on my friends computer, which is a laptop with Vista, and things ran fine on it. Anyway I have forwarded the issue to folks who are more familiar with debugging software, as I don't do this as a profession, and all the coding I know has been learned from Google :crazyeye: I completely understand about time issues and all that, it's also not your responsibility to debug my mod. But if you have time please check in on that thread I linked to in the BUG mod forums and see if anything useful comes to light.

bestbrian
Dec 22, 2009, 06:00 PM
I'm off work for the next three days. It is difficult for me to find time to play games and read forums when I am at home. I will check back when I am at work on Saturday night though.

Thanks for your help. The difference between a good mod and a great mod is support for problems like this.

Nice job. :)

unclethrill
Dec 23, 2009, 01:16 PM
When I start a custom game with all the choices on from Barbarian world to the bottom on the list, I start with a settler and warrior on one square and either a scout or warrior (depending on techs) on another square. When I regenerate the map from either <alt>-O or from the menu choice, the warrior that starts on the same square as the settler goes away.

Meaning, if I regenerate the map then I lose the extra starting unit.

Snofru1
Dec 24, 2009, 06:10 AM
I have played a game of LoR 0.9.8b until 1993 and I just canīt win.

I have reached the domination threshold - nothing happens.
I have 3 legendary cities - nothing happens.
I have finished the space ship - there is no button to start it.

What could be going on here?

All victory conditions are on. I am playing LoR in German if that matters at all...

Bracasse
Dec 24, 2009, 08:45 AM
Hello everybody !

I' m french and I don't speak english very well. I read it, but not really write it...

I should try...

I play LoR since yesterday. I like it. Congratulations.

I'm on Vista and i play without problem. But I have a message on the first tour, and many others during the game. I don't know why and there isn't other effects on the play.

This is the first message :
Error in GameStart event handler <bound method RevolutionInit on GameStart of <RevolutionInit. Revolutioninit instance at 0x20965FA8

...
I don't understand. But I'm afraid other problems should appear after some hours of game.

Can you help me ?

Sorry for my english...

phungus420
Dec 24, 2009, 10:49 AM
@Bracasse

No idea, haven't seen that error before. Though the loading done through RevolutionInit.py is going to be changed significantly shortly. So I'm not going to worry about that unless the problem persists with next patch.

@Snofru1

That sucks. I have no idea how I could have broken Victories. Hmmm. That's a wierd one, but certainly a huge problem I need to correct. Unfortunately I have christmas stuff to deal with the next couple of days, and will not be able to fix this until I after Boxing Day.

phungus420
Dec 24, 2009, 12:01 PM
Here is a hotfix for the victories issue:

http://forums.civfanatics.com/showpost.php?p=8755241&postcount=32

Snofru1
Dec 25, 2009, 01:22 AM
I am sorry Phungus, I definitely didnīt want to disturb your Christmas activities :sad: !

Thanks a lot for the hotfix, I get an instant cultural victory now, and reloading an earlier save I also get the Domination victory :thumbsup: !

As youīve written in the other thread there is still no launch button for the space ship.

Enjoy your holidays, I anyway enjoyed playing this great game!

phungus420
Dec 29, 2009, 09:52 PM
@Mesix and Bracasse

I believe the new 0.9.8c build should fix the user specific bugs you guys have reported. If they do not, please let me know and we'll go ahead and dig into things more and fix them. In the unlikely event they are not corrected in the new build, I'd like to get these bugs squashed even if they are user specific; just because you guys are the only ones who have reported them, doesn't mean you're the only ones who have experienced them.


@Everyone 0.9.8c released

It fixes the major issue with 0.9.8b where victories were broken, so you can now win games again when playing LoR :)

Sorry about the bug, that was a major one and it bothers me when stuff like that slips through, but it's all part of the development process. Currently though, other then the previously noted fact that multiplayer does not work, 0.9.8c is totally bug free. So if you find anything please report it.


Download Legends of Revolution 0.9.8c full version (http://forums.civfanatics.com/downloads.php?do=file&id=13159)

Download LoR 0.9.8c (light) (http://forums.civfanatics.com/downloads.php?do=file&id=13158) -aesthetic components like ethnic unit and city art removed

SHS`
Dec 30, 2009, 01:38 AM
There seems to be a minor bug with the full installer (I let the install uninstall 0.9.8b btw) in that the shortcuts for LoR etc are dumped into the user profiles start menu "Programs" folder, rather than within a sub-folder named "Legends of Revolutions". In Windows 7 x64 if that makes any difference... :)

phungus420
Dec 30, 2009, 02:08 AM
Well the start menu shortcut creation takes you to a page where you can put them in any folder in the Start Menu Programs directory. But I also set up new logic since the 0.9.8b install where it automatically sets it's installation to be in the Firaxis folder of the Start Menu Programs directory if that folder exists. Specifically the logic is such for the creation of the Start Menu Shortcuts:

Function preStartMenu

${Unless} ${SectionIsSelected} ${Section4}
Abort
${EndUnless}
Push $0
StrCpy $0 "$SMPROGRAMS\Firaxis Games"
${If} ${FileExists} $0
StrCpy $0 "${FIRAXIS}\${NAME}"
StrCpy $StartMenuFolder $0
${Else}
StrCpy $StartMenuFolder ${NAME}
${EndIf}
Pop $0

FunctionEnd

Section "Start Menu Shortcut" Section4
!insertmacro MUI_STARTMENU_WRITE_BEGIN Application
Call preStartMenu
CreateDirectory "$SMPROGRAMS\$StartMenuFolder"
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\${NAME}.lnk" "$INSTDIR1\Civ4BeyondSword.exe" "mod=$\"${MOD_LOC}$\"" "$INSTDIR\Mods\${MOD_LOC}\${RAW_ICON}" 0
WriteINIStr "$SMPROGRAMS\$StartMenuFolder\${SHORT_NAME} Info.url" "InternetShortcut" "URL" "${URL}"
CreateShortCut "$SMPROGRAMS\$StartMenuFolder\Uninstall.lnk" "$INSTDIR1\Mods\${MOD_LOC}\Uninstall.exe"
!insertmacro MUI_STARTMENU_WRITE_END
WriteRegStr ${USER_REG_ROOT} "Software\Microsoft\Windows\CurrentVersion\Uninstal l\${SHORT_NAME}StartMenu" "StartMenuFolder" "$SMPROGRAMS\$StartMenuFolder"
SectionEnd
The ${STUFF} instances are constants set by me, such as ${NAME} is "Legends of Revolution", the $SMPROGRAMS is a variable reserved by NSIS that indicates the Start Menu Programs folder on your computer (current user). Anyway I can't see how this could be messing up. When you select the option to install start menu shortcuts you get taken to the Start Menu shortcut creation setup window correct?

phungus420
Dec 30, 2009, 02:27 AM
Oh, I think I see why. If you don't have a Firaxis folder in your Start Menu Programs directory, the value of the $StartMenuFolder variable is set incorectly, so it's just "", ie nothing.

It should be
${Else}
StrCpy $StartMenuFolder "${NAME}"
${EndIf}
instead of ${Else}
StrCpy $StartMenuFolder ${NAME}
${EndIf}
For some reason NSIS requires you not to use "" quotation marks when assigning a variable a value that's contained within one of reserved variables (like $0, $R1, etc), but requires you to use "" quotation marks when setting the variable's value to something other then a reserved variable.

This isn't what I would consider a real bug (though there is a bug in the install script code), because the user can easily still create a start menu shortcut folder (they are taken to an install page where they are prompted to do so). It is nice to know about it though, since I would never have noticed. Thanks for the report, Just to make sure this is correct, please check this test install script and see if it behaves properly.

SHS`
Dec 30, 2009, 02:45 AM
Stop fixing bugs so fast! ;) Kidding, kidding, kidding... :D

But yeah, that was why it failed as my Civ4 Complete doesn't install any start menu shortcuts and was just posting why the logic failed. Anyway, the script tester installs as it should. I know I can move the shortcuts around but installers dumping stuff into the start menu programs root is against MS's Windows usability guidelines (even though they themselves flout it... a certain version of Office (2003 IIRC) is guilty for example!). :)

phungus420
Dec 30, 2009, 02:50 AM
Does Civilization Complete put the BtS start menu shortcuts in any particular directory? I'm wondering if I should repackage the 0.9.8c release for this, it's so minor, but there are alot of players who use complete, and most people don't bother setting a start menu shortcut folder when installing, so it's a good idea to have it do so automatically anyway.

SHS`
Dec 30, 2009, 02:56 AM
I've got Civ4 Gold (Vanilla+Warlords) and Civ4 Complete (Vanilla+Warlords+BtS) and both of them never installed any start menu shortcuts nor give the option to... always thought it was a bit odd, but ho-hum! I wouldn't lose any sleep over it and it can be fixed for 0.9.9... ;)

phungus420
Dec 30, 2009, 07:30 AM
Actually that turned out to be pretty serious, as it'll cause LoR's uninstaller to uninstall all shortcuts in your main Start Menu Shortcuts folder. I'm taking down the download until I fix that.

Edit:
Nevermind it doesn't, at least it didn't on my computer. The uninstaller tried to, but windows didn't let it. Either way I'm updating the installer so this doesn't occur. I can't be sure other users wol't have that problem.

JustOneMoreTurn
Dec 30, 2009, 07:18 PM
Actually that turned out to be pretty serious, as it'll cause LoR's uninstaller to uninstall all shortcuts in your main Start Menu Shortcuts folder. I'm taking down the download until I fix that.

Edit:
Nevermind it doesn't, at least it didn't on my computer. The uninstaller tried to, but windows didn't let it. Either way I'm updating the installer so this doesn't occur. I can't be sure other users wol't have that problem.

Phungus, thanks for all the work that you do on this project. I do appreciate it and your quick attention to the bugs. I'm sure there are many of us here who feel the same.

Cheers and a happy new year to you and yours!

SHS`
Dec 30, 2009, 11:44 PM
Sorry phungus420... it seems the installer for 0.9.8c+ is b0rked too. :o

It can read/write the shortcut for the DE (German) help file... ran installer as admin on Win7.

phungus420
Dec 30, 2009, 11:56 PM
Which site did you download it from? I tested all the downloads just by making sure they passed the integrity check, I didn't fully install them (that always worked before, I thought the integrity check would always catch issues like this).

SHS`
Dec 31, 2009, 12:05 AM
Which site did you download it from? I tested all the downloads just by making sure they passed the integrity check, I didn't fully install them (that always worked before, I thought the integrity check would always catch issues like this).

I downloaded the full (with GEM) version from Strategy Informer:

http://www.strategyinformer.com/pc/civilizationivbeyondthesword/mod/34366.html

I check GEM and uncheck desktop & quicklaunch(?) shortcuts... Just ran the installer again and tried to ignore and it fails on the \docs\ stuff (clicks ignore _many_ times!).

Checking the directory on disk, it's created but the NTFS permissions appear messed up... going to uninstall LoR, properly delete it and re-run the installer and see what it does then. :blush:

SHS`
Dec 31, 2009, 12:10 AM
Update: Ah! So it's the 0.9.8c _uninstaller_ that's whacked, not 0.9.8c+ installer. The \docs\ folder had their permissions b0rked so were not writable (even by admin), causing the installer to fail.

phungus420
Dec 31, 2009, 12:16 AM
There are multiple reasons why this could have occured, my thinking is that windows killed the uninstaller when it tried to delete your entire start menu shortcuts folder. Try running the 0.9.8c+ installer again and make sure it's uninstaller + installer works properly (it should unintsall the previous version, then reinstall like normal).

Snofru1
Dec 31, 2009, 01:39 AM
Uninstalling 0.9.8b (+Hotfix) and installing 0.9.8c+ just using the installer worked fine without any issues for me.

Mesix
Dec 31, 2009, 02:46 AM
I downloaded and installed 0.9.8c+ and it worked fine. I started up a game and the interface was present. I was able to found a city.

There are several messages that say "BUG options folder cannot be found."

phungus420
Dec 31, 2009, 03:21 AM
There are several messages that say "BUG options folder cannot be found."
Someone else reported this. I only know of one way this can happen. Did you install LoR on a different account then you are playing on? LoR installs the UserSettings folder into the My Documents/MyGames/ path, because otherwise there is an issue where users need to launch as an administrator. By doing this though, the UserSettings are installed in a User specific folder.

You can definatly fix this yourself pretty easily. Find where LoR installed the UserSettings folder, and move it (it should be ...My Documents/My Games/LoR/UserSettings) along with the LoR folder it's in, to whatever folder your CivilizationIV config file is in. You can find your civilizationIV config file by looking in your main BtS folder, there will be a shortcut to CivilizationIV.ini (or something like this), the shortcut should tell you where the file is.

The thing is though I want the installer to be able to do this automatically for all users, not just users that are willing to tinker with the files. So please let me know where your CivilizationIV ini is, and I'll try to set up an automatic check that would find it on people's computers that have a similar setup to yours.

Mesix
Dec 31, 2009, 06:34 PM
LoR folder with User Settings is in My Documents.

CivilizationIV.ini is in the also in My Documents with a shortcut in the root directory of the BTS install location C:/Games/...

BUFFY installed the User Settings folder into the Mod directory of the BTS install NOT My Documents.

I will try copying it to a similar location for LoR and see if this fixes it.

Mesix
Dec 31, 2009, 09:32 PM
When I copied the User Settings folder into the Mod directory the error associated with the User Settings goes away. Now I get an error saying that the .ini file cannot be found.

The mod is playable now though.

Sidney Magal
Jan 03, 2010, 01:18 PM
There are several messages that say "BUG options folder cannot be found."Someone else reported this. I only know of one way this can happen.
I have the same problem. In my case, it's because the game is not allowed to write files in the Program Files subfolders (I run Vista). I don't remember if there is such an option during install, but if people could install the mod into the my documents/my games/ folder that problem would be avoided.

phungus420
Jan 05, 2010, 01:51 AM
@Sidney Magal

Just update to the latest version. You don't need to launch as an administrator with the new installer.


@Mesix

I do not understand how the UserSettings folder got put directly into My Documents, it should be in My Documents/My Games, perhaps this file doesn't exist on your computer, and that's the cause of the problem. For now, on your computer just cut the UserSettings folder itself and paste it inside LoR's main mod folder (the one in program files), then delete the LoR folder that held the UserSettings folder in My Documents. Since the UserSettings ini files will then be in your program files directory, you will need to launch Legends of Revolutions as an administrator.

Mesix
Jan 05, 2010, 09:59 PM
Sorry...let me clarify the full path names...

My Documents/My Games/BTS/LoR/User Settings

My Documents/My Games/BTS/Civ4.ini

Mod installed to...

C:/Games/Firaxis Games/Civ4/BTS/Mods/LoR

I copy/pasted the User Settings folder from the LoR directory in the My Documents path to the LoR directory in the Mod install path. The game works now, but there is an error at the beginning of a new game that says the Civ4.ini cannot be located.

phungus420
Jan 05, 2010, 10:24 PM
OK. That first one should have worked. Would be nice if you could post in that old thread with the issue so Emperor Fool could debug it, as it must be a problem with BUG locating the UserSettings folder on your computer, and he'd like to debug what's going on for that (as it must effect other users). The thing is though you should also be getting this error for BUFFY as well. Look at BUFFY and see where it's got it's UserSettings folder and replicate that for LoR, since BUFFY is working, there is no difference in how BUFFY and LoR find and locate the UserSettings folder (except one is looking for the UserSettings folder inside a folder named BUFFY, and LoR is looking for one inside a folder named LoR).

JustOneMoreTurn
Jan 11, 2010, 08:07 PM
I'm running the most current version of LoR and in the game I'm playing my forts have disappeared. I can see the MG I have in them and I can mouse over and the tile description will indicate it is there but no joy in seeing them. Anyone seen this before? Let me know if you need more info Phungus.

phungus420
Jan 11, 2010, 09:54 PM
That means the fort isn't defined for that artstyle in that era. I'll need to correct that in the PlotLSystem file. What civilization are you playing, and what era are you in?

JustOneMoreTurn
Jan 12, 2010, 02:45 PM
That means the fort isn't defined for that artstyle in that era. I'll need to correct that in the PlotLSystem file. What civilization are you playing, and what era are you in?


Playing Elizabeth and I believe I'm in the Industrial stage. I am not home right now but I will check later. Thanks for your quick reply.

Kgorr
Jan 12, 2010, 05:49 PM
This is a game with a bug..or perhaps just me ..as other new games bug out down the line too.

caliban02
Jan 13, 2010, 10:15 AM
Pretty hilarious but non-breaking bug:

Playing with revolutions, on a pretty big water map, so lots of colonies/rebellions/etc... Apparently the "get new leader" script ran out of leader options, so when Julius Caesar decided to make a colony of Japan, the leader was "Barbarian" with Sid Meier's head. He promptly demanded I give him some technology. :(

Now he's demanding I convert to Confucianism! What a mean dude.

Oh, another minor one:

Playing as Sioux, and the carrier unit graphics are messed up. It shows the "damaged" state (with holes in the deck) even when it just came off the shipyard. Haven't had a damaged one to see if the damaged state is using the undamaged one (i.e. they were just swapped).

phungus420
Jan 14, 2010, 03:12 PM
This is a game with a bug..or perhaps just me ..as other new games bug out down the line too.

I can't find anything wrong. No asserts using a debug dll either. I also can't see what could possibly be causing the crash you're reporting. My only conjecture is that your video card is crashing your game, try updating your video card driver. Anyway I'm confident after taking a look at the save and trying to replicate your reported crash that there is nothing in LoR that could be responsible.

phungus420
Jan 14, 2010, 03:14 PM
Pretty hilarious but non-breaking bug:

Playing with revolutions, on a pretty big water map, so lots of colonies/rebellions/etc... Apparently the "get new leader" script ran out of leader options, so when Julius Caesar decided to make a colony of Japan, the leader was "Barbarian" with Sid Meier's head. He promptly demanded I give him some technology. :(

Now he's demanding I convert to Confucianism! What a mean dude.

Oh, another minor one:

Playing as Sioux, and the carrier unit graphics are messed up. It shows the "damaged" state (with holes in the deck) even when it just came off the shipyard. Haven't had a damaged one to see if the damaged state is using the undamaged one (i.e. they were just swapped).
That's a strange one, I could have sworn the UP fixed this. Just to be clear you're sure all other available leaders have been used, so it's default to Sid? If so I'll need to forward this to jodg for debugging in the RevolutionDCM gamecore. It's a nice catch though, and a save would be nice, as that would give us something to work with to recreate this bug.

As far as the graphics goes with the carrier, thanks for the report, I'll take a look at it and fix it for the next release.

JustOneMoreTurn
Jan 14, 2010, 06:42 PM
Playing Elizabeth and I believe I'm in the Industrial stage. I am not home right now but I will check later. Thanks for your quick reply.

So, I think there may not be a problem at all. I run dual boot Win 7/XP because Civ crashes on me when the file saves get really large when using Win 7. I haven't been able to pinpoint the issue although and I've read most of the articles related to MAFs. I am going to switch to the 64 bit version in a few months and see if I still have this issue. When BTS crashes on me I just switch over to XP and keep on playing. I forgot to update my XP copy of LoR is what I think caused my problem. What made me notice was that I was in the tech tree (F6) screen and noticed that the era shadings were not enabled. I installed the latest LoR and all was well...I could see the fort (now in Modern Era).

So, sorry for the wild goose chase and as always thanks for your quick reply and attention Phungus.

Tulugaq
Jan 15, 2010, 07:45 AM
Multiplayer issues with 0.9.8.c+ that you may be able to resolve in the next patch:
1) Checksum is too sensitive regarding matching versions. I updated an older version of LoR (with oncoming battleship picture at load) using your patch, and it worked fine alone. A friend first used windows to uninstall that same older version of LoR, then loaded your patch, and neither of us could see a game hosted by the other (i.e., versions didn't match). When I did what he'd done -- uninstall LoR, then reinstall it -- we could see each other fine in the lobby and join games. Similarly, another friend installed LoR clicking the "enhanced graphics" option, and I hadn't, and the versions didn't match so could not see each other's games in the lobby. (One player using enhanced graphics shouldn't affect the data transmitted for game play, so should be allowed.)
2) One friend with older computer (XP; less robust graphics card) plays Civ4 BtS with me regularly, no problems. But when trying to host or join a game of LoR, he gets through the load and the computer crashes at the point it should display the advanced start map screen. Extra graphics demand in LoR that could be eliminated?
3) Playing with another friend, both using enhanced graphics option of the 0.9.8c+ patch load, ancient era start at epic setting. Game works fine, defending against animal attacks, but the moment either of us attacks something, the game goes out of sync. The non-attacking player can exit and reenter to fix the sync problem, but it goes out of sync again the second another attack is made.

Also -- a nit -- Constantine is listed in the Civilopedia in both the Roman and Byzantine civ sections. He comes up as a Byzantine when you play the game.

Thanks for the cool mod. It's great single player, but eagerly looking forward to MP working!

phungus420
Jan 15, 2010, 09:10 AM
@Tulugaq

Welcome to civfanatics, and thanks for trying out LoR. First off I'll direct you to one of Q's in the FAQ:


Q: Can I play LoR in multiplayer?
A:Unfortunately the current version, 0.9.8 seems to utterly break multiplayer. If multiplayer is important for you, then it is recommended you revert to the prior 0.9.6c build. Even in 0.9.6 some users report bugs when playing LoR in multiplayer; it especially seems to be unstable if choose religions and revolutions are on. So it is recommended you do not play MP with these options on.

MP is being addressed though, in the next update MP should be stable and working correctly. Getting MP working is in fact the last step before LoR will be considered a final version, and be out of beta development. So this has become a top priority at this time. It will take a while to adress though.

A minor update though. MP will work as well as 0.9.6c did in the upcoming 0.9.8d patch. The cause of the instantaneous out of sync issue has been found, at least the component that introduces it has been identified. Once Emperor Fool updates BULL with that fix, and jdog updates the current RevDCM SVN with the latest version of BetterAI I'll update 0.9.8 to version d (will be save game compatible with other 0.9.8 versions) and MP will at least work then. However there will still be some issues with MP, just like in the 0.9.6c and older versions of LoR, which worked but had some problems; like all human players get a pop up for a revolution occuring, etc.

Right now glider (one of the developers of RevDCM -- RevolutionDCM compromises the core of LoR, and is developed by jdog5000, glider1, and myself) is working on getting MP to work well and be considered supported in MP. Unfortunately this is alot of work as RevDCM was not originally built with MP in mind. He's basically rebuilding the mod from scratch, going component by component (adding in BarbarianCiv, testing and tweaking it so it works in MP, then doing the same with Revolutions, then BUG, etc, etc). He was originally shooting for New Years, but that's long past. By my reckoning it will likely be another couple months before MP is truly supported in RevDCM, when it is I will immediately update LoR with the MP compatibility fixes.

The issues with Graphics is more problematic. I'm not sure how to address this. Currently LoR is available in Light, Normal, and Expanded Graphics versions, the only difference in the 3 is with art. Now the game should work fine in MP between these three (once MP is fixed of course), but it likely will not. The reason is that CivIV forces a check for assets, and ensures that the assets folders are identical, this includes graphics. There may be a way to fix this, but I kind of doubt it, this will likely be handled in the executable, which we do not have an SDK for. If it is handled in the gamecore, I'll fix it for LoR. But regardless I'll need to cross that bridge when we get to it, which as I said is likely a couple months away.

Tulugaq
Jan 15, 2010, 01:07 PM
Wow, thanks for the detailed reply! Fun to know where you are in the cycle, and what we can look forward to. I bet others will appreciate this as well (and I'll let my friends know).

davisd
Jan 19, 2010, 05:56 PM
Phungus,

LOR is an awesome mod and about all that I play now.

I have found a bug though and will attach the saved game in another post. Version I think is 0.98c.

I have "choose religions" set (why, I don't know, probably hangover from last Civ4 Vanilla game) and when I research Meditation, there is no option to choose a religion. Only after Polytheism has been researched first (by me as well), do I get the option to choose two religions.

phungus420
Jan 19, 2010, 07:17 PM
Thanks for the report. I saw a similar report of this in the RevDCM forums a few months ago. I assumed it was fixed, but aparently it wasn't. If I remember correctly it had something to do with the Choose Religion python option not playing nice with the choose religion game option. Try going into your BUG game options (ctrl + alt +o), under the RevDCM try changing the "Choose Religions" option and see if that has any effect on this bug. Let me know if you find anything out. I'll eventually get around to checking on this and debugging it myself, but I'm not sure when I'd be able to do so. Also I never added that choose religions option in the first place (nor would I have to be honest), so I'm not familiar with it's code at all.

bestbrian
Jan 19, 2010, 07:28 PM
Not really a bug, just an outdated graphic. In the Tech Screen the box for Computers (?) still states that it makes The Internet available. Since The Internet has been axed from LoR it should probably be axed from here as well. Especially since some/one of us (:rolleyes:) didn't realize it was gone, and was still gunning for it to make up an endgame tech deficit. :eek: :D

phungus420
Jan 19, 2010, 07:35 PM
The internet has not been axed. It is available with computers. So that's not a bug. Keep in mind it's a project not a building though. It's very possible someone already built it.

bestbrian
Jan 19, 2010, 07:44 PM
The internet has not been axed. It is available with computers. So that's not a bug. Keep in mind it's a project not a building though. It's very possible someone already built it.

Really? I know I played that game (albeit in an earlier version), made the play for The Internet, and never got the option to build it. As a matter of fact, in my most recent game (still using the version before current) I never got the option to build it (not that I needed it), either. :confused:

When I get some time this week I'll open up a save and mess around with WB and see if there's a glitch, or that I'm just extremely inattentive (or I could just ask my ex-wives). :lol:

Allan79
Jan 20, 2010, 11:52 AM
Hi, I have a question. Where is the revolution.ini file in lor9.8c, I cant find it. It seems like you have changed the file-system or something like that.:crazyeye: I would like to have the possibility to chance some parameters in that file. Mainly the "Offer player control of new barb civilizations"-setting.:king:

phungus420
Jan 20, 2010, 12:02 PM
It's in the LoR/UserSettings folder, which will be along your MyDocuments/MyGames path. jdog reported that it wasn't loading from the Revolution.ini properly. So also adjust the value in config/Revolution.xml to make sure your change takes effect in game.

Keipher
Jan 21, 2010, 04:23 AM
I'm not sure if this was previously reported, but I noticed an art bug in the full version of 0.98c+.
I played as Stalin of the Russians, and noticed my axemen upgraded from warriors (possibly also the axes I built) all appeared as warriors on my screen until they were selected (at which point the proper art would appear). It wasn't a big problem, but sometimes a little confusing.
I forgot to load the screens to a flash disk today, and I don't have internet at my place, but I can upload screens in a couple days if you're interested.

phungus420
Jan 21, 2010, 05:22 AM
Not worried about that. I'm pretty sure that's a minor issue with the BUG UI PLE component not updating the screen properly. It's no big deal, and is probably fixed in the current version of BUG which should make it into the upcoming 0.9.8d update sometimes soon, as the BUG team is currently re-writing the PLE code. You might fix that by just messing around with the PLE options found in the BUG options.

caliban02
Jan 21, 2010, 07:49 AM
Phungus, here's the game save where "Sid" became leader of the nation of "Barbarian."

Minoan
Jan 22, 2010, 11:00 PM
Hey. I really like this mod, but i'm frustrated because i experience crashes fairly often, even early in the game. I figure its because of my computor, since its pretty dated, and such, but it can usually handle regular BtS in a standard or larger map without serious issue into the late game, but now for some reason its crashing?

When it happens, usually the units disappare and all the tiles lighten up, and then the computor becomes unresponsive. I can post a save if neccesary, but it seems to happen consistently with any save. I'm using the lite mod, and i'm pretty sure i have that BUG component that slows down the game off too. any ideas?

phungus420
Jan 22, 2010, 11:14 PM
Your crash sounds like a problem with your video card. First ensure that the driver for your video card is up to date. Also are you updated to 0.9.8? There was a known problem with a couple leaderheads in 0.9.7 that could cause a crash on some video cards, which is fixed in 0.9.8 (that was a tough one to find because it only effected certain video cards so I had no idea about it until I recieved multiple reports and was able to figure out the crash occured only in games with a specific leaderhead). If you're updated to 0.9.8 and using the light version, and your video card driver is current, the only other thing you could try is setting the graphics options to their lowest settings. I'm surprised though you're having a problem with LoR light and not BtS, there isn't that much added art in LoR light, just a couple models for the added buildings and wonders, and a few models for the units.

Sorry if I can't be more help, but your problem does sound like an issue with your video card, and there is just no way to fix that on my end. I've tried to make LoR light as close to BtS as possible, but I have to add in the art for the new objects the mod adds at the very least.

Minoan
Jan 23, 2010, 09:31 PM
Your crash sounds like a problem with your video card. First ensure that the driver for your video card is up to date. Also are you updated to 0.9.8? There was a known problem with a couple leaderheads in 0.9.7 that could cause a crash on some video cards, which is fixed in 0.9.8 (that was a tough one to find because it only effected certain video cards so I had no idea about it until I recieved multiple reports and was able to figure out the crash occured only in games with a specific leaderhead). If you're updated to 0.9.8 and using the light version, and your video card driver is current, the only other thing you could try is setting the graphics options to their lowest settings. I'm surprised though you're having a problem with LoR light and not BtS, there isn't that much added art in LoR light, just a couple models for the added buildings and wonders, and a few models for the units.

Sorry if I can't be more help, but your problem does sound like an issue with your video card, and there is just no way to fix that on my end. I've tried to make LoR light as close to BtS as possible, but I have to add in the art for the new objects the mod adds at the very least.


Thanks. I updated my video card's driver, which seemed to help a little, but i still experience crashes every now and then, usually when switching the view point across large areas. I tried playing regular BtS and seems like the same crashes happen, so its definitely not an issue of the mod. Its strange though, because my computor used to be able to run the game without crashing, at least as far as i can remember. its 7 years old now, though, so maybe its time i considered upgrading. Thanks again! The game is playable, albeit a little inconveneient, but definitely fun.

davisd
Jan 24, 2010, 05:31 PM
Thanks for the report. I saw a similar report of this in the RevDCM forums a few months ago. I assumed it was fixed, but aparently it wasn't. If I remember correctly it had something to do with the Choose Religion python option not playing nice with the choose religion game option. Try going into your BUG game options (ctrl + alt +o), under the RevDCM try changing the "Choose Religions" option and see if that has any effect on this bug. Let me know if you find anything out. I'll eventually get around to checking on this and debugging it myself, but I'm not sure when I'd be able to do so. Also I never added that choose religions option in the first place (nor would I have to be honest), so I'm not familiar with it's code at all.

Yeah, it goes away... non issue then.

Keep up the good work.

bestbrian
Jan 25, 2010, 08:12 AM
This is probably more of an issue for JDog and the BBAI Team, but the AI still insists on attaching warlords to siege equipment (ie Yamamoto on a Capped Ram). Wasn't there supposed to be a fix for this? :confused:

caliban02
Jan 26, 2010, 09:45 AM
Minor one, I know the fort graphic issue has been mentioned before, but playing as Arabia in the modern era, my forts are still the square industrial era ones, instead of the modern airbases.

Ri-Hatz
Jan 30, 2010, 09:32 AM
I attached a screenshot which shows a graphic problem i get when playing LoR. This never happened in standar BTS to me. It usually happens when I right click on an Icon to see its civilopedia entry and it happens when going to the civics screen.
I have to restart Civ to get the graphics back to normal.

anyway, LoR is really one of my favorite Mods around. Keep it up and Thx.

phungus420
Jan 31, 2010, 09:07 PM
:hmm:

That's a weird one. I actually have a bunch of theories as to what could be causing that. I know it's rare as hell, since it's never been reported before, and it's making me think about quite a few things. But too complex to explain and really figure out, plus this has to be effecting very few users.

What I am interested in is of course solving it. I mean since you're reporting it, I assume there are at least another dozen people with this problem that haven't said anything. Now in the next RevDCM core update there is a new civic screen. I have been trying to decide whether or not to switch to it or keep the original vanilla civ4 civic screen. If the new screen solves your problem then my decision is made for me. Please take the file below, extract it, and paste the extracted python file in LoR's Assets/Python/Screens folder (it wol't overwrite, as LoR uses the vanilla civic screen) and see if this fixes the issue. Please let me know either way. If that doesn't work I'll compile you a new gamecore and see if a recent change to the CvGameTextMgr.cpp file fixes this anyway. I'm fairly certain one of these will clear the issue for you, since you don't have a problem with base BtS.

Ri-Hatz
Feb 01, 2010, 12:41 PM
ok, thx. I will try out the file tomorrow.
Heres some more info on the problem:
Usually some turns before the graphic error happens the mouse cursor starts flashing and gets duplicated for a few seconds.
Today I had only some small parts of the screen looking bad. (it was the name of a wonder in the wondermovie. )
And the error doesnt happend if I dont go to any civilopedia page or advisor. Its definitely linked with an input action like right clicking on a tech in the choose new tech dialoge.

Ri-Hatz
Feb 01, 2010, 12:53 PM
just tried it out now. It doesnt solve the problem. I attached a new screenshot of what happened. Its those symbols like strenght, etc. that got messud up this time.
It happened after right clicking on a unit in the city build menu.

Apart from that I didnt like the new civics screen. Its confusing. :crazyeye:

edit: i should uploud pictures in a better quality next time. look down left at the warriors stats. Or in the GP bar at the top. You should see brownish squares

esemjay
Feb 03, 2010, 07:31 AM
Try turning your graphics settings down to "low" and see if that helps or not. Your graphics card might just not be properly handling the memory.

phungus420
Feb 07, 2010, 08:44 AM
Ri-Hatz, since your problem seems to be one with symbols, and is extremely rare and user specific, I shouldn't look into it until the next RevDCM core update. There will be some changes in the next update to the RevDCM core that might already fix your issue, if not, I'll look into this after the release of 0.9.8d. Still not sure when that will be waiting on other RevDCM team members for that.

cardgame
Feb 09, 2010, 09:25 PM
NSIS integrity check error when installing!

Currently happening to all mods I try to install... yes I do have BTS 3.19.

I've tried clearing my cache, updating the NSIS installer thing from Microsoft, (didn't work out "not enough memory" even though I have plenty) downloading it again and again from different sites & mirrors, nothing at all works. Please help. :badcomp:

phungus420
Feb 09, 2010, 09:59 PM
An NSIS integrity check error means your download had a problem. I just downloaded LoR 0.9.8c from StrategyInformer and it was fine. Also it's unlikely there would be an error in any of the download files after a month with no reports. So it must be on your end. The file was corrupted while you were downloading; this could be caused by your ISP, your router, or your computer. You'll need to redownload the file and reinstall, there's nothing for me to solve.

OnmyojiOmn
Feb 09, 2010, 10:29 PM
I just had an enemy Babylonian Scout move through a defended city tile. The city was built on a choke point between two subcontinents, with no land route except the city tile. The scout moved from the tile in front of the city to a tile behind it. I don't have an autosave, sorry.

phungus420
Feb 11, 2010, 01:40 AM
Most likely the scout was able to go around the city in some way. Without a picture and a save to demonstrate the issue, there isn't much to go on. Also such a bug must be intrinsic to BtS, or possibly be a bug caused by BULL's sentry code, as base BtS and BULL code regulates unit movement, nothing has changed in LoR. If such a bug exists it probably needs to be fixed in the UP, but again I doubt it does because I don't even have a picture to go with the report to even begin to analyze any issue, let alone determine if there is an actual bug going on.

stagnate
Feb 16, 2010, 10:02 PM
Minor issue to report - didn't cause a crash but indicates a code problem. This happened in a game with all victory conditions turned off where it was just me and a vassel, so it may be due to the lack of opponents.

It happened twice.

iPalyer referenced before assignment
in Revolution
line 5501 processRevolution
line 4693 makeRevolutionDecision
line 2701 pickRevolutionStyle
line 2157 checkforRevolution
line 1002 updatePlayerRevolution
line 600 onEndPlayerTurn
BugEventManager
line 357 _handleDefaultEvent

I don't have a save handy, unfortunately. Again, no impact to the game.

phungus420
Feb 16, 2010, 11:08 PM
Yeah, sounds like an unforseen bug caused by only 1 team being in existence, as this isn't expected to happen, normally you'd win the game by conquest. I'll forward this to jdog, and see if he can't make a small correction to account for this rare event.

Edit: Thanks for reporting it, was an error in the python code that would sometimes make vassal absorption not fire correctly, it's fixed now. Rare and minor bug, but it's nice to get them fixed :)

bestbrian
Feb 25, 2010, 05:47 PM
Just finished one heck of a fun game. Khmer, Perfectworld Standard, Immortal Marathon, with a Dom win @1650 with an almost 300k score. Took me a month to play, and I just wanted to thank you for the fun. :goodjob:

I also would like to add that I noticed that when I go Radio I couldn't build Cavalry anymore, but I could still build Stables for some reason. Oversight, or was I just not paying very close attention? Btw, I'm playing the last version; I'll download when the next RevDCM update comes down.

From a development standpoint, everything worked great, no imbalances, crashes, or glaring problems; it also helps that I steamrolled everything in sight. :D

Bezurn
Mar 07, 2010, 06:19 PM
I found a slight bug when playing the Zulu today. I had a medic warror that I was thinking of upgrading to an impi. When I looked at what he could upgrade to though I saw I could also upgrade him to an axeman and... a horseman??

I guess I could teach the guy to ride around, but since the medic promotion isn't available for mounted units in this mod (which I prefer melee and archers to receive that instead). I'll attach a picture and save if you want to take a look at it. I think I'm using 9.8b with the 9.8c changes copied over from the zip fix a few months ago.

http://i259.photobucket.com/albums/hh317/bphii/WarriortoHorseman.jpg

Bezurn
Mar 07, 2010, 11:19 PM
Oh nevermind, I guess I see how it works now. The Impi units can upgrade to horsemen (whereas a normal spear goes up to pikeman). I understood it once my HE city switched from making impis to making knights once I got engineering. I might change that for my version of LoR though :)

phungus420
Mar 08, 2010, 12:03 AM
Impis can upgrade to Horsemen and Pikemen. This is because Impis are 2 move units, and in standard BtS once you get Pikemen, you can no longer build 2 move units if you don't have horses as the Zulu. This doesn't make sense, as you loose a tactical choice apon discovering a new tech and opening a new unit. So the impi can also upgrade along the cavalry path in LoR, to keep things consistent. As you can see though, nothing is lost, your warrior can upgrade to Impis, Axes, or Horseman, and this can only occur with the Zulu.

Allan79
Mar 11, 2010, 04:42 AM
Hm, something odd is happening the graphics. I have tried to play one of jeelens scenarios. And when I build cottages they don't show on the map. But still seems like are there. see att screen. I have seen this before then I tried at add a modular civ. I just thought I did something wrong. :-)

phungus420
Mar 11, 2010, 08:42 AM
Thanks for the report. I had forgotten to update the PlotLSystem file in the Expanded Graphics add on with the BtS standardizations. This was never caught before because before 0.9.8d LoR locked out scenarios, so the fact default BtS artstyles were not supported in the Expanded Graphics PlotLSystem file was never noticed; as without loading a default BtS scenario this could never occur (and you weren't able to load non LoR scenarios before 0.9.8d). I have corrected this, and updated LoR to 0.9.8d+ with the fix. LoR without enhanced graphics, and LoR light were not effected, so thanks for including the pic, or I probably would have spent alot of time chasing this down and wouldn't have figured it out for a while.

GoodGame
Mar 12, 2010, 08:42 AM
No bugs, just saying the Jeelen scenarios are working great. Played much of a 1000BC and a 300BC game.

bazziman
Mar 13, 2010, 12:44 PM
Thank you phungus420 and all the others for creating this superb mod.

I just installed version 0.98d and when im going to talk to some ai, there's no text in the diplo screen and i cant click on any diplo choices (i thought they might be just invisible). So the only way to exit there is by pressing escape.

I also tried loading different savegames, creating a new game and changing the language to english (i use german), but nothing helped.

This didnt happen in any previous versions.


Edit: I deinstalled LOR from windows, and reinstalled LOR 0.98d, now it works!

phungus420
Mar 13, 2010, 07:16 PM
Yeah, aparently Windows 7 is blocking LoR's auto execution of the uninstaller when updating, which means LoR is just overwriting, instead of completely replacing, any old versions (which is causing this bug, as there are a couple 0.9.7 files that conflict if they are still around and aren't removed). So with windows 7 if you are updating you'll need to manually run LoR's uninstaller first.

jeffreyac
Mar 16, 2010, 05:12 PM
Possible bug:

Played last game, and wasn't thinking much about it, but won my first ever religious victory. Thought I was lucky - a pangea map on the random draw, and just figured my religion spread quick (lucky) and other leaders adapted it. Still, I didn't put any effort into spreading it (beyond my borders) so I was very surprised.


Started another game, and noticed - I've founded a religion, and spread it to my cities... and it's the only religion in the world. I'm not particularly aggressive with founding a religion (got mine with CoL, because I wanted courthouses, not for the religion) and no one else has found anything. Seems very... strange - especially as I suspect this happened last game, too.

Settings are: tech brokering on, tech diffusion on, choose religions on, and dynamic civ names on (not sure how any of that could impact, but just in case...) Oh, and revolutions are not enabled - not sure if that woud impact, but the last two games are the first two I've run without that aspect of the mod.

Anyone else seen this before? Any thoughts - is it something I did? Why would the AI not found any religions?

(save attached... one religion world...)

Afforess
Mar 16, 2010, 05:19 PM
The choose religion option is bugged, the AI will be unable to found religions. Turn it off.

jeffreyac
Mar 16, 2010, 05:22 PM
Ah, ok - thanks! (and my apologies if this was already listed here in the bug reports; I may have missed it!)

bazziman
Mar 16, 2010, 07:48 PM
I don't know if this problem is already known, but in my games there seems to be a problem with the Dynamic CivNames.

Every now and then (at the beginning of the rounds) i get some error messages at the top, reading like this:

Error in cityBuilt eventhandler <bound method DynamicCivNames.onCityBuilt of <DynamicCivNames.DynamicCivNames instance at 0x45508b20>>

Nothing really problematic with it, but the messages get annoying.

phungus420
Mar 16, 2010, 11:28 PM
The choose religion option is bugged, the AI will be unable to found religions. Turn it off.
I thought this gameoption was only broken by the interaction of Pick Religions with Limited Religions, doesn't the Pick Religions gameoption work fine as long as Limited religions are off? And this is a bummer, I thought I had fixed this by peeling off the Choose Religions python mod component.

I don't know if this problem is already known, but in my games there seems to be a problem with the Dynamic CivNames.

Every now and then (at the beginning of the rounds) i get some error messages at the top, reading like this:

Error in cityBuilt eventhandler <bound method DynamicCivNames.onCityBuilt of <DynamicCivNames.DynamicCivNames instance at 0x45508b20>>

Nothing really problematic with it, but the messages get annoying.
Please enable logging and python exceptions in your Civ4 ini file. Then next time you get this message post the logs (just compress the whole log folder into a zip and upload it here).

bazziman
Mar 17, 2010, 08:47 AM
Ok, here's the Log files from my last session, until Civ4 crashed... :lol:
I just saw that there was another error message with DynamicUnitNames instead
of DynamicCityNames. Maybe I played a bit too long, so the files are pretty large.

Hope it helps!


246548

Edit: The game i continued today was pretty advanced, so maybe there were no new cities built.
Tell me if you need new logs when i start a new game.

phungus420
Mar 17, 2010, 09:50 AM
There seems to be a non ascii character in a search path the BUG mod is looking for. This used to break the interface entirely, so it's good it's no longer doing that; but it was supposed to be entirely fixed. I'll forward the python error logs to the BUG team. If all the characters in your My Documents, and Program Files path are standard alphanumeric characters, please let me know; but it looks like that's the cause of the problem.

As far as crashing, it shouldn't crash. LoR hasn't had a reproduceable crash reported in months. I'm going to assume you can load the game and play on fine, but please let me know if you've encountered a reproduceable crash.

bazziman
Mar 18, 2010, 06:12 AM
I use Windows 7 Ultimate english version, with the german language pack installed later.
So maybe there is a problem with that, don't know.

Usually i can play for several hours, sometimes it crashes, sometimes not.
Sometimes its a video memory allocation failure, sometimes just a crash.

I dont think the crashes are caused by a bug of LOR, although I think its more demanding
in terms of memory allocation than plain BTS and therefore crashes more often than that.

I could imagine that the memory system of civ4 is flawed and since every mod builds up on it,
there's nothing you can do about it.

You're right, i can always reload the game and play on. Map size doesn't seem to matter much,
this game i play has a small map, and i got 2GB ram, and still it crashes sometimes.
My graphics settings are nearly maxed, since i got a nice gfx card, a 9800GT with 1GB VM.
Maybe that could cause the problems?

phungus420
Mar 18, 2010, 06:35 AM
That's wierd though. Cause really Legends of Revolutions should crash about as much as Beyond the sword. Have you tried going to world builder and saving them, then reloading those scenario saves and seeing if they will crash in normal BtS?

bazziman
Mar 20, 2010, 04:34 AM
I saved the game from the world builder and tried to load it as a scenario from BTS, but that didnt work, BTS hang while loading...

phungus420
Mar 20, 2010, 05:10 AM
If you've found a reproduceable critical bug, please upload the save. Let me know if you're using enhanced graphics or light as well. Would be the first one found in a few months, but it's always possible I did something in the 0.9.8d update to cause a critical issue. In order to identify the bug, and to be sure there is one, I need a save.

Hengoroth
Mar 25, 2010, 12:42 PM
I have a bug or a hardware problem wit loading games multiple times. I have no problem loading the game for the first time,but the second time,either by using quickload or regular loading gives me a "Memory allocation failure.exiting program. Reason: Bad allocation." failure every time. I have to exit the program and reenter to load! i have a medium hig end stationary computer so that really shouldnt be the problem. I have installed ur marvelous pack with the enhanced graphics verion. I use Vista and i have tried with both ram settings ( maxed available ram and the normal ballanced)P.S. Why no archer ranged bombardment? a little disappointed :=(

phungus420
Mar 25, 2010, 01:01 PM
What you describe is just the RAM being overloaded. This is because Civ4's save loading isn't the most efficient, and it seems like the engine fills the new gamestate while the old game information is still in the RAM; on huge maps it should be obvious that this requires alot of memory (if I play Large maps on my computer I get the same bug in BtS late game). The heavy load is definitely going to be exhasperbated by using the enhanced graphics add on; there's a reason I made this an optional add on with a warning in the hover info text that it increases demands on your system's resources.

My advice for you would be to try this MAF fix:
http://forums.civfanatics.com/showthread.php?t=224178

If that doesn't work, you have three options. You can just accept the fact that late game on big maps if you reload you might get a MAF crash, or you can reinstall and not select expanded graphics, or you can play on smaller maps. Also I'm positive that the problem would be entirely eliminated if you used LoR light, as I can't tell a difference on my computer between performance of LoR light and vanilla BtS; but LoR light is not anywhere near as pretty, so that's more a last resort thing if all else fails.

Klausini
Mar 25, 2010, 04:24 PM
Hello Phungus,

first of all: Thank you for the great mod!!

We are a group of four players and exclusively play in coop-multiplayer. We were very exicted about 0.9.8d+ since we hoped it would finally be stable, but unfortunately we have a problem on one (and only this one) pc.

When we tried to start with every option (vanilla and LoR) in default we encountered an OOS with one player only. If the three others of us play there seems to be no problem (within the first 10 min), but the fourth player alway starts with an OOS right from the beginning. So we disabled the revolutions option in the game setup and everything seemed to work fine.

But during the game strange things happend. The fourth player suddenly discovered taoism, which was simply not researched yet (it was no hut also). But he did not discover it for real. It just showed up in the log, but was not available in the city shown. Furthermore an archer suddenly seemed to be a missionary. This archer had an icon to spread taoism, but if pressed, it did not spread it. The game also had small hang-ups for the fourth player only. Finally, after about 30 more turns the game went OOS with this player only.

The strange thing is: We all four have the same steam version. We all have the same version of LoR. We even have the same Windows XP.

When I loaded the savegame and played his empire the problem simply was not there. Everything worked fine. So I am not sure it would help you if we send you a savegame. What can we do to help you debug this?

Thank you again!

phungus420
Mar 25, 2010, 05:03 PM
To be honest, we can't figure that out at all; most users have reported they can connect fine, but some get an immediate CTD and some will get the strange icon related glitches you report (taosim, and even blank numbers representing religions/corps that shouldn't be there). It seems to be computer specific, and we know that there is some bug in the RevDCM core that is causing it. The main development for RevDCM is focused on getting MP to work though, so hopefully things will sort out shortly. If you want we could definatly use the help with MP testing, here is the relevant thread:

http://forums.civfanatics.com/showthread.php?t=353684

Let glider/lemmy know you want to help and are willing to beta test the RevMP builds in the RevMP thread if you are interested; more testers reporting bugs and posting save games with bugs present would certainly speed up the process. Once those two get RevMP squared away we can port over the RevMP fixes to the RevDCM core, add the other updates we are working on and release a working RevDCM multiplayer build. Since I help with development of the RevDCM core I keep LoR updated to the current RevDCM release and can usually get any fixes and improvements into LoR pretty quickly. Basically LoR 0.9.9 is waiting on the multiplayer fixes for RevDCM.

lordmyst
Mar 26, 2010, 04:19 PM
My computer was affected by the "settle a city, get a hundred blank religions" bug during multiplayer, as well is instant OOS errors in multiplayer. It would also crash immediately when loading a savegame with some error like "Unable to uncompress data". I tried a whole bunch of random things to fix it, and what ended up working was deleting all files in this directory:

<my documents>\<my games>\Beyond the Sword\CustomAssets

I actually only had something like 2 or 3 files in there, including files in subdirectories. I didn't delete the subdirectories, but I'm guessing you could just delete everything in there and it would work the same. After that, I could play MP without any issues. The same exact thing happened on a friend's computer, and he was able to fix it the same way. It must have been some mod I installed a long time ago that I forgot to clean up.

Here is a simple test to see if you've solved the issue:
1. Start a direct IP game with just yourself (important: needs to be MP, cannot be just a single player game)
2. Found a city
3. Save the game
4. Reload the game

If you get to this point and nothing horrible happens, then you'll probably be fine. I've played several hundred turns so far in MP and neither of us have had any issues.

Zalcron
Mar 27, 2010, 04:22 AM
not sure if this the right thread, but i cannot install, keep getting update to version 3.19 but i have already. Is there anything i can do?

Zalcron
Mar 27, 2010, 07:45 AM
please help??? please...

phungus420
Mar 27, 2010, 07:46 PM
The installer is correct, you need to update to 3.19; the logic the installer uses will not be wrong unless you intentionally alter the BtS file the installer examines to trick it, and if the installer doesn't find this file it will let you install, it will just warn you things may be messed up. It wol't let you install when it detects BtS definitely isn't version 3.19 because it will crash otherwise. You can find the 3.19 patch here on Civfanatics in the downloads section, and also the installer message that tells you you're not updated gives you link to where you can download it.

phungus420
Mar 27, 2010, 07:50 PM
My computer was affected by the "settle a city, get a hundred blank religions" bug during multiplayer, as well is instant OOS errors in multiplayer. It would also crash immediately when loading a savegame with some error like "Unable to uncompress data". I tried a whole bunch of random things to fix it, and what ended up working was deleting all files in this directory:

<my documents>\<my games>\Beyond the Sword\CustomAssets

I actually only had something like 2 or 3 files in there, including files in subdirectories. I didn't delete the subdirectories, but I'm guessing you could just delete everything in there and it would work the same. After that, I could play MP without any issues. The same exact thing happened on a friend's computer, and he was able to fix it the same way. It must have been some mod I installed a long time ago that I forgot to clean up.

Here is a simple test to see if you've solved the issue:
1. Start a direct IP game with just yourself (important: needs to be MP, cannot be just a single player game)
2. Found a city
3. Save the game
4. Reload the game

If you get to this point and nothing horrible happens, then you'll probably be fine. I've played several hundred turns so far in MP and neither of us have had any issues.

Thanks very much for this info, glider1 was very happy to get this to work (http://forums.civfanatics.com/showpost.php?p=9042839&postcount=108), and it brings us one step closer to getting MP fully supported.

lordmyst
Mar 28, 2010, 02:17 AM
No problem, glad to help. I posted the technical details of how I arrived at the fix in the other thread.

Big fan of your mod by the way - tried a few other mods but I really appreciate how clean and polished this one is.

riddleofsteel
Mar 31, 2010, 02:50 PM
This might have already been reported, but does anyone else get a 'Composite Archer' unit as the Iroquois that has no description?

phungus420
Apr 01, 2010, 04:34 PM
You must be using a mod mod for LoR, because LoR doesn't have a composite archer. I'm thinking of adding one for version 0.9.9, but I'm not sure about that, and have not even begun work on it.

riddleofsteel
Apr 01, 2010, 07:49 PM
Looks like it, thanks. I'll reinstall.

Pucelabricks
May 04, 2010, 03:42 AM
Hello

When the civilization is about 1850 with a lot nations, (no huge maps mods added, and anything other mod added) in differents savegames (different turn) the game hang up and tell me:
Memory allocation failure - exiting program
Reason: bad allocation.

I have tried at two different computer and is the same.

Is there any solution? or I have lost my game:sad:

phungus420
May 04, 2010, 06:35 AM
Is it reproduceable? Ie if you load the save will it crash in the same spot? This is important because if it's not reprodceable, it's simply that your RAM is getting overloaded, and the map is just too big for your computer to handle (if you're getting this with the most recent version of LoR, that sized map should also be difficult or impossible for your computer to run with default BtS). If it's not reproduceable, and thus is just a RAM problem, you could also try LoR light (it's save game compatible), as that has every extra bit of art removed, and is pretty dang close to regular old BtS performance wise.

Now if the crash is reproduceable, as it states in the OP I need a save game to take a look at it. I'd be surprised if you found critical bug in LoR though, one hasn't been confirmed for months, since version 0.9.7c actually; and the only known cause of a true critical bug that could be causing a MAF is too large a button, which I'd be very surprised if that hadn't been found and reported by now.

And again reproduceable means the game will crash in exactly the same spot, reproduceably. If you can play a couple of turns, then get a MAF, that means it's a memory problem; which you can try LoR light, and if that fails you'll just need to play a smaller map. This mod also has, bar none the best performance of any out there; so if you've overloaded your RAM playing it, you're playing a map that your computer would have problems with on regular BtS anyway.

Pucelabricks
May 04, 2010, 09:25 AM
Thank you very much for you fast answer and sorry for me english.

The error is reproduceable:
The first time the game crash was when I was to click at the leaders panels for diplomacy.
After, when I want to load a savegame at the end of the load, the game crash.
The PC running the game was WIN XP, 4 GB RAM and a graphic card 2 GB, the second PC I try was WIN 7, 2 GB RAM and 512 MB graphic card. In this second PC if I try to load a savegame (auto and personal) of similar turn of the game, again the game crash when the load is finish.
From the first turn of game if I wanted to load a new savegame when I was playing (not loading the game from windows desktop) the game crash.
I had completed a lot ;) of games of BtS and two completed games of WolfRevolution.
The initial version I played was 0.9.8.c and after the crashes I updated to 0.9.8.d+ and all was the same.
Finally after your post I uncheck the better graphics of the mod and I could load completly the savegame.

If you want a savegame please tell me an email for send it to you.

Thanks again and of course ask me any question you want

phungus420
May 04, 2010, 10:37 AM
That actually sounds like an LSystem issue, I thought we finally got all of those, but if you've fond another one I would like to fix it. Please upload the save so I can take a look at it. You do not need to email it, just make a post and attach it to your post, this forum allows attaching civ4 save games to posts.

Pucelabricks
May 05, 2010, 06:50 AM
Thank you very much for your fast answer and for all the grear work on this fantastic MOD.

Here is the savegame.

If you have any questions of course ask me.

aml666
May 11, 2010, 01:42 PM
Many of the ship graphics are different for active versus "sentry". e.g. A Cog looks like a Cog when selected but it looks like a tiny galley when it's in Sentry Mode.

I am using the latest svn: Revision 124 LIGHT version
This problem also happened in the 0.9.8d+ LIGHT version

Note: I did remove the LoR directory and all the files under "My Games" prior to each installation.

phungus420
May 11, 2010, 08:19 PM
Many of the ship graphics are different for active versus "sentry". e.g. A Cog looks like a Cog when selected but it looks like a tiny galley when it's in Sentry Mode.

Some unit models just wol't work with "frozen animations". If you're not playing with frozen animations on, please let me know what civ this is happening with, and what era, and I'll have a look. Fixing the frozen animations issue isn't really possible for me, a graphics artist would need to fix it, and this mod has no graphics artists working on it. :cry:

phungus420
May 11, 2010, 08:24 PM
Thank you very much for your fast answer and for all the grear work on this fantastic MOD.

Here is the savegame.

If you have any questions of course ask me.

I cannot replicate a crash, but the behavior you describe (and the fact installing light fixed it) indicates it is a graphics issue with the LSystem. Since it's not reproduceable on my computer it is almost assuredly specific to your video card.

First, please search online and install the latest drivers for you video card, this will most likely fix the crash. If you still are getting a crash please open up your civ4 config file and turn on the logging options, except the network and multiplayer options -do not turn those on. Once you turn on the logging options and you get a crash, have it do a regular or full dump. Then zip up your logs folder and upload it here for me to take a look at. Updating your drivers on your video card will probably solve the crash though, but if not I'll take a look at your logs and see if I can't pinpoint whatever model is causing this on your system, and remove it if it's something that can be taken out easily.

aml666
May 12, 2010, 01:00 PM
Some unit models just wol't work with "frozen animations". If you're not playing with frozen animations on, please let me know what civ this is happening with, and what era, and I'll have a look. Fixing the frozen animations issue isn't really possible for me, a graphics artist would need to fix it, and this mod has no graphics artists working on it. :cry:


Here is a scenario:

Era: Industrial
Civilization: American
Ship: Paddle Steamer

Active, it looks right. Sentry, it's a tiny version of an Ironclad.


Yes, I had Animations Frozen. After unchecking that, the ship graphics are normal now.

Thanks.


:)

myturn
May 16, 2010, 02:52 PM
Minor thing: National Epic window came up blank (blue) with only OK button. I haven’t gone through the whole bug thread, seemed too much for something like this, sorry. Everything else worked flawlessly over eight hours of play.

Mostly I wanted to say thanks for this one guys.
I really don’t know how I missed this (rightfully called) expansion, my Firaxis folder weighs over 8GB thanks to similar stuff.
Downloaded last night, spent this gray rainy Sunday whole time playing it.
It’s fantastic. :goodjob:

morchuflex
May 17, 2010, 10:48 AM
Minor thing: National Epic window came up blank (blue) with only OK button. I haven’t gone through the whole bug thread, seemed too much for something like this, sorry. Everything else worked flawlessly over eight hours of play.

Mostly I wanted to say thanks for this one guys.
I really don’t know how I missed this (rightfully called) expansion, my Firaxis folder weighs over 8GB thanks to similar stuff.
Downloaded last night, spent this gray rainy Sunday whole time playing it.
It’s fantastic. :goodjob:

Same little problem. :confused:
Same congrats too. :goodjob:

aml666
May 17, 2010, 05:10 PM
SVN Revision 129

With the Limit Religions option checked 2 things happen that I don't think should happen.

1) If you found a religion after a civ with a different religion develops that "technology" first, you get no missionaries.

2) Your religion does not spread to your cities. You must create missionaries.

phungus420
May 17, 2010, 05:19 PM
SVN Revision 129

With the Limit Religions option checked 2 things happen that I don't think should happen.

1) If you found a religion after a civ with a different religion develops that "technology" first, you get no missionaries.
this is handled by the bAward variable that is passed into the CvTeam::setHasTech function. If I override this passed value, and make all techs awards, everyone that learns Liberalism would get a free tech, for instance.

In short this is a feature, not a bug.

2) Your religion does not spread to your cities. You must create missionaries.
Religions spread as normal. Keep in mind early relgions spread at a very reduced rate in LoR. In BtS the default spread rate value in the XML is 100, for all religions. In LoR it starts at 25, and increases for each new religion, until the last religion (usually Islam) is founded, which has a spread rate of 300. This is by design, as it makes Hinduism and Buidism less dominant, and has been this way since the very first release of LoR.

Chances are you're just getting unlucky and/or have an early religion, like Judiasm. Like in BtS free religion spreading all comes down to rolls of the dice.

bazziman
May 24, 2010, 08:55 AM
Hello phungus!

After having checked out LoR from SVN i saw that the problem with the Dynamic civ names and
Dynamic unit names has vanished :)

Arumath
May 27, 2010, 05:27 AM
I'm not sure if this has been reported or not just a minor bug as far as I can tell I haven't noticed any unusual effects from it. In my first LoR game I've been getting a couple of these a turn in my second game I have yet to see one

I'm playing on huge maps with permanent alliances enabled and in that first game I am in a PA so I am wondering if that is connected with the error.
http://i114.photobucket.com/albums/n260/Brozan/Civ4ScreenShot0009.jpg

phungus420
May 27, 2010, 06:11 AM
I've seen that a couple times, but only after changing players (which isn't a standard thing to do). Also it always goes away after reloading (which made the error impossible to debug directly); and I haven't seen it in the 0.9.9 development build on the SVN. Just curious, but does it go away after reloading, and if not could you upload a save for me to take a look at?

Arumath
May 27, 2010, 03:16 PM
I loaded it up again and it still occurs when ending the turn.

I'll see if I can figure out how to upload/attach the save

phungus420
May 30, 2010, 06:46 AM
Thanks for the save. Yeah, it's some rare error caused by a rebel spawning and the game trying to get the diplo values of this new civ with the civs in the game, but for some reason here it's trying to call a diplo value on a dead civ. The bug is fixed in the development build; I'll try to get 0.9.9 out soon, mainly just waiting on jdog to update RevDCM with the new version of BetterAI that just came out.

JeffSteel
Jun 03, 2010, 02:17 AM
Fresh install of latest build, all old versions totally deleted, no modifications. The "choose religion" game option is broken.

When I am the first to reach a religion granting tech, not only do I get to pick a religion to found, but I also found a second religion at the same time. So say I am the first to research meditation. What keeps happening is when I close the tech summery window with the narrated quote, a random religion gets founded in one of my cities, then the choose religion window appears letting me choose a religion which hasn't been founded yet (so the religion that just got founded isn't on the list). When I make a choice, I then found that religion as well, often in the same city as the first one! It's a two for one offer, research one get one free!!!!! :crazyeye: Act now while supplies last!!

I haven't noticed this affecting the AI, only me. The AI only gets the religion it chooses. This also wasn't happening in the pre-SVN 0.9.8 or so versions.

phungus420
Jun 04, 2010, 03:26 AM
Thanks for the report, I have forgotten to add that to the known bugs list. Choose religions is fixed in the current development build, and is a proper gameoption now. I'll try to get a 0.9.9 prerelease out in the next couple of days.

jeffreyac
Jun 06, 2010, 09:18 AM
Hi,

Build a swordsman in a city with a barracks, get no experience points for the unit. Save attached if required, one turn before completion of another swordsman in the city in question. (probably not necessary, but just in case....)

phungus420
Jun 07, 2010, 01:42 AM
Assume this is for the SVN. Not a bug, look at the reqs for a Swordsman; also check it again when you get into the Medieval era.

civgenius
Jun 28, 2010, 08:19 PM
I love the mod, just one problem:

No matter how many times I bombard Hue with my catapult army of 15 catapults, it stays at 125% defense.

Screenshot:

http://img443.imageshack.us/img443/827/125glitch.jpg

civgenius
Jun 28, 2010, 09:55 PM
Here's my save game, if you need it!

(see above post)

Thanks!

dcmort93
Aug 07, 2010, 04:44 PM
Hey so I dl'd the newest version, uninstalled the version I had and installed the new version, but now I don't see any text in diplo. I had the same problem when I installed bug 4.4 and bull 1.2 over versions 4.3 and 1.1 respectively and the fix was to delete my Custom Assets folder and reinstall, so I did that with Bug and Bull just for lols and it still doesn't work. Got any fixes to this?

Admiral Armada
Aug 09, 2010, 01:35 AM
LoR contains bug and Bull, are you trying to install both of them as well?

dcmort93
Aug 09, 2010, 02:46 PM
No I already have a newer version than what LOR uses installed in custom assets on regular civ. Could that be the problem?

Admiral Armada
Aug 09, 2010, 04:40 PM
It may be having weird conflicts. My version of LoR has Bug 4.4 in it, as well as BULL 1.2+, both from Fuyu's Better Bug AI.

bestbrian
Aug 09, 2010, 04:48 PM
This would seem to be a component issue with the BBAI, but AIs still attach GGs to Rams. I thought that this had been fixed. Just sharin'.

Admiral Armada
Aug 09, 2010, 09:15 PM
Interesting, is it a civ AI or a rebel AI? The rebels seem to have GG's on the weirdest units sometimes.

bestbrian
Aug 10, 2010, 06:17 PM
Interesting, is it a civ AI or a rebel AI? The rebels seem to have GG's on the weirdest units sometimes.

In this case it was the units of a recently spawned Augustus (he "organized the Barbarians of blah, blah, blah"). I saw a stack of his a while later, and he had a GG attached to a capped ram. The AI used to do this all the time in earlier versions of LoR (not sure if this was due to BBAI, or RevDCM); I thought it had been fixed.

Admiral Armada
Aug 10, 2010, 06:45 PM
I have seen that too. I think the rebel AI may spawn GGs on random units when a civ arises. I dont know where to look in the code to figure that one out, and im working on getting other things to work at the moment. Ill keep it in mind though, tahnks for bringing it to my attention.

bestbrian
Aug 11, 2010, 02:57 PM
I have seen that too. I think the rebel AI may spawn GGs on random units when a civ arises. I dont know where to look in the code to figure that one out, and im working on getting other things to work at the moment. Ill keep it in mind though, tahnks for bringing it to my attention.

No charge. Thanks for keepin' the mod goin'. :goodjob:

Btw, did we ever get an anwer to what the rules are regarding why some units receive xp from barracks, and others don't? I know Phungus went to great length to reveal the Revolution mechanics to the the player; seems kind of silly that this would be hidden.

Admiral Armada
Aug 12, 2010, 02:41 AM
From the little bit of testing i did when i noticed this, if a building is required to train a unit (ie barracks), then it does not give exp for that unit. As far as i can remember, the actual effects hover text is correct, if a unit does not receive exp then it doesn't show it receiving exp.

bestbrian
Aug 12, 2010, 02:45 PM
From the little bit of testing i did when i noticed this, if a building is required to train a unit (ie barracks), then it does not give exp for that unit. As far as i can remember, the actual effects hover text is correct, if a unit does not receive exp then it doesn't show it receiving exp.

Ok, got it. Yeah, the hover has been correct. Now the only question is what units require a barracks? Swordsmen, Pikes....

init
Nov 27, 2010, 07:25 PM
Hi, I'm playing a game using the latest SVN build (svn revision 156) and I've found a bug that I'm kind of sure I haven't seen in earlier revisions: After building The Pyramids, I cannot select all governments like I should be able to! So The Pyramids have no effect :(.

Some testing:
I was able to reproduce it by rushing Pyramids in a Play Now game in rev 154. I also tried rushing Pyramids in rev 153 and there it still worked as it should and I got all government civics. So it must have been broken in there somewhere!

After looking through the code diff, my guess is you somehow return too quickly in CvPlayer.cpp here: (line 7842)
if( (eBuilding < 0) || (eBuilding > GC.getNumBuildInfos()) )
{
return;
}

phungus420
Nov 27, 2010, 10:06 PM
Thank you, that's a serious bug, should be gc.getNumBuildingInfos(). Will put out a patch right away.

phungus420
Nov 27, 2010, 10:49 PM
Thanks again, Patch is out, you can find it here:

http://forums.civfanatics.com/showpost.php?p=9950721&postcount=2078

incognet
Nov 28, 2010, 01:59 AM
Re-posting my problem here, as per Phungus' suggestion:

As with the previous version of LoR, I am unable to play. The title screen is devoid of text; I cannot start a new game.

I've checked my options in Vanilla Civ IV... English is my specified language.

I then tried installing "BUG". I only installed because someone (on a diff. forum) suggested that doing so might fix the problem (don't ask me how). The problem remains, with or without BUG... as a single player, or multiplayer option.

I've experienced this problem on other modpacks:

NWAPreH
ROM: AND
Quot Capita

All behave the same way on my PC. All incorporate BUG elements, if I'm not mistaken...

Other mods (like RFC and History of the 3 Kingdoms) work fine.

phungus420
Nov 28, 2010, 02:10 AM
I am attaching a debug dll to this post. Download it, extract the gamecore.dll inside, and replace the gamecore.dll in LoR's assets folder with it. Then start a game. Hopefully an assert will pop up directing us toward the problem. If an assert pops up, don't bother hitting the "debug" button, as that will just cause a crash, as you wol't have MVS running and attached to Civ's executable; instead hit the "Ignore once button", and do that a couple times. Please post the messages in the assert's pop up boxes. If you keep getting assert messages, just hit "ignore always" button, until you can get to the title screen, and stop getting assert failure messages. You will need to run Civ4 in windowed mode when running a debug dll, unless you want to flip back and forth to the desktop. You can put Civ4 in windowed mode by editing Civ4's main ini file, found in your Beyond the Sword folder in your My Documents directory, if you edit this file to go to windowed mode, also please turn on python exceptions and logging, and post the PythonError text file that will be in your logs as well (you can just attach the PythonError document here as an attachement to a post as it's just a simple text file). If I can see the python error logs, and also see any assert messages you are getting, I can hopefully figure something out.

incognet
Nov 28, 2010, 02:23 AM
I am attaching a debug dll to this post. Download it, extract the gamecore.dll inside, and replace the gamecore.dll in LoR's assets folder with it. Then start a game. Hopefully an assert will pop up directing us toward the problem. If an assert pops up, don't bother hitting the "debug" button, as that will just cause a crash, as you wol't have MVS running and attached to Civ's executable; instead hit the "Ignore once button", and do that a couple times. Please post the messages in the assert's pop up boxes. If you keep getting assert messages, just hit "ignore always" button, until you can get to the title screen, and stop getting assert failure messages. You will need to run Civ4 in windowed mode when running a debug dll, unless you want to flip back and forth to the desktop. You can put Civ4 in windowed mode by editing Civ4's main ini file, found in your Beyond the Sword folder in your My Documents directory, if you edit this file to go to windowed mode, also please turn on python exceptions and logging, and post the PythonError text file that will be in your logs as well (you can just attach the PythonError document here as an attachement to a post as it's just a simple text file). If I can see the python error logs, and also see any assert messages you are getting, I can hopefully figure something out.


I followed your instructions... and replaced the DLL. However, I received no assert messages on boot-up (in full-screen or windowed mode).

EDIT: Tried again, multiple times. It's the LoR title screen, but without text. Something I failed to mention earlier: I can still click on the areas where text SHOULD be, and cause *something* to happen. (re: lower left hand corner will exit the game)

phungus420
Nov 28, 2010, 02:30 AM
I followed your instructions... and replaced the DLL. However, I received no assert messages on boot-up (in full-screen or windowed mode).

That's wierd...

Could you enable python exceptions and logging and post your python error file? Civ4 will create one if there are any python errors, and you enable python exceptions and logging (you do this in the same file that allows you to change Civ4 into windowed mode). I'm a little baffled at how something serious enough to kill the opening game text wouldn't create asserts, but that's what happened if you didn't have any. There should be some python errors though then, and I need to see those. There might be alot, and they wouldn't be simple things like the dll asserts, so just post your entire python error log file, you can just attach it to your post since it's a simple text document.

incognet
Nov 28, 2010, 02:35 AM
That's wierd...

Could you enable python exceptions and logging and post your python error file? Civ4 will create one if there are any python errors, and you enable python exceptions and logging (you do this in the same file that allows you to change Civ4 into windowed mode). I'm a little baffled at how something serious enough to kill the opening game text wouldn't create asserts, but that's what happened if you didn't have any. There should be some python errors though then, and I need to see those. There might be alot, and they wouldn't be simple things like the dll asserts, so just post your entire python error log file, you can just attach it to your post since it's a simple text document.

Establish connection to Python Debugger
HAPDebugger = 0

Enable the logging system
LoggingEnabled = 0


Are these the fields I should set to 1?

phungus420
Nov 28, 2010, 02:38 AM
No, not the Hap debugger, that'll cause a hang. There is an option that disables python exceptions, and it is on by default, you want to disable it so python exceptions are printed. The logging one is correct.

incognet
Nov 28, 2010, 02:40 AM
No, not the Hap debugger, that'll cause a hang. There is an option that disables python exceptions, and it is on by default, you want to disable it so python exceptions are printed. The logging one is correct.

; Overwrite old network and message logs
OverwriteLogs = 1


Is the only one I see with a value of 1...

Is this correct? I see nothing that mentions python exceptions...

Sorry for the newbish question(s)

EDIT: ; Set to 1 for no python exception popups
HidePythonExceptions = 1

FOUND IT! :P

incognet
Nov 28, 2010, 02:47 AM
Ok... I've done as you suggested. Where is the python error log file located?

phungus420
Nov 28, 2010, 02:54 AM
Civ4 will create a Logs folder in your Beyond the Sword folder in the My Documents directory. The Python error log should be there, just attach it to your post to upload it. If you didn't get any python exception pop ups then there were no errors, and then I'd be pretty confused.

incognet
Nov 28, 2010, 02:57 AM
Civ4 will create a Logs folder in your Beyond the Sword folder in the My Documents directory. The Python error log should be there, just attach it to your post to upload it. If you didn't get any python exception pop ups then there were no errors, and then I'd be pretty confused.


The system won't let me upload the file in question. It doesn't explain why...

It's a Text file, after all.

Anyhow, this is what the log says:


ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py
ERR: Call function getModPath failed. Can't find module Full_of_Resources_3_00.py

phungus420
Nov 28, 2010, 03:07 AM
Try deleting the full of resources Map script, found in the Private Maps folder of the mod. And restart. If it's not letting you post the python error log, put it in a folder, and compress it (right click and select "zip" or "compress" or "add to archive" or something like that), then attach the zip file.

incognet
Nov 28, 2010, 03:12 AM
Try deleting the full of resources Map script, found in the Private Maps folder of the mod. And restart. If it's not letting you post the python error log, put it in a folder, and compress it (right click and select "zip" or "compress" or "add to archive" or something like that), then attach the zip file.

No change. Still no text, and the log is identical.

EDIT: The Map script is named: Full_of_Resources_3_10.py on my PC.

I renamed it: Full_of_Resources_3_00.py

Doing so resulted in a clean error log, but still no text on the title screen.

phungus420
Nov 28, 2010, 03:28 AM
Sorry man, I'm at a complete loss as to how it would be possible not to get any dll assert failures, or python exceptions, and have a bug like that. I just don't know.

incognet
Nov 28, 2010, 03:31 AM
Sorry man, I'm at a complete loss as to how it would be possible not to get any dll assert failures, or python exceptions, and have a bug like that. I just don't know.

I understand. It still bothers me to no end that this bug occurs for me in several mod-packs. If you have any thoughts on what (if anything) they have in common, please let me know...

EDIT: Just did a full wipe of Civ 4 & all associated files. Then I downloaded them again... and re-installed LoR. Unfortunately, nothing has changed... the problem remains :(

phungus420
Dec 02, 2010, 07:20 AM
@incognet

The translator for RevDCM just uploaded some new German translations, but also brought up that they had removed some non standard latin characters and replaced them with their proper unicode, because those characters can break Chines and Syrillic versions, aparently. Perhaps this is the cause of your bug. I don't know if this will work for you, but worth a shot. Download the attachment in this post, and extract it into your LoR/Assets/XML folder and tell it to overwrite all the all files when prompted (it should replace most of the Text files with the updated text that has had all non latin characters replaced with unicode). Let me know if it works.

chukandar
Dec 02, 2010, 03:19 PM
incognet your problem seem much like mine, but i had it with another mod. Someone did got it working though. check this thread


http://forums.civfanatics.com/showthread.php?t=363830

Nyven
Dec 03, 2010, 10:37 PM
While playing with my brother in multiplayer we were both having what I believe is the field of view randomly change on us zooming the screen in or out randomly at random times. Sometimes it wouldn't happen at all in a turn, sometimes it might happen 3 times in one turn. The zooming I'm referring to is the level at which the cloud layer (globe view) takes over, while it was doing this the Field of View slider in the top right doesn't change though. So far we've only experienced this in multiplayer.

Needless to say this gets kind of annoying. Otherwise love your mod and look forward to v1.0.

And here is a save where we had it happening in.

phungus420
Dec 04, 2010, 01:25 AM
We finally have been getting feedback from someone playing RevDCM in multiplayer. A couple days ago they reported that if 1 player messes with the field of view, it effects all players, which can be unsettling. We will be locking out the field of view in multiplayer player games in the next update, as that's a pretty simple fix. In the meantime you can all agree not to mess with it, and your problems will stop.

Flak Fox
Dec 11, 2010, 09:38 PM
My question is, has the unavoidable out of syncing error in multiplayer ever been resolved? I know wiping the custom assets folder used to temporarily fix that problem, but no matter what, my friends and I always get it repeatedly and unavoidably in the late game. Nothing seems to fix it and I was told awhile back that it'd probably never get fixed.

Since Civ V still has yet to come near this mod in pretty much every aspect, I'd really like to return to this mod, especially while waiting for Civ V to become a more "finished" product.

So, creators/staff responsible for my favorite Civ mod of all times, has this OoS error been resolved? :)

phungus420
Dec 12, 2010, 09:15 AM
I don't know, we've worked on making MP functional, and most reports indicate it is now; and only seems to OoS as much as default BtS does. If you could test it, would be nice. If you reach a point where the game goes OoS consitently, please upload the save for Glider and I to look at in the RevDCM thread. Our main problem with getting MP fully tested is that Glider and I don't have the means to test it.

Flak Fox
Dec 12, 2010, 11:09 AM
I don't know, we've worked on making MP functional, and most reports indicate it is now; and only seems to OoS as much as default BtS does. If you could test it, would be nice. If you reach a point where the game goes OoS consitently, please upload the save for Glider and I to look at in the RevDCM thread. Our main problem with getting MP fully tested is that Glider and I don't have the means to test it.

Sounds good to me :) I was reading about how you guys weren't as "capable" of fixing the MP problems because most people aren't testing it for you. I wouldn't mind contributing to perfecting this, in my mind, nearly perfect mod.

I was telling a friend of mine the other day: If I had to be forced to play a single game for the rest of my life, it'd be the Legends of Revolutions Mod for Civ IV--providing multiplayer worked properly :)

Edit: Was playing today with a friend and notice we were both unable to build inquisitors. Seems to be a bug, never had the issue before.

phungus420
Dec 12, 2010, 10:19 PM
Edit: Was playing today with a friend and notice we were both unable to build inquisitors. Seems to be a bug, never had the issue before.

Check the civilopedia, or hover over the unit button in the city before assuming there is any bug going on. Inquisitors work perfectly. Also remember that there is a No Inquisitions game option, so you may have that option on, in which case, there will be no inquisitors, as is intended.

Sorry if I sound terse, but I'm getting a little irritated at people reporting bugs that don't exist.

Flak Fox
Dec 13, 2010, 01:24 AM
Check the civilopedia, or hover over the unit button in the city before assuming there is any bug going on. Inquisitors work perfectly. Also remember that there is a No Inquisitions game option, so you may have that option on, in which case, there will be no inquisitors, as is intended.

Sorry if I sound terse, but I'm getting a little irritated at people reporting bugs that don't exist.

I'm not the type of person to just assume there are bugs. I'm also not an idiot :) I have been playing this mod for a long time now, I know how inquisitors work and I've used them plenty of times.

Theocracy as a civic and they should be buildable (were in the past). There is also no unit icon in the city despite meeting all of the requirements. As such, there are only two possibilities here.

1) There is a bug with the new patch.
2) Since the new patch, you guys prevent users from changing any of the special settings for multiplayer games, so I can only assume that the "default" setting regarding inquisitors for multiplayer games is that they're turned off, even though the default setting for single player is that they're turned on, in which case, it'd still be a bug in my opinion.

Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)

bestbrian
Dec 13, 2010, 11:37 AM
I'm not the type of person to just assume there are bugs. I'm also not an idiot :) I have been playing this mod for a long time now, I know how inquisitors work and I've used them plenty of times.

Theocracy as a civic and they should be buildable (were in the past). There is also no unit icon in the city despite meeting all of the requirements. As such, there are only two possibilities here.

1) There is a bug with the new patch.
2) Since the new patch, you guys prevent users from changing any of the special settings for multiplayer games, so I can only assume that the "default" setting regarding inquisitors for multiplayer games is that they're turned off, even though the default setting for single player is that they're turned on, in which case, it'd still be a bug in my opinion.

Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)

Inquisitions also requires more than just Theocracy. If you run any other incompatible civics, it won't be enabled. I know, off the top of my head, that Free Speech disables Inquisitions. What're your other civics?

Flak Fox
Dec 14, 2010, 04:45 PM
Inquisitions also requires more than just Theocracy. If you run any other incompatible civics, it won't be enabled. I know, off the top of my head, that Free Speech disables Inquisitions. What're your other civics?

That is definitely new with this patch because that was never the case before.

I believe it was representation, vassalage, serfdom, mercantilism, and of course theocracy. I'll look into those civics a bit more now that I know they can prevent inquisitions.

phungus420
Dec 15, 2010, 12:08 PM
Many apologies for sounding firm, but I don't like being treated as though I'm dumb :)

Sorry, I was having a bad day. If you have the Theology tech, the Inquisitor unit button should be present in your cities' build selection section; if inquisition conditions aren't met it should just be greyed out -same as a unit that is missing a resource; hovering over the greyed out button should show why it's greyed out. If the button is missing entirely then the Game Option "No Inquisitions" was most likely checked, or you are a playing a scenario that has this option auto selected for that scenario. Check the game options and ensure this isn't the case; if this option is not selected I'll need help figuring out what's going on with MP that would remove inquisitors entirely, so let me know if that's the case.

Flak Fox
Dec 15, 2010, 08:20 PM
Sorry, I was having a bad day. If you have the Theology tech, the Inquisitor unit button should be present in your cities' build selection section; if inquisition conditions aren't met it should just be greyed out -same as a unit that is missing a resource; hovering over the greyed out button should show why it's greyed out. If the button is missing entirely then the Game Option "No Inquisitions" was most likely checked, or you are a playing a scenario that has this option auto selected for that scenario. Check the game options and ensure this isn't the case; if this option is not selected I'll need help figuring out what's going on with MP that would remove inquisitors entirely, so let me know if that's the case.

We all have less than awesome days, ironically I wasn't in a terribly good mood when I got your reply. Anyway, moving on...

It would seem to me that since Multiplayer under the latest patch has its own default settings that cannot be changed, that one if them is the lack of the inquisitor. I'm running a fresh, non-tampered copy of the latest patch. The only thing I did was start a single player game, turn off the unit naming feature, turned on the dynamic civ names feature, turned on advanced air bombardment missions, and I think one more unrelated option. After that, I entered a Multiplayer game and discovered that the options are all preset to a "multiplayer default" that actually changes all of my single player options back to default as well.

Regardless, for some reason I still have inquisitions in SP but not in MP. In MP, the icon does not appear in any city. I'll do some more digging though and let you know what I come up with if anything. It's a bad time of the year though, giving the end of the semester and all.

Edit: Actually, wow, I've discovered that ALL my settings keep changing to default every time the game is reloaded. Also, I can't find the option manually for the inqusitions in the \My Documents\My Games\Beyond the Sword\LoR\UserSettings folder at all. It seems my ini file gets corrupted whenever I make a change to it too. Some very unusual issues that I unfortunately don't have the time to play with atm. I'll keep you posted though.

Flak Fox
Dec 18, 2010, 02:43 PM
Now I feel really dumb. In the old patch I always had inquisitions turned on for every game I played. It appears with the new patch it changed my default to turning them off and I just never realized it.

My bad--I really didn't mean to cause any frustration that there might be some rare bug out there. Many apologies.

lordmyst
Dec 25, 2010, 11:41 AM
A friend and I were playing a multiplayer game on the most recent version of LoR and noticed that swordsman don't get the usual +XP bonus from barracks. Every other land unit we made did get the bonus, though.

bestbrian
Dec 25, 2010, 01:57 PM
A friend and I were playing a multiplayer game on the most recent version of LoR and noticed that swordsman don't get the usual +XP bonus from barracks. Every other land unit we made did get the bonus, though.

Units that require a barracks to be built, do not receive the xp bonus from the barracks. Merry Christmas. :)

lordmyst
Dec 25, 2010, 07:33 PM
interesting. thanks!

BLubmuz
Dec 29, 2010, 10:43 AM
I'm a long time LoR player and i just installed and started a game with the 0.99.

I mainly noticed the following:
You removed some very good UU or just nerfed them. Just to name some: Zulu Impis, Greek Hoplite, Roman Pretorian, Persian Scyth chariot.

I'm now playing on Deity as Darius with the pre-placed civs scenario (where everyone starts as minor) on the Earth map.
My previous games with 9.8 was with this same settings, but on Immortal.

In those games i was often threatened by big, well assorted stacks coming from any neighbour and i've seen many cities changing hands between the AIs and often some AI destroyed.
In this game nothing happens: the AIs just build incredible stacks of poor units, mainly warriors, they will keep their positions and they never attack. Nor each other nor me.
I've only seen a city took by an AI.
Is the Deity AI which is crippled by its production capacity or some change in the AI?

I've noticed many interesting new things, so i think it's a good evolution from 9.8.
A flaw, IMO is that Education no more needs Paper as a prerequisite and i think this is wrong.

To be honest, i made some change to my initial start, which is very poor for the Persians. But i also improved many tiles all around the map, to give to some AI starting in poor spots a chance.
Pity for the realism of the map, but it should be more playable.

StMikael
Jan 13, 2011, 04:26 PM
This new version looks very nice. Especially better-looking are the National Wonder and Shrine vids.

But I have to agree with Blubmuz that it's too bad all those great UUs have been removed. I guess there are two kinds of Civ players: those who want more on top of everything and never anything less, and those who believe things may be removed in order to support a rigorous vision of sorts.

That said, I'm really impressed with your work on this mod, phungus. I just wish there was a simple way to re-add those UUs from earlier versions of Lor, without having to track them all down and implement them through detailed modding.

StMikael
Jan 15, 2011, 06:11 AM
Having played the new version for a couple of days, LoR seems to have become more slow on performance, actually to the point of crashing when too many things happen at once. Two times when I selected all units on a tile, the game crashed, seemingly because the process was too much to handle. This never happened in earlier versions. I wonder if anyone has experienced something similar?

StMikael
Jan 16, 2011, 04:02 PM
A couple of bug reports:

Trung Trac's welcome message is "1".

Cuirassiers and most modern legends (54th Mass. and SAS) still don't act as ranged during combat; they advance when they should stand their ground and fire. This is a simple fix in the <actasranged> parameter in the artdefines file.

Tulugaq
Jan 22, 2011, 08:32 AM
Been playing multiplayer quite a lot. Great game. Religions in 9.9b obviously different from earlier versions, mostly WAD but one bug and a couple of requests.

Request: used to be able to buy a religion (e.g., meditation) at start and it popped in your city; that's canceled 9.9b (nobody gets the religion if you buy the tech); could this be returned as an option? I play with daughters with phone on, and we negotiated who got what religion so could get them off to easy start at setup, but can't do that anymore.

Bug: when playing late-era starts (e.g., Renaissance, after all religions "invented"), in multiplayer with simultaneous turns turned off (tested with two players; best for combat), religions pop at random within a few turns. But with simultaneous turns left on (best for friendly non-fighting games with daughters), the religions never popped after a very long time (tested with 3 players). Is the religion popping not working unless you turn off simultaneous turns?

Other request: It appears that in classical and medieval starts, the earlier religions won't pop to anyone until the last of the religions have all been invented (minimal testing on this). This leaves a large part of the game without the complexity/interest of religious buildings and AI animosity. Could an option be added, or the game revised when you next get around to it, to have the earlier religions pop at random shortly after starting play, as used to happen?

Thanks for all your work!

phungus420
Jan 24, 2011, 09:53 AM
Been playing multiplayer quite a lot. Great game. Religions in 9.9b obviously different from earlier versions, mostly WAD but one bug and a couple of requests.

Request: used to be able to buy a religion (e.g., meditation) at start and it popped in your city; that's canceled 9.9b (nobody gets the religion if you buy the tech); could this be returned as an option? I play with daughters with phone on, and we negotiated who got what religion so could get them off to easy start at setup, but can't do that anymore.

Bug: when playing late-era starts (e.g., Renaissance, after all religions "invented"), in multiplayer with simultaneous turns turned off (tested with two players; best for combat), religions pop at random within a few turns. But with simultaneous turns left on (best for friendly non-fighting games with daughters), the religions never popped after a very long time (tested with 3 players). Is the religion popping not working unless you turn off simultaneous turns?

Other request: It appears that in classical and medieval starts, the earlier religions won't pop to anyone until the last of the religions have all been invented (minimal testing on this). This leaves a large part of the game without the complexity/interest of religious buildings and AI animosity. Could an option be added, or the game revised when you next get around to it, to have the earlier religions pop at random shortly after starting play, as used to happen?

Thanks for all your work!

Hey man thanks. That's a serious bug, and I created it. Not sure at all how to fix it though. Linked this report to the main RevDCM forums, probably be good if you PMed glider or Afforress and see if either one of them want to take a look at those. I linked your report in the main RevDCM thread, so please post there too:

http://forums.civfanatics.com/showthread.php?t=262937

I really want to figure this out, but it'll take some MP debugging, and not sure how the works at this moment. Personally don't see how fixing this can move forward without trying to get glider on board for testing first.

Tulugaq
Jan 24, 2011, 01:39 PM
Thanks, Phungus (religion-popping issue). I found a forum page followed by Afforess and put a comment there, not knowing how to PM him. Since you've sent it to Glider, we'll see what can be done.

A related nit to changing how religions pop is the fact that the AI logic will still occasionally have them buy meditation or polytheism (or code of laws, etc., in a later era), if they're spiritual and really want a religion. That won't work anymore with "buying tech" not getting you a religion, so AI logic should no longer have them do this. (In one game, I never saw Buddhism, tho I was first human to research it, so I'm pretty sure AI bought meditation and thus turned it off for good -- or at least it's off until the other 6 all get invented [we didn't make it to Islam to see if Budd popped somewhere at that point].)

God-Emperor
Jan 24, 2011, 11:16 PM
I have a game crash issue.

The attached save crashes after ending the turn when using 0.9.9b or 0.9.9c.

phungus420
Jan 25, 2011, 02:24 PM
I have a game crash issue.

The attached save crashes after ending the turn when using 0.9.9b or 0.9.9c.

It definitely crashes. When debugging, the crash happens in the disassembler, and seems to be deep in the .exe. Whenever this happened before it was always an art issue, but checking the logs, I came up with nothing (every other crash like this I was able to find the bad art caused by a unit/building in the resmgr.log, or the LSystem.log). I have no idea where to proceed to hunt this down, as there is nothing in the logs that show anything is wrong, or point to any bad art, and the debugger crash only shows me unreadable machine code, since the crash seems to be happening in the .exe which we don't have exposed source code for.

Any ideas?

God-Emperor
Jan 25, 2011, 07:58 PM
Your "nothing in the logs" is also what I saw.

The only hint is maybe what is in the PythonDbg.log file since at the end of that it looked like it had produced a few messages while processing the turn (Washington grew in pop and a few other lines of stuff after that - I don't have a log for it at the moment, but I think it had moved on to at least one more player based on a city name in there that wasn't mine). Whatever happened happened after the last thing in there but before the turn processing completed.

In the debugger, if you can see things in the call stack before the final EXE call frame (and you should be able to), particularly things that are in the DLL, then you should be able to tell what sort of thing it was doing. You should also be able to move up to that code and check which player it was and what building/unit/whatever it was dealing with at the time. Unless the crash resulted in (or from) a corrupted call stack, or something along those lines.

Or you may have to resort to putting a breakpoint in and stepping through the turn processing code at a high level, like CvGame::doTurn. The per-player loop should let you know which player's turn processing is having the problem (the one it is working on when it fails). Then the next time through you can try stepping down into the problem player's turn processing in CvPlayer:setTurnActive and doTurn to see more of what it was doing at the time.

phungus420
Jan 26, 2011, 01:39 AM
I've only ever had luck stepping through code. I can't even find the call stack... I think I may be debugging improperly, but haven't really needed to get very in depth as I've only worked with my own code, or bits of BtS code that interacts with my code.

The only thing in RevDCM (and thus LoR), that I don't fully trust is the WoC code, and the ethnic city art. This crash isn't caused by ethnic city art. I think what I may need to do is just roll up my sleeves, and extricate WoC from LoR. I also think this may fix a nagging MP issue when files are in the custom assets. The problem with doing this though is that it's alot of work, and will make keeping LoR up to date with RevDCM much more difficult, as there would significant deviations in the code base.

Not sure, I'll have to think on things. For the most part though, I'm stumped on this crash, as there is nothing but random machine code to work with. Every other crash I"ve had reported, since back when I started with WolfRevolution, there was at least some starting point.

JaredPWagner
Jan 30, 2011, 02:40 PM
On Deity, the start as minor tribes option appears to be taking away the 4 free techs the AI is supposed to start with as well as taking away their scouts.

Ran into an odd bug with Revolutions. Had a low culture city that went into revolt as it was next to a vassalized high culture city. City revolted, options listed included
1) Grant city independence
2) Refuse and city will rise up against you as a new civ
3) Declare war on the civ whos culture is causing the problem (in this case my vassal)

I picked going war with my vassal planning to finish him off and remove the problem. I thought it would cancel the vassal agreement. It did not. Instead a bunch of enemy units from a competing civ based half way around the world (Who I was also at war with spawned).

Civilopedia entry for Egypt's war Chariot says it is immune to first strikes but actual unit bonus is +50% vs archery units.

Afforess
Jan 30, 2011, 09:43 PM
WoC definitely comes with a few bugs (including some nasty MP ones that took me forever to track down), but I'm pretty sure the WoC code isn't active during actual gameplay, just loading the game and saves, so it's not going to cause CTD's.

Well, unless WoC does something funny with the art loading - I know it did. I tried to fix in RevDCM the best I could - but you may want to do a diff on the WoC files between AND and RevDCM.

phungus420
Feb 08, 2011, 12:23 PM
OK, I have successfully extirpated WOC, and updated to the 2.9 RevDCM core. I can't be sure if this fixes the crash reported above because it breaks save game compatibility, but I'm pretty sure it will; since WOC code is the only code I don't really trust. I guess there is some stuff in Revolutions that could be suspect as well, so I will, over the next few months, work on rebuilding RevDCM in the DLL, instead of around python where it mostly lives now. But that is a long term project.

In regards to religion founding, I have rebuilt it again, and I believe it should work now in multiplayer, and fix the bugs reported above regarding religion founding in multiplayer games.

Because I have made some drastic changes to the code base (removing WOC), I'm not fully confident in the stability of this version. I also lack the time to properly play test it, as my computer is very, very slow. So I'll hold off on making this version the "official" release. Please feel free to playtest, and let me know any bugs you come across or balance issues:

http://www.filefront.com/17914869/Legends-of-Revolution-v0.9.10-Setup.exe/

phungus420
Feb 08, 2011, 12:49 PM
On Deity, the start as minor tribes option appears to be taking away the 4 free techs the AI is supposed to start with as well as taking away their scouts.

This is intended, otherwise at Emperor+ with start as minors on the AI simply b-lines your starting city with archers immediately, and you die.

Ran into an odd bug with Revolutions. Had a low culture city that went into revolt as it was next to a vassalized high culture city. City revolted, options listed included
1) Grant city independence
2) Refuse and city will rise up against you as a new civ
3) Declare war on the civ whos culture is causing the problem (in this case my vassal)

I picked going war with my vassal planning to finish him off and remove the problem. I thought it would cancel the vassal agreement. It did not. Instead a bunch of enemy units from a competing civ based half way around the world (Who I was also at war with spawned).
Hmmm, without seeing the save I'm not sure, but this may be intended behavior, since you can't attack your own vassals (if it wasn't a vassal, a war would have been launched, as I've seen this before). Anyway I plan on rebuilding the Revolutions code, so I'll keep this in mind when doing so.

Thanks for the reports.

phungus420
Feb 15, 2011, 07:29 AM
Anyone found any issues with the 1.0 dev build? If it is working fine, I'll go ahead and set that to the main download, but just want to make sure no problems have been found in it.

Karalysia
Feb 15, 2011, 01:42 PM
Reveloutions don't seem to be working for me. I got this message and duly refused the Deep South attempting to secede from the already seceding South (redundancy much?) I expected them to break out into reveloution a few turn later as starvation worsened, the war dragged on with heavy unit losses (though victorious) I mean the population of those cities dropped down to 1 but that was it. They never revolted. Also in the event log it says something like "Barbarian Civ error 1023" or something along those lines. So I assume that the reveloution event is trying to fire but it's not working. Any idea why? Is it because this is a scenario? I mean I've already installed this mod twice.

http://img717.imageshack.us/img717/5834/secession.th.png (http://img717.imageshack.us/i/secession.png/)

Uploaded with ImageShack.us (http://imageshack.us)

phungus420
Feb 16, 2011, 08:59 AM
Is that from the 1.0 development build, or the current "official release"? If it's the Dev build, I suppose something could be wrong. If it's not, then the issue is one of revolution type, and teh revolution just never gets enough "oomph" to get pushed over into a full revolt.

morchuflex
Feb 25, 2011, 01:35 AM
Hello.

Something weird, that happened to me repeatedly.

Look at the "before" Screenshot.

To help the newly founded city of Grenoble (far left), I built 2 workboats in Marseilles (far right) and sent them to Grenoble. As you can see, the first one has already arrived and is already working a clam. The second one is on its way (lower center), and as you can see Grenoble is a valid destination.

But before that workboat completes its travel, I discover OPTICS. And now, the destination is "forbidden", as can be seen in the "after" screenshot. :crazyeye:
I can't imagine this being WAD.

I also have a savegame just one turn prior to Optics. I'll upload it if requested.

Rodnok
Feb 26, 2011, 04:31 AM
In my current game, v0.9.10, I spotted two things:

1) Great wall gives 200% more (not 100% more) experience to GG bar for the battles in my cultural borders. Battles outside the borders give the same amount of XP to unit and to the GG bar. I never really paid attention to this, so I am not sure if this is new or came with this build. (Leader is Charlemagne, philosophical and aggressive)

2) Tech deals with the Ruthless AI on. I got one deal (Writing partially and Archery) before I was able to research Alphabet. Since then I am unable to get any tech deal from AI, all techs are "we would have nothing to gain". Even though I had or still have something nice too. I googled what the ruthless AI really is and found Aforess explanation for AND, where he says it should be more about war, but the AI would want actually MORE tech trading.

Otherwise, everything seems ok so far with this build, revolts do happen for the other civs and for me will probably strike soon too :)

will provide save if needed, when I get to my desktop computer.

Bad Player
Mar 19, 2011, 06:36 PM
The harbour seems to give me negative amounts of food and the factory seems to give me positive amounts of food (city is unhealthy): :confused:
http://img268.imageshack.us/img268/7159/harbournegfood.jpg (http://img268.imageshack.us/i/harbournegfood.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
http://img852.imageshack.us/img852/8927/factoryposfood.jpg (http://img852.imageshack.us/i/factoryposfood.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

bestbrian
Mar 19, 2011, 06:54 PM
The harbour seems to give me negative amounts of food and the factory seems to give me positive amounts of food (city is unhealthy): :confused:
http://img268.imageshack.us/img268/7159/harbournegfood.jpg (http://img268.imageshack.us/i/harbournegfood.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
http://img852.imageshack.us/img852/8927/factoryposfood.jpg (http://img852.imageshack.us/i/factoryposfood.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

You're reading it wrong. The Harbor is providing against your LACK of food. You're negative because of accumulated unhealth. The +2 Health you're receiving from the Harbor is also reducing your food deficit. The factory is doing the same, as its +1 Unhealth is adding to your food deficit.

Clear? :crazyeye: :D

Goody the Hutt
Mar 20, 2011, 12:17 PM
Hi, I'm not sure if these are bugs or if these features were taken out in 0.9.9, but I could find no mention of them in the changelog. Is dynamic civ names still in this mod? The option to enable it doesn't appear anymore for me. I love this feature and want it back. :( Also, was Hitler taken out as a leader? (I'm just wondering, I'm not a Neonazi, I swear!)

I was also wondering if some of the custom graphics aren't supposed to work in the early part of the game? None of the German skins seem to work until later in the game. However, for America all of them do work except for the axeman and spearman. I can understand the civ having a more generic, primitive look in the ancient era, but for some American skins and no German skins to work seems unbalanced. I haven't played the other civs enough to see if anything is missing. No, I don't have frozen animations on.

I use Windows 7 64bit. I've uninstalled and reinstalled, so it's not a result of permission problems. Any ideas?

bestbrian
Mar 20, 2011, 12:19 PM
Hi, I'm not sure if these are bugs or if these features were taken out in 0.9.9, but I could find no mention of them in the changelog. Is dynamic civ names still in this mod? The option to enable it doesn't appear anymore for me. I love this feature and want it back. :(

I was also wondering if some of the custom graphics aren't supposed to work in the early part of the game? None of the German skins seem to work until later in the game. However, for America all of them do work except for the axeman and spearman. I can understand the civ having a more generic, primitive look in the ancient era, but for some American skins and no German skins to work seems unbalanced. I haven't played the other civs enough to see if anything is missing. No, I don't have frozen animations on.

I've uninstalled and reinstalled, so it's not a result of permission problems. Any ideas?

Dynamic Civ Names is in there; it has to be enabled in the options screen.

Can't tell you anything about the art, however. Screenies?

Goody the Hutt
Mar 20, 2011, 02:46 PM
American archer, axeman, and spearman. The archer works from the beginning of the game but the spearman and axeman do not. (The swordsman also works.)

http://img576.imageshack.us/img576/7678/thisisamurica.th.jpg (http://img576.imageshack.us/i/thisisamurica.jpg/)

German archer, axeman, spearman, and swordsman in the classical period all with the old skins.

http://img695.imageshack.us/img695/4671/germanbefore.th.jpg (http://img695.imageshack.us/i/germanbefore.jpg/)

As soon as I hit medieval, their custom skins work and there's a weird glitch where you can see their skins running to the tile from off-screen (not pictured).

http://img861.imageshack.us/img861/6136/germanafter.th.jpg (http://img861.imageshack.us/i/germanafter.jpg/)

No dynamic civ names option.

http://img145.imageshack.us/img145/2154/nodynamicnames1.th.jpg (http://img145.imageshack.us/i/nodynamicnames1.jpg/)

http://img143.imageshack.us/img143/9646/nodynamicnames2.th.jpg (http://img143.imageshack.us/i/nodynamicnames2.jpg/)

And finally, no Hitler.

http://img822.imageshack.us/img822/9677/nofuhrer.th.jpg (http://img822.imageshack.us/i/nofuhrer.jpg/)

Also, when I was testing the German skins I noticed another bug that I thought I'd solved. Whenever I choose "start as minor civs", it randomizes the city names. Notice in the German screenshots how my capital is Bochum and my second city is Berlin. For some reason this didn't happen when I tested American, although it has in the past. The same thing happens to the AIs and to all civs.

What could be causing all of this? The only thing I've altered with this mod is replacing the title screen with the original Earth screen and replacing the music with "Baba Yetu", but these bugs have occurred immediately after reinstalling before I changed anything, so I don't think it could be that.

:confused: :confused: :confused: :confused: :confused:

bestbrian
Mar 20, 2011, 07:47 PM
American archer, axeman, and spearman. The archer works from the beginning of the game but the spearman and axeman do not. (The swordsman also works.)

http://img576.imageshack.us/img576/7678/thisisamurica.th.jpg (http://img576.imageshack.us/i/thisisamurica.jpg/)

German archer, axeman, spearman, and swordsman in the classical period all with the old skins.

http://img695.imageshack.us/img695/4671/germanbefore.th.jpg (http://img695.imageshack.us/i/germanbefore.jpg/)

As soon as I hit medieval, their custom skins work and there's a weird glitch where you can see their skins running to the tile from off-screen (not pictured).

http://img861.imageshack.us/img861/6136/germanafter.th.jpg (http://img861.imageshack.us/i/germanafter.jpg/)

No dynamic civ names option.

http://img145.imageshack.us/img145/2154/nodynamicnames1.th.jpg (http://img145.imageshack.us/i/nodynamicnames1.jpg/)

http://img143.imageshack.us/img143/9646/nodynamicnames2.th.jpg (http://img143.imageshack.us/i/nodynamicnames2.jpg/)

And finally, no Hitler.

http://img822.imageshack.us/img822/9677/nofuhrer.th.jpg (http://img822.imageshack.us/i/nofuhrer.jpg/)

Also, when I was testing the German skins I noticed another bug that I thought I'd solved. Whenever I choose "start as minor civs", it randomizes the city names. Notice in the German screenshots how my capital is Bochum and my second city is Berlin. For some reason this didn't happen when I tested American, although it has in the past. The same thing happens to the AIs and to all civs.

What could be causing all of this? The only thing I've altered with this mod is replacing the title screen with the original Earth screen and replacing the music with "Baba Yetu", but these bugs have occurred immediately after reinstalling before I changed anything, so I don't think it could be that.

:confused: :confused: :confused: :confused: :confused:

Not that options screen. The BUG Menu in game.

I've got no idea about the other stuff, as it all seems to work fine for me (I always play Start as Minors). What version are you using?

Goody the Hutt
Mar 21, 2011, 01:17 AM
Not that options screen. The BUG Menu in game.

I've got no idea about the other stuff, as it all seems to work fine for me (I always play Start as Minors). What version are you using?
Oh, thanks. At least that's one problem solved. I'm using 0.9.9b. None of my other issues are game-breaking, but they are really annoying. It's disconcerting that I get these but no one else seems to. Maybe my computer's falling apart. :eek:

Sava
Mar 22, 2011, 02:16 PM
nevermind, I found the error... it was my fault

GGracchus
Apr 04, 2011, 06:20 AM
Whenever I play a game, I get this message
http://img815.imageshack.us/img815/4006/civ4screenshot0004.jpg

I can't see any alerts, I have to check the log to see what happened. Can you tell me why this happens and how can I fix it?

Also, how do I install Blue Marble for 0.9.9b, is it an option in the install?

bestbrian
Apr 04, 2011, 09:34 AM
I don't know what the problem with BUG is, but at install you'll be given the option to load with "Enhanced Graphics"; you'll have to reinstall if you want that option.

nfw
May 11, 2011, 08:59 AM
My units would change graphics depending on whether it's selected or not, for example, a garrisoned axeman looks like a warrior until selected, then it goes back to axe again.

Also, watermills show up on the wrong tiles.

Are these known issues or something's wrong with my install?

I'm using 0.9.9b

Mo_Jo
May 29, 2011, 12:04 AM
small problem with Adv Unit Naming.ini . . i have just loaded the LoR v0.9.9b (BtS 3.19) and i have a small problem with the Adv Unit Naming.ini file . . i get the error message: Bug Config failure parsing Unit Naming.xml at line 78 . . i have used this feature before and it was fine . . any suggestions?
thanks for any help . .

tdy99
Jul 13, 2011, 07:25 PM
I have had a few instances where AI civ triremes and galleys seem to be able to cross ocean squares. One game I confirmed this -- Made sure the entire area around my continent was explored, and was absolutely certain there was no way for my galleys to reach another continent. Yet AI galleys somehow managed to reach me. A few other games I have suspected this was happening as well.

MrPopov
Jul 14, 2011, 11:53 AM
My units would change graphics depending on whether it's selected or not, for example, a garrisoned axeman looks like a warrior until selected, then it goes back to axe again.

Also, watermills show up on the wrong tiles.

Are these known issues or something's wrong with my install?

I'm using 0.9.9b

Do you have animations disabled in the graphics options?

millahnna
Aug 08, 2011, 01:26 PM
Heya. Just returned to Civ 4 after a couple of years of Dragon Age obsession. I've run into something I've not been able to figure out but vaguely think I recall reading about in the past (and am having no luck finding in the forums for this or RevDCM core). I'm not sure it's a bug nor am I sure that I shouldn't be asking this in the RevDCM thread. I'm hoping someone can point me to whatever thread it is I'm thinking of where this was covered.

In a nutshell, when my civ demands a change in leadership, if I agree I don't always get the automated turns afterwards with the new temp leader. Sometimes the game just... proceeds as though nothing happened. I thought I remembered that this was a bug in previous versions of this mod or the core mod but I can't remember for certain. I was wondering if there's a reason for this or if it is a bug or if I should be asking elsewhere. This is early game so at most my available civics are usually Hereditary Rule and Slavery. Over the last week-ish, in three separate playthroughs, I've had the leader revolution work (i.e. go into automated turns for a bit) once and fail twice. Is this working how it's supposed to and I'm just missing something?

Am I actually making any sense explaining this?

ripple01
Aug 12, 2011, 04:41 PM
I have noticed this as well playing RevDCM. Probably appropriate to bring it up in the RevDCM thread.