View Full Version : Bug Reports
phungus420 Jun 23, 2009, 12:33 AM Post any bugs you run across here. While this mod is stable there are undoubtedly some hidden issues, as with any software.
For critical bugs (bug that either cause a crash or a fatal hang), please post a save game. This way I can debug the issue.
Before submitting a bug report, please read the FAQ, as your problem may be a known user specific issue (such as not updating to 3.19). You can find the FAQ here:
Legends of Revolution: FAQ and info thread (http://forums.civfanatics.com/showthread.php?t=340086)
Known Bugs:
Critical:
None known in the 0.9.8d build
Major:
There is a bug in Permanent Alliances. I have not had enough of a chance to thouroughly test it's behavior, but basically when the Permanent Alliance game option is on, if you make a permenant alliance with a backwards civ, and tech diffusion is on, your team will be granted alot of free beakers. For my recent game this made it so that I was able to research about 4 techs in 1 turn each. If you don't play with the Permanent Alliance game option on, this bug wol't happen in your game.
Multiplayer: MP games will fail to connect or will bug out and list 128 random icons in cities for players that have files in their custom assets folder. Deleting the contents of the custom assets folder fixes this issue, and players can connect normally. MP also has some known out of sync issues if players succeed in connecting:
All RevDCM tab options must be set to the same settings for all human players. Failure to do so will cause an immediate out of sync once players begin interacting.
Human players must disconnect if they are about to be defeated. If a human player is connected when they are defeated, the game will instantaneously go out of sync.
If Revolutions are on, if the human player selects the option to lead rebels, or the option to give control of their civ to an AI when a rebellion occurs, the game will go out of sync. Do not pick these options in MP games if a rebellion occurs in your empire, or leave Revolutions off.
All players must be using the same settings for Pre-Chopping (two settings) and Sentry Healing (two settings). These are BUG options and may be accessed in the BUG options menu, by clicking the bug icon, on the top left of the screen, or by pressing ctrl + alt + O. If any player uses a different setting you'll get OOS errors.
Minor:
The current version of the BUG mod (version 4.3) isn't updating user changes in the PLE options or ACO correctly. LoR is using an up to date version of the BUG mod, so this same bug also effects LoR. In development, but not for official release, the BUG team has fixed this issue, but I have not incorporated this fix yet. I am waiting either on the BUG team to officially update BUG, and use the official version they release with the fixes, or until the major bug with the permanent alliance game option and allying with a backwards civ tech granting is fixed.
The update that makes MP playable, also introduced a minor bug in Revolutions where when a major empire wide revolution occurs and you select "give control to the AI", you maintain control of your civ, and nothing happens. This bug can't hurt you, but it isn't behaving as intended, and makes major empire wide rebellions too easy to deal with.
Not bugs, but noteworthy issues:
Apparently 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 a couple of bugs in the diplomacy screen, as there are a couple 0.9.7 files that conflict with the 0.9.8 update 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.
Some users believe their version of BtS is updated to 3.19, when it is not. If the installer tells you your version of BtS is not updated, it isn't; the installer is correct. Setup will not allow you to install LoR because it will crash otherwise, you must patch your copy of BtS first. This is usually caused by the fact the in game BtS updater does not work correctly for some users, and actually lies to the user and tells them their game is patched when it is not. If you are getting this error message and LoR is refusing to install you need to download and install the BtS 3.19 patch. You can download the 3.19 patch here on civfanatics (look in the patches part of the downloads section), or use the web address the installer gives you when the refusal to install warning pops up, that website is s direct link to Firaxis's 3.19 download, and will download the 3.19 patch from Firaxis automatically.
bestbrian Jun 23, 2009, 09:05 PM Don't know if this counts as a bug or not, but it is something that needs to be fixed. In the Civpedia entry for Enlightened the entry states several divergent things. The box above states it grants a +15% Science Bonus, while the text states +10%. Additionally, IIRC, the box states there is a build advantage for Monasteries, while the text states Research Labs and Hydro Plants also receive a modifier. Since this is a new and unfamiliar trait, this entry should be very clear. Btw: Does the Science Bonus apply to raw beakers, or modified beakers (I'm assuming raw)?
phungus420 Jun 23, 2009, 09:39 PM Ah, I can't believe I missed that. This actually isn't a bug, it's a text issue, but yes, will correct it.
phungus420 Jun 23, 2009, 10:48 PM And I'll go ahead and just report a known bug now due to WoC, Anyway Events that have delayed actions are borked as well now, thanks to WoC. It's alos likely that WoC is what broke multiplayer...
bestbrian Jun 24, 2009, 05:51 AM And I'll go ahead and just report a known bug now due to WoC, Anyway Events that have delayed actions are borked as well now, thanks to WoC. It's alos likely that WoC is what broke multiplayer...
Which events, and what happens?
phungus420 Jun 24, 2009, 03:57 PM I'm not fully sure on that. You can check the RevDCM thread (http://forums.civfanatics.com/showpost.php?p=8201006&postcount=1361) for more information. Basically the Herbalist and the Plane Crash event have a couple options where you can choose an option where a %chance of a delayed effect happens (in the case of the herbalist event you get :mad:, and then you're supposed to recieve a % chance of getting :health: for it). Basically the %chance of the delayed effect (the bonus :health: for herbalist event), isn't getting loaded, and just doesn't happen. Specifically, code wise <chanceAddedEffect> isn't getting loaded. This is rare, not many events use this tag (Only seen the Plane Crash, and Herbalist brought up), but since it's a known bug in 0.9.3, I'm reporting it.
bestbrian Jun 24, 2009, 04:21 PM I'm not fully sure on that. You can check the RevDCM thread (http://forums.civfanatics.com/showpost.php?p=8201006&postcount=1361) for more information. Basically the Herbalist and the Plane Crash event have a couple options where you can choose an option where a %chance of a delayed effect happens (in the case of the herbalist event you get :mad:, and then you're supposed to recieve a % chance of getting :health: for it). Basically the %chance of the delayed effect (the bonus :health: for herbalist event), isn't getting loaded, and just doesn't happen. Specifically, code wise <chanceAddedEffect> isn't getting loaded. This is rare, not many events use this tag (Only seen the Plane Crash, and Herbalist brought up), but since it's a known bug in 0.9.3, I'm reporting it.
Those are very common events. :eek:
And what are the precise benefits of the Enlightened Trait in this version?
phungus420 Jun 24, 2009, 04:29 PM The box of stuff is loaded from CvGameTextManager, and loads stuff like exact commerce values and what not from the engine, what it says is right. (if this is wrong, it's a bug, with Enlightened though, the bonuses are applied correctly). The text for the civilopedia entry is just what I have written down for the civilopedia, these entries, either strategy or history, may be wrong, but this isn't a bug per se, it's just a typo/screwed up Civilopedia entry.
Basically Whatever values and numbers you see in the information box is what you should go by, because these are loaded directly from the engine. If you notice anything incorrect in the strategy and history Civilopedia entries please report it though, I'd just prefer it be reported in the Text and Translations thread (http://forums.civfanatics.com/showthread.php?t=325259), because it's a raw text issue, and not one of code. Does this make sense?
Wiz4War Jun 25, 2009, 12:36 AM @phungus420
This may or may not be a bug ...and certainly it is not a game stopping issue. But I noticed while playing this evening that Archer units are still buildable long after they should have become obsolete and dropped from the available unit choices.
Specifically, I was building riflemen and still the Archer was available to me. The longbowmen had already be dropped by this point, but not the much older archer.
phungus420 Jun 25, 2009, 12:50 AM @phungus420
This may or may not be a bug ...and certainly it is not a game stopping issue. But I noticed while playing this evening that Archer units are still buildable long after they should have become obsolete and dropped from the available unit choices.
Specifically, I was building riflemen and still the Archer was available to me. The longbowmen had already be dropped by this point, but not the much older archer.
That's definatly a bug. Could you upload a save?
Edit: Yeah, I can't reproduce this. Definatly need a save with this occuring.
Alsark Jun 25, 2009, 01:56 AM Don't know if this counts as a bug or not, but it is something that needs to be fixed. In the Civpedia entry for Enlightened the entry states several divergent things. The box above states it grants a +15% Science Bonus, while the text states +10%. Additionally, IIRC, the box states there is a build advantage for Monasteries, while the text states Research Labs and Hydro Plants also receive a modifier. Since this is a new and unfamiliar trait, this entry should be very clear. Btw: Does the Science Bonus apply to raw beakers, or modified beakers (I'm assuming raw)?
Heh, I fixed that in an earlier version - I just forgot to upload the file :/. Thanks for pointing that out.
Seth145 Jun 25, 2009, 04:29 AM Not a game breaker but monuments are giant size, about three times taller than units
phungus420 Jun 25, 2009, 04:31 AM Not a game breaker but monuments are giant size, about three times taller than units
That's in the test build, which isn't stable, it will eventually crash on you :mischief:
You need to update to the Official 0.9.3 build. Sorry the two are not save game compatible :sad:
Snofru1 Jun 25, 2009, 04:40 AM I am currently playing a game of LoR 0.9.3 in German. I have reached medieval and everything runs smoothly nearly without issue. Good work :thumbsup: !
Just one small thing:
In the window that pops up after discovering bronze working there is no mouse-over information for the symbol of cutting down forests. Same thing with cutting jungle later on.
In general it is OK to run LoR in German, it just becomes difficult if you get informations on Revolutions (although I guess that itīs not your fault here). It seems that they were translated by a translation machine and believe me, I am a native german speaker but mostly I canīt understand what is meant there. When a revolution occurs I just donīt know which button does what and I simply have to try it and reload if necessary. In this case it would have been better to leave the English text and not translate at all...
Karkajou Jun 25, 2009, 01:10 PM Secondary issue. The WorldWarWolf scenario dumps you to the "You have been defeated" screen right on startup. I tried both Play Scenario and Custom Scenario.
Good work on this mod.
Wiz4War Jun 25, 2009, 01:55 PM That's definatly a bug. Could you upload a save?
Edit: Yeah, I can't reproduce this. Definatly need a save with this occuring.
I will upload a save just as soon as I have it. I wasn't the one doing the save last night, so it's not on my machine. But I'll get that asap.
bestbrian Jun 25, 2009, 08:20 PM Here's something that looks like it needs to be fixed. Just saw Sury with Great Generals attached to Rams. :lol:
Isn't the AI supposed to be coded not to waste a GG by attaching it to Siege units?
phungus420 Jun 25, 2009, 08:21 PM Here's something that looks like it needs to be fixed. Just saw Sury with Great Generals attached to Rams. :lol:
Isn't the AI supposed to be coded not to waste a GG by attaching it to Siege units?
Yeah. This isn't my department though ;)
Screenshot, and description should go in the BetterAI forums (http://forums.civfanatics.com/forumdisplay.php?f=245).
bestbrian Jun 25, 2009, 08:29 PM Yeah. This isn't my department though ;)
Screenshot, and description should go in the BetterAI forums (http://forums.civfanatics.com/forumdisplay.php?f=245).
Forwarded, but no screenshots, though. Actually, next time I see something like that, I'll send it to Funny Screenshots. :lol:
Palinathas Jun 28, 2009, 10:47 AM Not sure if this is a LoR bug, or a 3.19 bug, as my only 3.19 games have been LoR. Currently have 0.9.3 ver of LoR, but also noticed this in LoRTest 0.9.3. When I am gifted a unit by a goodie hut, the focus does not transfer to that new unit, but goes to no focus, I then have to go hunt that unit down, and select it to get it into the unit queue so I can issue it orders and complete my turn.
Merri Jun 28, 2009, 04:15 PM When installing the mod on 64-bit Windows the icon of LoR does not appear correctly. The icon is falsely reported to locate in %SYSTEMDRIVE%\Program Files, however, on a 64-bit Windows Civilization installs to \Program Files (x86).
Also, I guess this means the icon will not appear if Civilization is installed into a custom directory path?
phungus420 Jun 28, 2009, 04:34 PM :hmm: That's a wierd one, and it's strange it hasn't been reported before. Anyway I need to re-write the install script anyway, using some stuff from the BUG install script. Hopefully that will fix this at that time. Unfortunately I have no way to test 64 bit systems, as mine is 32.
Merri Jun 28, 2009, 04:41 PM I think you could use INSTALLDIR key from HKEY_LOCAL_MACHINE\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword? I assume the installation script is able to access the registry?
Also, I was running Windows 7, but I guess the same applies to Vista. Atm I'm back on XP as I can't get any work done on Seven... :)
Lord Tirian Jun 28, 2009, 04:43 PM :hmm: That's a wierd one, and it's strange it hasn't been reported before. Anyway I need to re-write the install script anyway, using some stuff from the BUG install script. Hopefully that will fix this at that time. Unfortunately I have no way to test 64 bit systems, as mine is 32.By the way, I get the same bug with the installer for the icon on a 32-bit XP, because my Civ-Install is on D:\ instead of C:\ (which is my system drive with my Windows install) - got it in Planetfall, which uses the same installer IIRC, as well. It only affects the icon, though, not the actual link - I just never bothered to report it because it's a relatively minor issue (changing an icon takes like half a minute).
Cheers, LT.
Roland Johansen Jun 28, 2009, 05:34 PM Oh, I never got a special icon for the LoR shortcut either. I never reported it as I didn't know that there was supposed to be a special icon. It seems that it automatically assumed that I had installed the game in program files and I didn't install civ 4 in program files but in D:\Games\Civilization 4\
Found the icon though and repaired the link and I now have the nice LoR Icon.
phungus420 Jun 28, 2009, 09:47 PM Thanks I know why this is happening now. It uses a variable that is defined on my machine to link the icon with, I will adjust this to go off of the install directory when I update.
achilleszero Jun 28, 2009, 10:17 PM I found a small bug in the custom game menu. In the leader choice drop down menu, Mao's name doesnt appear alphabetically like everyone elses. It shows up between Catherine and Casimir.
phungus420 Jun 28, 2009, 10:24 PM I'm pretty sure this is because all the Strings for Mao use the value CHINESE_LEADER instead of his name, MAO, like for all the other leaders do. So I'm pretty sure this happens in the stock game, though it's possible that default Civ has a hardcoded fix for this, but I kind of doubt it, lol. Anyway I'm really not worried about it. If it gets to the point where I have nothing else to work on, I might go through and change all of the strings for mao...
Merri Jun 28, 2009, 10:29 PM This problem becomes worse with other languages applied, in Finnish both the leader names and civ names are rather different from the English ones so the list is quite a mess from the viewpoint of a Finnish player.
achilleszero Jun 28, 2009, 11:40 PM I'm pretty sure this is because all the Strings for Mao use the value CHINESE_LEADER instead of his name, MAO, like for all the other leaders do. So I'm pretty sure this happens in the stock game, though it's possible that default Civ has a hardcoded fix for this, but I kind of doubt it, lol. Anyway I'm really not worried about it. If it gets to the point where I have nothing else to work on, I might go through and change all of the strings for mao...
Ah I see, makes sense. I wasnt sure how it would be happening so I figure best to report it just in case.
modernburrow Jun 29, 2009, 02:01 PM Hi guys...
I really love your Mod, the big problem is that the games keeps crashing halfway through. I tried clearing the cache, but it does not seem to help. Not really sure what the error is because Vista just tells me there is a problem, but not specifically what it is.
Any help would be welcomed
achilleszero Jun 29, 2009, 02:14 PM modernburrow: anyway you could post a save prior to the crash, so phungus could look at it?
Merri Jun 29, 2009, 02:15 PM Most often you can just load an autosave and continue playing. Also, shrinking some settings for example using a smaller map does help.
phungus420 Jun 29, 2009, 03:46 PM Hi guys...
I really love your Mod, the big problem is that the games keeps crashing halfway through. I tried clearing the cache, but it does not seem to help. Not really sure what the error is because Vista just tells me there is a problem, but not specifically what it is.
Any help would be welcomed
There are a couple critical art bugs in the 0.9.3 test build, so if this is in the test build, you need to update to the official version. Sorry, it's not save game compatible.
If this is the official 0.9.3 build, and you are getting a reproduceable crash, please upload a save so I can take a look at it. So far there are no known critical bugs in the 0.9.3 release, and if there is I need to find it, isolate it, and squash it. I need a save game with the bug occuring to do that.
modernburrow Jul 01, 2009, 01:11 AM Hi guys. Thanks for the help. I suspect I just don't have enough memory to run a large map game. I tried with the small map and it seems to run ok. Maybe I need to get a new computer or graphics card. I have the same problem with the HoTK mod as well.
phungus420 Jul 01, 2009, 01:50 AM Well here is the critical question. At least as far as mod stability is concerned (rather then being machine specific). Is the crash reproduceable? Can you load a save and have it crash on the exact same turn, or if you reload can you play further and then get a crash later on (which is more indicative of a machine specific issue)? If it's reproduceable, I definatly need the save with the crash. Also ensure you are playing LoR, and not LoRtest, as the 0.9.3x test build will definatly crash anyway, but those are all fixed (they are problems with ethnic unit art and missing artdefines strings).
Uncle Anton Jul 01, 2009, 04:31 AM Not a gamebreaker... When I mouse-over a leader's name on the scoreboard, the text "Contact xxxx of the xxxxx" is doubled up?
MrPopov Jul 01, 2009, 04:57 PM Alexander is having some serious problems with his slaves
http://forums.civfanatics.com/attachment.php?attachmentid=219701&stc=1&d=1246485390
This has been going on for at least 20-30 turns on Marathon speed.
phungus420 Jul 01, 2009, 10:44 PM Thanks, this is a bug left over from the WoC inclusion in RevDCM. glider thought he had it resolved, will report it.
Merri Jul 02, 2009, 12:40 AM This is a very minor bug: when I'm about to get a new resource that brings happiness, I still get a report on a city getting unhappy the next turn. It never becomes unhappy because the resource becomes available on the next turn, but I still get the reports.
Another bug is a bit harder one and I don't have a savegame to provide: I finished a stables quest (make 7 of them) and I picked a bonus to get some food out of each stable. Later on I noticed that I did not have this bonus as I got a message that I had failed the quest (!!!), however I got another horse bonus (flanking) before that. At least the city screen didn't report that stables would provide any extra food.
phungus420 Jul 02, 2009, 12:46 AM This is a very minor bug: when I'm about to get a new resource that brings happiness, I still get a report on a city getting unhappy the next turn. It never becomes unhappy because the resource becomes available on the next turn, but I still get the reports.
This would be an issue with the BUG mod. It'll probably get sorted out at some later date, just cause of how BUG works.
Another bug is a bit harder one and I don't have a savegame to provide: I finished a stables quest (make 7 of them) and I picked a bonus to get some food out of each stable. Later on I noticed that I did not have this bonus as I got a message that I had failed the quest (!!!), however I got another horse bonus (flanking) before that. At least the city screen didn't report that stables would provide any extra food.
I suspect this is related to the events issues with the current RevDCM build. I know glider1 is fast at work on these.
Merri Jul 02, 2009, 02:17 AM Will the revolutionDCM popup disappear in version 1.0? I find it rather unnecessary to have it popup each time I start a game or load one, and most people won't change those settings anyway. It is mostly useful for debugging, not for a "real" player.
Another thing: by default the message that "your population is close/above victory limit" is on, I find it rather annoying because especially at the beginning of the game I'm quite often close or over the limit if I have a good start, then it just keeps popping up every turn for "an eternity". I've disabled it myself, but some others may not be able to figure out where to find it (or that it can be turned off in the first place).
stagnate Jul 02, 2009, 07:07 PM The french have two special units that have different abilities than the units they replace (as opposed to just being flavor units). The musketeer has 2 movement, and the french foreign legion has a higher strength but lower city attack bonus.
I haven't seen any others, but if I recall correctly each civ still should only have one unique unit, and all others would have the same stats but different names and graphics.
phungus420 Jul 02, 2009, 07:25 PM That is intentional. Different UUs, and UBs are not created equal, so some civs have 2 UUs to balance things out.
achilleszero Jul 02, 2009, 08:19 PM The french have two special units that have different abilities than the units they replace (as opposed to just being flavor units). The musketeer has 2 movement, and the french foreign legion has a higher strength but lower city attack bonus.
I haven't seen any others, but if I recall correctly each civ still should only have one unique unit, and all others would have the same stats but different names and graphics.
Look around in the civlopedia some and you will see alot of 2 UU civs. Germany has 5! Although 2 dont do anything extra over the normal unit and the other 3 are relatively tame to balance having so many. Both china and Japan have 3 UU's with 1 of each civ being just a normal unit with name/graphic change.
phungus420 Jul 02, 2009, 08:28 PM Also not all UUs are necesarilly better. The Waffen SS, and the Chinese Halberd come to mind. Waffen sacrifice Amphibious for Drill 1 & 2 (though this will change to just drill 1, plus a first strike chance), and the Halberd doesn't have a bonus vs Swords, but can stand even with Chariots and Horsemen.
Which reminds me, I'm going to drop the 10% bonus for Horsemen against Axes and Swords in the next update, they don't need it, and I think it'll better balance things. I'm also thinking of making spears :strength: 5 with a 50% (instead of 100%) against mounted. This wold definatly make the Axe/Spear/Sword/Chariot/Archer early game balance near perfect. The only thing holding me back on this is how that would effect UUs.
stagnate Jul 03, 2009, 12:40 AM Load this save, go to Nidaros and change your build to Longboat. Crash. :-/
phungus420 Jul 03, 2009, 01:17 AM OMG, sorry.
I thought I checked everything with a fine toothe comb, that slipped through.... This will crash on anyone with longboats in their game....
<UnitArtInfo>
<Type>ART_DEF_UNIT_VIKING_LONGBOAT</Type>
<Button>,Art/Interface/Buttons/Units/Longboat.dds</Button>
,
,
,
,
,
,
phungus420 Jul 03, 2009, 01:41 AM Here is the patch with a fix.
Sorry about that. God damn, god damn, critical bug. There hasn't been a critical bug in an official release of LoR ever. Well a couple rare AI logic bugs that were caused by RevDCM, but this, this is a critical art bug, that will effect all users that end up with Vikings in their games.
Damn, Damn.
Achilleszero, this means we have to update the official version ASAP. Can't be having the official version out with a critical art bug in it. Need to put the new icon and installer to use anyway.
How is the Opening Screen coming? Any last minute things you want to throw in (must be save game compatible, but since 3.19 that means we can change the ArtDefinesUnit file though :) ). Anyway 24 hour countdown starts on next official release. Can't be going into the weekend with a critical bug in the official release.
Oh and here is the fix:
Legends of Revolution 0.9.4a (http://www.filefront.com/13957809/Legends-of-Revolution-v0.9.4a-Patch.exe/)
modernburrow Jul 03, 2009, 01:33 PM Well here is the critical question. At least as far as mod stability is concerned (rather then being machine specific). Is the crash reproduceable? Can you load a save and have it crash on the exact same turn, or if you reload can you play further and then get a crash later on (which is more indicative of a machine specific issue)? If it's reproduceable, I definatly need the save with the crash. Also ensure you are playing LoR, and not LoRtest, as the 0.9.3x test build will definatly crash anyway, but those are all fixed (they are problems with ethnic unit art and missing artdefines strings).
Hi Phungus... I did another run with a Pangea Standard and it crashed just after I had gained diplomatic victory. So I went to autosave to rerun the game and it did not crash after I obtained victory. So I'm not sure if it is a reproduceable crash. Let me know if you want the Autosave from the first run, and the save I did after I reloaded the autosave.
achilleszero Jul 03, 2009, 01:48 PM Any last minute things you want to throw in (must be save game compatible, but since 3.19 that means we can change the ArtDefinesUnit file though :) ). Anyway 24 hour countdown starts on next official release. Can't be going into the weekend with a critical bug in the official release.
Well crap. I guess the files I posted in the Development plans thread cant be used. Or most of them cant. Youd have to re add the 3 cut leaders, not sure what else. And Im not sure exactly how/or if the XML changes Ive used will be save game compatible. Read the notes I have in that thread to see.
Wiz4War Jul 03, 2009, 07:00 PM This is a question, by way of a possible bug report, or at best just a typo....
Basically, when playing multi-player, if a human player city is about to revolt every single human player in the game is given a pop-up informing them of this possible revolution (along with the stats as to why, etc, etc.) and every single human player is given the choice to support/reject/pay. In addition (this being the possible typo) even though the city in question belongs to another civ, the text stats that "Your populace is about to .."
example: In the last game I played we had 5 human players (and 2 AI's)...The Egyptians had a city that was close to revolution. Thebes I believe. Anyways... the player playing Egypt got the notice that revolution was in the air, and so did the other 4 players. Everyone was offered the choice to support/reject/pay...everyone picked reject ...and game play went on. Then by and by, another pop up stating that things were getting worse and again everyone was given the option to support/reject/pay....
The popup in each case stated that Thebes belonged to "Me", as seen by each player. While clearly Thebes does not belong to the English, or the Germans, etc.
So either, everyone is supposed to get the option to support/reject/pay ...there by possibly giving your opponent a black eye and the text is just mistyped. Or there's a bug that allows every player to interfere in internal civ affairs and needs be addressed.
My way of thinking it can go either way...there's something sneaky about supporting a revolt against one of your opponents. But at the same time, as a player I'd like the chance to fix my city up before everyone else has a chance to pull it all down around me.
oh, and by way of thinking of this as a bug.... when an AI player's city starts talking about revolt, none of the human players gets the chance to support/reject/pay .. ;)
phungus420 Jul 03, 2009, 08:02 PM Oh, my bad, I overwrote the old MP stuff in the last major update.
Revolutions in MP has a major bug where Rev effects are displayed for all players. This is not intentional, it's just a bug. In fact while RevDCM has been reported to be stable, the specific option "Revolutions" is recommended to be off, for the reason above, but also because the RevDCM devs suspect Revolutions might cause dreaded OOS errors. You're welcome to try it, but it's suspected the specific option Revolutions while definatly just being buggy (displays RevIndex info to all human players), is probably unstable in MP.
I will add the MP warning to the main download page back in later when I update. Should be soon, just want to get feedback on the Installer I just finished writing.
phungus420 Jul 03, 2009, 08:41 PM Well I do want to update as soon as possible. But I need to wait until there is a cursery review of my install script, added some registry stuff, and I must make sure I've done that correctly. So might still be a bit in case there is more stuff to add in that time.
bestbrian Jul 03, 2009, 09:32 PM Here's something I've noticed (probably not a bug):
I built The Sacred Band, and had it in a stack with a bunch of axes and a couple of spears. Hannibal moves a stack into my territory, and I move mine into the forest adjacent to his stack. The psycho then attacks and suicides a bunch of chariots, rams, and archers against my pile (lots of xp for me). The thing I found strange is that The Sacred Band never defended the stack. Is this intentional? The only troop in the stack with a higher strength was a Woody III / Combat III axe; the legend unit got skipped over in favor of the inferior axes.
Great job, btw. Playing an Emperor/Great Plains/Huge/Marathon/15 Civs and have made it to 600 AD without a lag, freeze, or crash; very stable. Barb Civ spawning will keep you on your toes (as well as all those minor civs running around). All the chaos puts a severe hurt on the AI tech rate, which makes them minor for a long while (they don't seem to put a priority on Writing), and pretty much eliminates tech trades from the early part of the game (forget tech brokering, at least on continental/pangea type maps). Self-researching Autarks should be fine with this, though. :lol:
sourdiesel Jul 03, 2009, 11:05 PM Two little civilopedia things:
color revert tag on Gunship entry
first word of Seafaring entry
phungus420 Jul 04, 2009, 07:37 AM Hi Phungus... I did another run with a Pangea Standard and it crashed just after I had gained diplomatic victory. So I went to autosave to rerun the game and it did not crash after I obtained victory. So I'm not sure if it is a reproduceable crash. Let me know if you want the Autosave from the first run, and the save I did after I reloaded the autosave.
If a crash isn't reproduceable, it's most likely a MAF, which I can't fix (that's a problem with the gamebryo engine and occurs in BtS itself, just less often in standard BtS as there is less art/functions to trip the engine with). If you do experience a critical bug that is reproduceable, please upload the save though. Note that there is a critical bug in 0.9.3, but it's fixed in the patch (took me an hour to fix once it was reported), and the 0.9.4a patch is save game compatible.
phungus420 Jul 04, 2009, 07:42 AM I built The Sacred Band, and had it in a stack with a bunch of axes and a couple of spears. Hannibal moves a stack into my territory, and I move mine into the forest adjacent to his stack. The psycho then attacks and suicides a bunch of chariots, rams, and archers against my pile (lots of xp for me). The thing I found strange is that The Sacred Band never defended the stack. Is this intentional? The only troop in the stack with a higher strength was a Woody III / Combat III axe; the legend unit got skipped over in favor of the inferior axes.
That's odd. There is strange stuff in the CvSelectionGroup.cpp file. I've never touched it, but seen PieceOfMind's comments on it. It's likely that single instance units are overvalued and thus are set to be selected less to defend. I know they can defend, but I'd wager they need to have much higher odds to be picked. This is nothing I've done though, it must be a standard BtS feature.
Great job, btw. Playing an Emperor/Great Plains/Huge/Marathon/15 Civs and have made it to 600 AD without a lag, freeze, or crash; very stable. Barb Civ spawning will keep you on your toes (as well as all those minor civs running around). All the chaos puts a severe hurt on the AI tech rate, which makes them minor for a long while (they don't seem to put a priority on Writing), and pretty much eliminates tech trades from the early part of the game (forget tech brokering, at least on continental/pangea type maps). Self-researching Autarks should be fine with this, though. :lol:
lol, the early game is drastically different with barb civs and start as minors on for sure. I've found though that by the mideval period the game's diplomacy starts normalizing.
phungus420 Jul 04, 2009, 07:43 AM Two little civilopedia things:
color revert tag on Gunship entry
first word of Seafaring entry
Will be fixed in the next update. Either today or tomarrow.
Meatbomb Jul 05, 2009, 11:54 AM Playing with latest 0.9.4a. For Greece, the Big Ben structure (not sure what that is actually) in the industrial age has a pink base.
achilleszero Jul 05, 2009, 12:12 PM Playing with latest 0.9.4a. For Greece, the Big Ben structure (not sure what that is actually) in the industrial age has a pink base.
This should be fixed in next update. Its been like that for months and no one ever noticed, or reported it.
bestbrian Jul 05, 2009, 02:01 PM Just a request to flesh out the Inquisitor entry in the 'Pedia. There isn't any info on how to use them in game (do you need to be in Theo to build the things? Does it require a special building? so forth). Neat concept and great idea for a game using Revolutions, but something that I'm not used to, and frankly, I'm not quite sure what I need to build/use them.
Merri Jul 05, 2009, 02:14 PM I don't know why, but it seems the installer is very slow on Windows 7 32-bit. It took lots of time for it to get as far as asking a permission to allow installation, and after that it took a long while to verify the installer. Extraction also took longer than what I'd expect from a 300+ MB file. In total it took me like 5 minutes when on XP it didn't take even a minute if I remember correctly.
(Although I'm not sure whether this was a vistaism or not, have been using XP this long because of this kinds of slowdowns.)
FYoung Jul 05, 2009, 03:11 PM Hello, I've got a fatal issue with my game. I installed the beta, and the patch as instructed, however, I can't seem to get out of the Medieval Ages without my game beginning to crash. It has happened in different games, and doesn't happen at the same time every game. It randomly occurs (I have reloaded old saves) every game, beginning around the Medieval area. Whether the timing is merely a coincidence, I'm not sure, but if you would take a look at the error, maybe you could get an idea.
The picture of the error is below
http://i254.photobucket.com/albums/hh113/NewRedhound/CivGlitch.jpg
Do you think reinstalling the mod would have any effect?
BobTheTerrible Jul 05, 2009, 03:36 PM Memory allocation errors happen a lot in big mods which add lots of high-poly units. LoR does add a lot of units, but they're all low-poly, so they should not be straining on the video card.
You can reduce MAFs by reducing the graphics settings (just don't check "freeze animations"), but the only way to truly be rid of them is to up your graphics card/RAM (I think). I'm guessing that since LoR does add a lot of extra units (500+ megabytes), even though they're all low-poly, it's still a lot to keep in memory and thus MAFs happen (although Phungus thinks this shouldn't be an issue).
achilleszero Jul 05, 2009, 03:39 PM MAF's arent really really a problem specific to this mod. What graphics settings are you running on? If your getting this error you most likely need turn all your graphics settings to low and run on low resolution in the game options. This error just means you are overloading your graphics card/computer. Just make sure when you check low graphics that frozen animations box doesnt get checked, as LoR doesnt work with frozen animations. If this is happening to you in the middle ages, I would guess that you have a low end computer. So I definately would play with low graphics settings.
With the next update the MAFs should get even rarer.
EDIT: Darn, too late.
2nd EDIT: BobtheTerrible: I was under the impression that the total amount of units/total art file size is only a concern with the first initialization at startup. And then whatever units are in play or on the screen effect MAFs.
FYoung Jul 05, 2009, 03:53 PM I'll try lowering the graphics, however I don't have a low end computer and do have a decent graphics card. NVIDIA GeForce Go 7600 is a decent card, isn't it? I'll give you all an update on whether your suggestions worked.
achilleszero Jul 05, 2009, 04:10 PM Its an decent card and its actually a tad better than mine. But you should still try turning your graphics down. Also what map size are you playing? If your playing huge or large that could be part of the problem as well.
Out of all the mods out there that have as many ethnic varient units, LoR will probably perform the best, with the least amount of MAFs.
phungus420 Jul 05, 2009, 04:22 PM Someone else reported increased MAFs in when BtS updated to 3.19, I think some users are just going to get them. MAFs in general mean that the RAM/Vidio Card is getting overloaded, but they specifically mean the engine didn't allocate data to the memory correctly, this kills the program (as an entire block of data it knows it needs is ommited) and it crashes. Based on the reports I'm getting on MAFs, and the fact they are reported more after upgrading to 3.19 my theory is that the changes in the gamecore, where some of the graphics stuff that was handled in the .exe, which moved to the dll, is causing problems on some systems. Also I'm playing a game right now and it's going noticably slower then 0.9.2x (last stable build for 3.17), so I'm not sure what's up with LoR right now.
I was going to start working on an update using the art from ach. But I think that stabilizing LoR will best be accomplished by ripping out all non necessary models (ethnic models) and revert everything possible to BtS. I think the next version of LoR will only be available with in light. After 0.9.5light is released We can go through andadd back in ethnic art over the next week or so to release a full version that is properly tested.
achilleszero Jul 05, 2009, 04:26 PM Also I'm playing a game right now and it's going noticably slower then 0.9.2x (last stable build for 3.17), so I'm not sure what's up with LoR right now.
Even with the latest art? If so, that sucks.
I was going to start working on an update using the art from ach. But I think that stabilizing LoR will best be accomplished by ripping out all non necessary models (ethnic models) and revert everything possible to BtS. Then add back in ethnic art over the next week or so to release a full version that is properly tested.
Nevermind....
phungus420 Jul 05, 2009, 04:30 PM Not the very latest stuff you uploaded. I haven't gotten into that yet.
See above, I edited in my next development plan. I think it'll be best to just rip out all ethnic art for now, revert to the default BtS CityLSystem and ethnic unit art, and release 0.9.5 in LoR-light form only. Then over the next week we can go through adding back in the ethnic models style by style, and makes sure we test every model. This is the only way I think we can stabilize LoR at this point, or rather it's the most sensical way.
phungus420 Jul 05, 2009, 04:53 PM The increased slow down may also be caused by a bug in CvPlot introduced in the 2.50 release of RevDCM. There is a new assert failure in it, that I think may be taking a while to resolve. I've reported the assert, but who knows. It's also quite odd I'm the one reporting this, as there are many mods that use RevDCM as a base, so this assert will be happening in all of them. But I don't think many other mod makers use Debug dlls, so they may not be aware of it.
achilleszero Jul 05, 2009, 05:27 PM The increased slow down may also be caused by a bug in CvPlot introduced in the 2.50 release of RevDCM. There is a new assert failure in it, that I think may be taking a while to resolve. I've reported the assert, but who knows. It's also quite odd I'm the one reporting this, as there are many mods that use RevDCM as a base, so this assert will be happening in all of them. But I don't think many other mod makers use Debug dlls, so they may not be aware of it.
That DebuggDLL is pretty cool, lets me see my mistakes before hand. Except it does slow me down when Im not worried about errors. Guess I shouldnt have overwrite my old one.
For the taking out of the ethnic stuff, I can make a seperate art defines for each civ, in preperation for readding/testing. But the CityLPlot is a little different. Im not entirely sure how that thing works. i guess I could make a seperate file for each of the civs. Im thinking that most of the problems there are with the city art though and not so much the buildings.
phungus420 Jul 05, 2009, 06:26 PM I'm going to play a bit more of this game. And then move onto making LoR light in a couple hours. I really don't think it'll take too long to do. Once LoR light is released, we can start reimplenting a full version with ethnic unit and city art, the best method to this is certainly up for discussion. The main thing is each model will need to be tested. In my oppinion the best way would be to start implementing art in style blocks. Starting with Unit art. So we'd start with ARTSTYLE_AMERICAN, add all those units to the artdefines, and add in that artstyle to the ethnicUnitArt file, then load up a game with the Americans and test each unit. Testing each unit will be a pain, because it means we'll need to start in the ancient era, and use world builder to add techs and keep making sure selecting the unit to build in the city screen causes no problems. Then if selecting it for build works, we'll need to place the unit using WB to make sure it gets on the map right. Going through this for each model will be a serious PITA, but at this point I think it's necessary. Anyway we'll get to that once LoR light is released. Testing the City Art will be similar. Go through and begin adding the CivArtStyle, style by style. this will get simpler as we add styles, since the city art shares alot of models across styles.
achilleszero Jul 05, 2009, 07:43 PM Do you want to keep the basic structure of how the art defines is right now? All axes together and so on. Or would you want to just keep each artstyle together?
Also I kinda figured out how to make freeze nifs. It is more of a pain than I wanted but it works because most custom units are made in bits and pieces connected to bones, so when the bones go you have to re rotate all those pieces. And that can be and enormous aggravation sometimes. Rotation matrices are the most retarded thing ever devised.
Ships and planes will be pretty easy as they dont bend and such, so you can just delete the bones and thats that. But the Humans will be the ones that are harder as I will have to import them to 3ds max, then fix them in nifviewr, and then do it 3 more times. So I wont have that ready any time soon.
phungus420 Jul 05, 2009, 07:55 PM Do you want to keep the basic structure of how the art defines is right now? All axes together and so on. Or would you want to just keep each artstyle together?
I haven't thought about it. What would you prefer, ArtDefines seperated by artstyle, or unit type?
Also I kinda figured out how to make freeze nifs. It is more of a pain than I wanted but it works because most custom units are made in bits and pieces connected to bones, so when the bones go you have to re rotate all those pieces. And that can be and enormous aggravation sometimes. Rotation matrices are the most retarded thing ever devised.
Ships and planes will be pretty easy as they dont bend and such, so you can just delete the bones and thats that. But the Humans will be the ones that are harder as I will have to import them to 3ds max, then fix them in nifviewr, and then do it 3 more times. So I wont have that ready any time soon.
The core art will only need freeze nifs for units that aren't ethnic types (core models that must be in LoR light, this will make LoR light playable in no animation mode). So mainly the Pathfinder and Special Forces for humans, the rest are all machines right? Oh there are some UUs that would need freeze nifs as well, like the Halberd, and Ronin, so yeah quite a few. I think overall though most of the freeze nifs that would be needed for LoR light would be steamship navies and other mechanized unit models for added unitclasses.
achilleszero Jul 05, 2009, 08:12 PM I haven't thought about it. What would you prefer, ArtDefines seperated by artstyle, or unit type?
I was asking you!:p I dont really care as the CTRL-F works just fine when Im looking for something. I only asked because VD has it as each civs units are together. But I like it going to axeman and then all my ethnic axeman are following it.
But since we are doing it one civ at a time, then it will be much faster to just have it as blocks of art types. Instead of: copy axeman_american art defines find other axeman art defines, then paste, then have to do that 20 more times. One copy paste for each civ sounds like more fun.
phungus420 Jul 05, 2009, 09:14 PM OK, I'm going to start working on LoR light now. Don't know how long it'll take, maybe a few hours maybe a few days. Once LoR light is done and released we can figure out how to start adding in the ethnic art for a full version.
FYoung Jul 06, 2009, 07:06 PM I lowered the graphics to medium and it is running smoothly so far. It's a great mod and it serves it's purpose well. When is that update I saw mentioned above coming out?
Edit: It crashed again in the Industrial age. Fortunately, I saved the turn before it crashed. I'm not quite sure why it happens, it has never happened with any other mods or scenarios. My graphics card hasn't ever done this to me before either. Is it simply the card being overloaded, or are there other sources of error that I could correct? Regardless, thanks for the info you guys have given me.
achilleszero Jul 06, 2009, 08:55 PM I lowered the graphics to medium and it is running smoothly so far. It's a great mod and it serves it's purpose well. When is that update I saw mentioned above coming out?
Edit: It crashed again in the Industrial age. Fortunately, I saved the turn before it crashed. I'm not quite sure why it happens, it has never happened with any other mods or scenarios. My graphics card hasn't ever done this to me before either. Is it simply the card being overloaded, or are there other sources of error that I could correct? Regardless, thanks for the info you guys have given me.
Hmm. Industrial age seems more appropriate to start getting these MAFs. But still they shouldnt be that frequent. Are you playing large or huge maps?? And do you have the Blue Marble on or off?
Also what other mods have you played that ran fine? If they are some of the other mods that have huge amounts of ethnic art, then it would be cause for concern. Since this one should be one of the most efficient, large amount of art, mods. If it is a mod where there is no ethnic art then I would say that would be part of the answer. Still, the hardware requirements for LoR arent much more than regular BtS, so its a bit puzzling. I would really like to know what is going on with your game, so you can actually enjoy playing it.
FYoung Jul 06, 2009, 09:01 PM It crashed a second time during the Industrial Age. I'm on a large map. One of the older mods I played was FFH 2. I'd imagine that is a pretty consuming mod. I played it on the largest scales it allowed and never ran into any issues, not even lag. Would you please explain what blue marble is? Also, how would I turn it off?
achilleszero Jul 06, 2009, 09:16 PM FFH2 on the largest settings, huh. Im not sure but it would seem that is a large mod, but appearances can be deceiving. Ill have to lurk around in the FFH thread to get an idea of its requirements. But I would be willing to wager that if it is more taxing on your computer its not by much. I would also wager that most of the ethnic art heavy mods have just as complicated art. Until I figure out a solution or Phungus pipes in you should probably turn your current game down to low graphics. I know that sucks but it will help in the meantime. Others would probably suggest playing on standard size maps, but I have played on large and had very few MAFs, back when LoR wasnt as kind to your computer.
Blue marble is just a graphics enhancement mod (just makes the colors/terrain prettier, totally not neccesary to have installed). It does tax your computer a little more. It was one of the boxes you check when you install. To know if you have it on look at the first couple of before/after shots here: Blue Marble 4.0
phungus420 Jul 06, 2009, 09:54 PM Well as always, if this bug is reproduceable (Ie you save, load your game, and get a crash on the same turn, and will always get a crash from this save on the next turn), then please upload a save so I can take a look. That's a critical bug, and would need to be fixed. If it's just late game, and the game is running slow, you get a MAF crash, you reload, play a few more turns, and it crashes again, that's machine specific. I have no way to fix that, it's an issue with your system's hardware/software. Currently I'm working on releasing a LoR light core, which will remove ethnic unit art, and ethnic city artt. That should help with the users that are getting MAFs. However I'm rebuilding the ArtDefinesUnit file from scratch here, and this is going to take a bit.
bestbrian Jul 07, 2009, 03:53 PM Were Explorers meant to obsolete? I'm in the Industrial Era of current game, and I use them as Stack Medics late game, and they're gone. :eek: If they obsolete, the 'Pedia needs to updated to state that and when. Also, the entry needs to be updated anyway because it states that Explorers can't attack, when apparently they can (English Explorer did a Worker snatch on me, much to my dismay).
Query: Since they can attack now, and the AI actually marches stacks of them around like they're units, can they be used as cheap garrisons to get rid of the "We damand military protection" happiness penalty? In any event, since the AI really can't use them too well, should the ability to attack be removed?
achilleszero Jul 07, 2009, 09:01 PM Well there is another Recon unit right after the explorer: the Pathfinder. But it does kind of suck that the recon line just stops at explorer and then starts up again completely isolated. I dont really see anything degenerate that can be done by connecting the two lines.
Krall Jul 08, 2009, 11:35 AM It's not a bug, but in one of the tip windows (you get them while loading or starting a game) there's a misspelling. I didn't get to write down the whole tip (if I see it again I will) down but it said something along the lines of 'one over' it should be 'won over'.
Also, just out of curiosity, a lot of my units are called archers even are a different unit. I think that's a BUG mod window. Is that just a limitation with the game and amount of units?
achilleszero Jul 08, 2009, 11:47 AM Could you elaborate? Are your archers actually appearing as different units, or are your units being called archer when they arent supposed to be or what?
Merri Jul 08, 2009, 12:18 PM When you create an archer unit it is titled as Archer 1 (City) etc. and when you upgrade the unit the name does not change.
Berenthor Jul 08, 2009, 03:05 PM I think this has to do with the name giving manner of the bug mod. I personnally just turn it off in the options menu so the standard civ naming is done. What happens is that the name is given on creation (archer for example) and then when you upgrade it is not changed.
achilleszero Jul 08, 2009, 03:13 PM Then they should post in the BUG forums about that. It might not even be a bug but rather just an oversight on their part.
Roland Johansen Jul 08, 2009, 04:28 PM It's just one of the many optional means of naming units.
Meatbomb Jul 08, 2009, 05:41 PM Yeah, they just keep the original name. If you are anal enough it is no prob to custom rename every unit.
MrPopov Jul 09, 2009, 01:48 PM Playing the new LoR Light Test version I am getting CTD at the end of this turn.
http://forums.civfanatics.com/attachment.php?attachmentid=220499&stc=1&d=1247165243
I have made an XML change though. I edit the Civ4GamespeedInfo.xml file (copying the original from vanilla BTS into the mod folder first of course) changing some values for the Marathon speed to increase research times slightly, and reduce time to build buildings and wonders slightly. However even after deleting that file and reloading the crash persists.
phungus420 Jul 09, 2009, 02:44 PM Checked it, and no crash in the latest release. I had originally released LoR light 8 hours before the current release, there were only 2 recorded downloads of it, so I didn't bother noting it. The old one was missing the art defines entry for the siege tower (didn't realize the siege tower model was considered a unit). Easy fix for you, either copy the entry for the siege tower from Beyond the Sword (talking about the ArtDefinesUnit file here), or reinstall the current version.
Looks like an interesting game you got going on though, might just play it a bit.
MrPopov Jul 09, 2009, 04:30 PM Hey thanks, that worked perfectly!
Looks like an interesting game you got going on though, might just play it a bit.
I am a noob and was having a bit of fun in WB so I gave myself and a few AIs some resources :mischief:
Also I wasn't content with a standard BFC-shaped Great Wall so I gave myself some territory for a turn to extend the wall through the road and to my second city :king:
Thought you ought to be aware ;)
Merri Jul 12, 2009, 08:06 AM An issue on Windows Vista and Windows 7: BUG tries to write configuration files to Program Files in LoR or LoR light folder. Currently the easiest fix is to manually go ahead and give write permissions to the folder, but it would be better if:
the installation program would do this automatically, or
the configuration files would be stored in BtS style folders such as C:\Users\X\Documents\My Games\Legends of Revolution\ or C:\Users\X\AppData\Local\My Games\Legends of Revolution\
The My Games folder seems to be a hardcoded one that multiple games use. Both "My Documents" and "Local Application Data" are special folders just like Program Files is (also note that Local Application Data is different from Application Data).
phungus420 Jul 12, 2009, 06:20 PM Hmm, would be easy enough to store the ini files in the My Documents path. Unfortunately I don't think the engine allows you to split a mod into two seperate folders like that.
Merri Jul 12, 2009, 10:35 PM Is that why Firaxis has put several shortcut folders within Civ4 directory?
Sivistys Jul 13, 2009, 09:42 AM Frederick made a quite intresting landing attempt: 10 bombards only (v. 0.9.4a).
220908
And also one great general was accompanying the stack commandeering a bombard. The latter was also reported by bestbrian (great general on ram in that case) here and in BetterAI forums, and solution was also proposed in BAI forum (by Cybah):
You should simply remove the "PROMOTION_LEADER" from siege units in Civ4PromotionInfos.xml. Don't think this is an AI glitch.
Could this be a similar case that new units don't have "optimal" tags for AI?
phungus420 Jul 13, 2009, 09:48 AM Thanks for the report. I've seen similar (small stacks of nothing but siege), but never anything this agregious. I'll post a report in the BBAI forums, this is definatly something jdog would want to take care of. I'm also positive this is regular BtS behavior, and not intrinsic to the mod, it's just that with BBAI the AI is better at sending it's stacks, so you end up seeing poor unit combinations like this more often.
Reported in BBAI forum here:
http://forums.civfanatics.com/showpost.php?p=8260203&postcount=361
Merri Jul 14, 2009, 11:59 AM When Barbary Corsair attacks it gives points for great general emergence. The problem with this is that it reveals (to human players) whose it is. Also, related to this, I can't recall how Barbary Corsair is reported to be built, but it should never state who built it, only that it has been built (this information would go to anyone building the unit anyway).
fatski Jul 14, 2009, 05:00 PM Not really a bug I don't think, but one of the screenshots on the download page has a Sevopedia with an LoR Concepts section. I don't have this, I just have standard BTS concepts instead. I've only just downloaded this and I wanna learn about kthe concepts.:)
phungus420 Jul 14, 2009, 05:44 PM Not really a bug I don't think, but one of the screenshots on the download page has a Sevopedia with an LoR Concepts section. I don't have this, I just have standard BTS concepts instead. I've only just downloaded this and I wanna learn about kthe concepts.:)
You must have downloaded an old version. The LoR concepts went in as of 0.9.3, previous versions don't have it.
phungus420 Jul 14, 2009, 05:45 PM When Barbary Corsair attacks it gives points for great general emergence. The problem with this is that it reveals (to human players) whose it is. Also, related to this, I can't recall how Barbary Corsair is reported to be built, but it should never state who built it, only that it has been built (this information would go to anyone building the unit anyway).
Not a bug. This is exactly the same way privateers are. Also the Barabary is a legend, it'll tell everyone who built it. Not a bug, it's working as the game is designed.
Merri Jul 14, 2009, 11:01 PM I know it is as designed, but I'm questioning whether this is logically correct. Privateers are a different story, everyone can have them so it is far harder to know who owns which one. If you fight a human player with the Barbary Corsair, he knows it is you. It renders advantages of the unit null and void: if you build it, you can't use it. The unit works in solo play only.
Baghadur Jul 15, 2009, 07:56 AM Great job on the mod Phungus and all! I've been lurking since you started the original LoR thread, and have been impressed with your vision and efforts.
Quick question: has the random events bug introduced with 3.19 been quashed, or are some of the quest events still broken?
Thanks, and keep up the great work.
phungus420 Jul 15, 2009, 08:28 AM There are still issues in some events. glider has tracked these down to interdependency issues, the main event you'll see the bug in is herbalist event, where if you pick the option to recieve bonus health at the cost of happiness, the bonus health never fires. Anyway there are 300 events and 8 of them are currently bugged.
Baghadur Jul 15, 2009, 08:49 AM Thanks for the quick reply. Do you ever sleep?
The unit balance changes made so far are working very well and the AI is making good use of them. Twice last night I had two minor tribe AI's send mixed stacks at me that in standard BTS would have been a joke. One of the stacks was 4 chariots, 2 spears and 2 rams. Normally I would have wiped them out with few losses. Instead, with the changes to axemen, I had to do some major whipping and still barely kept them from taking my capital. I ended up losing at least 2 axes, a spear and 4 chariots trying to fend them off.
The only issue I'm seeing is an over-reliance on rams on the part of the AI. They will often move in with a stack sufficient to take a city, but instead will park and spend too long bombarding, even if the city has only 20% defense. If they'd just attack straight out, I would have lost at least a city, probably two. Instead, the rams are giving me too long to bring in reinforcements and ultimately defeat them. Any thoughts that maybe the early advent of rams are actually hamstringing the AI?
Mekajiki Jul 15, 2009, 09:06 AM Thanks for the quick reply. Do you ever sleep?
The unit balance changes made so far are working very well and the AI is making good use of them. Twice last night I had two minor tribe AI's send mixed stacks at me that in standard BTS would have been a joke. One of the stacks was 4 chariots, 2 spears and 2 rams. Normally I would have wiped them out with few losses. Instead, with the changes to axemen, I had to do some major whipping and still barely kept them from taking my capital. I ended up losing at least 2 axes, a spear and 4 chariots trying to fend them off.
The only issue I'm seeing is an over-reliance on rams on the part of the AI. They will often move in with a stack sufficient to take a city, but instead will park and spend too long bombarding, even if the city has only 20% defense. If they'd just attack straight out, I would have lost at least a city, probably two. Instead, the rams are giving me too long to bring in reinforcements and ultimately defeat them. Any thoughts that maybe the early advent of rams are actually hamstringing the AI?
I've seen this effect too. In my last game, Sumeria was minor for a freakishly long time and they ended up sieging 3 of my cities that they could have taken easily long enough for me to get Sacred Band built and move him around to destroy all of their stacks.
onewingedangel- Jul 15, 2009, 05:53 PM Heyo, I'm having this problem with Legends of Revolution and some other mods so this may be something to do with my computer rather than the mod itself...but I'm computer illiterate so who knows? :)
Basically I click on the shortcut on the desktop and the game appears to be loading. I then receive a message that says the game has stopped working. These are the details-roblem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48317e8a
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a484b00
Exception Code: c0000005
Exception Offset: 000691e0
OS Version: 6.0.6001.2.1.0.768.3
Locale ID: 1033
Additional Information 1: eb4b
Additional Information 2: f0ba61663ed0456e746fa8052330fe73
Additional Information 3: 2c86
Additional Information 4: a8ade3c126508b1d579e6ad0921565fc
phungus420 Jul 15, 2009, 05:56 PM Read the FAQ.
Your game isn't patched to 3.19
Here is a link to the 3.19 patch:
http://forums.civfanatics.com/downloads.php?do=file&id=12576
onewingedangel- Jul 15, 2009, 06:20 PM ah ok that's the problem. I ran the in-game update and assumed it patched. I look forward to playing the amazing mod. Thanks a lot!
Wiz4War Jul 18, 2009, 05:40 PM I know it is as designed, but I'm questioning whether this is logically correct. Privateers are a different story, everyone can have them so it is far harder to know who owns which one. If you fight a human player with the Barbary Corsair, he knows it is you. It renders advantages of the unit null and void: if you build it, you can't use it. The unit works in solo play only.
Historically, the Barbary Corsair wasn't strictly speaking a pirate, or even a privateer, but a war ship in it's own right. The world at large knew to whom it belonged. Barbary Corsairs were given a "bad rap" because, in addition to being war ships, they were privateers of opportunity. If a merchantmen, or even a smaller warship, of a rival nation (whether they were at war or not) happened in their path they would attack in the fashion of a pirate.
So for game play, as it is set up now, this is historically accurate. You don't need to be at war to attack an opponents ships, but if you do everyone will know it was you ;)
achilleszero Jul 18, 2009, 07:24 PM Historically, the Barbary Corsair wasn't strictly speaking a pirate, or even a privateer, but a war ship in it's own right. The world at large knew to whom it belonged. Barbary Corsairs were given a "bad rap" because, in addition to being war ships, they were privateers of opportunity. If a merchantmen, or even a smaller warship, of a rival nation (whether they were at war or not) happened in their path they would attack in the fashion of a pirate.
So for game play, as it is set up now, this is historically accurate. You don't need to be at war to attack an opponents ships, but if you do everyone will know it was you ;)
Yeah its historically accurate. But Merri is more concerned with the gameplay aspect of it. Hes thinking along the lines that the Corsair is an uber-privateer. And noone is supposed to know who owns a privateer regardless of attacking or anyhting else. So even if the Corsair attacks the opponent should only know that the Corsair attacked it and not that you own it. So it goes along with what you are saying too. But in the end I dont suppose it matters much, as everyone is always at war with privateers. And the AI isnt setup to hold grudges (diplo hits) when concerning privateer because they are supposed to be anonymous. It does slightly matter more in multiplayer, as the human is set up to hold grudges, but they were probaly going to attack you anyway regardless of you having the Corsair.
StMikael Jul 19, 2009, 06:20 PM This mod is awesome, and adds a lot of flavor to the game.
A couple of minor issues:
Although Catherine is selected as the Russian leader, Stalin's leaderhead shows up.
Some leaders have no welcome message when you meet them the first time. Bolivar, for instance.
phungus420 Jul 20, 2009, 02:55 PM Although Catherine is selected as the Russian leader, Stalin's leaderhead shows up.
I"m not fully clear on what you mean here. Could you be more specific, ie could you give me directions on how to replicate the bug?
Some leaders have no welcome message when you meet them the first time. Bolivar, for instance.
I will write in diplo text for all leaders either for 0.9.5 or for the release after. This is on my list. Basically the game uses default text for diplo when none is specified, however for some reason it doesn't pull the default text for greatings, which seems odd to me, but the new leaders need unique diplo text anyway.
StMikael Jul 20, 2009, 03:00 PM Okay, more specific: I play on a scenario map with predefined civilizations and leaders. Catherine is the predefined leader for the Russian civ in that game. Her name shows up in the game, but when I meet her, she turns out to be Stalin, with his leaderhead and all of Stalin's dialogue. The name listed in the heading above him is still Catherine.
The scenario map is the one following Legends, by the way. The uppermost one on the scenario list.
phungus420 Jul 20, 2009, 03:02 PM :hmm: OK, will look into that, thanks for the report. I need to fix the World War Wolf Scenario as well. Just be aware these are low priority fixes, probably will be one of the last things I do. But they will be done, and thanks for the report, without it, it probably never would have been fixed :)
StMikael Jul 20, 2009, 03:35 PM Thanks. :)
Playing now with Peter preselected as the Russian leader. Can't wait to meet him and find out if he is Catherine in disguise. ;)
StMikael Jul 20, 2009, 03:37 PM Speak of the devil ... there he was! And he's just good ole Peter.
phungus420 Jul 21, 2009, 12:50 PM Well I just found a bug while going through the code. Seems I forgot to include a piece of the Enlightened code since the 3.19 update, so the culture from non state religion hasn't been being applied. No one has noticed probably because it still shows that it is in the user interface, but it's not. Anyway will be fixed in the next update.
Mekajiki Jul 22, 2009, 01:06 PM I've had a few problems with multiplayer. Mostly OoS that you can expect with any mods but the only really major problem is that when a unit is in a city, it has all the buttons it should have(fortify, sleep, etc) and some units also have spread taoism, despite being military units and the mouseover for it shows the regular message and the effects are (-1 culture -1 science -1 health -1 happiness, i think).
After those, it has a ton of empty button spots that have nothing in them and nothing comes up on mouse over.
Also, I can't click on any of them, even the buttons that should normally be there. It's not that bad for regular stuff because I can still use hotkeys(F for sleep/fortify, alt+r for route to for workers) and all that but I need to move a unit outside of a city to promote it and then move it back in. I'm sure you can see why this is a problem.
I think it may be just a host problem because I asked my friend about it and he wasn't sure what I was talking about. I always host and we use Hamachi to play over Direct IP Connection. I'll try and get screenshots/saves soon if I can.
phungus420 Jul 22, 2009, 01:17 PM Unfortunately RevDCM (the core of LoR) hasn't been debuged or even tested apropriately in MP. I wish it was, but this is beyond my scope. If you'd like to see the mod fixed for MP play, please post a request along with pertinent information and screenshots for jdog and glider to see in the Revolutions forum, that's the best way to get it done, as for now I'm not sure jdog and glider are aware that there is a demand for MP.
Revolutions Project and Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=261)
bestbrian Jul 22, 2009, 01:29 PM I play SP so it doesn't bother me, but my Privateers are flying the Carthaginian flag instead of the Jolly Roger; would really give things up in MP. :)
achilleszero Jul 22, 2009, 01:56 PM I play SP so it doesn't bother me, but my Privateers are flying the Carthaginian flag instead of the Jolly Roger; would really give things up in MP. :)
Some one correct me if Im wrong. since I cant remember the last time I played beyond pressing "end turn" in 4000BC:mad:. But hasntit always been that your privateers show your flag and enemies see the barb flag?
Yep just did WB test and my privateers showed the greek flag but Sitting Bulls;s privateer had a barb flag.
JimMac99 Jul 22, 2009, 02:36 PM Unfortunately RevDCM (the core of LoR) hasn't been debuged or even tested apropriately in MP. I wish it was, but this is beyond my scope. If you'd like to see the mod fixed for MP play, please post a request along with pertinent information and screenshots for jdog and glider to see in the Revolutions forum, that's the best way to get it done, as for now I'm not sure jdog and glider are aware that there is a demand for MP.
Revolutions Project and Development Forum (http://forums.civfanatics.com/forumdisplay.php?f=261)
Just chipping in to add that I keep monitoring this mod in the hope that someone reports a successful MP game with LoR, even if some options have to be turned off.
I like a lot of what I read about LoR, but since I and three of my relatives only play CiV in MP mode these days, we are sticking with Wolfs last build (which isn't 100%MP reliable either btw :rolleyes:) until/unless mp bugs are sorted. (I understand this isn't your area Phungus). When that happens you have at least another four downloads. :)
phungus420 Jul 22, 2009, 02:40 PM Well it's been reported numerous times that MP works fine with Revolutions turned off. But others have reported issues, so I don't know. Based on the reports issues in MP games with Revolutions off seem to be machine specific. But definatly the Revolutions component should be turned off in the startup menu when playing an MP game. Of course some players have said they play MP with revolutions on, they just all need to select the same option if a Revolution event occurs, or else the game goes OoS.
JimMac99 Jul 22, 2009, 03:02 PM Thanks for the quick and detailed reply phungus, it typifies the excellent support I notice you provide for this mod.:goodjob:
StMikael Jul 22, 2009, 03:32 PM :hmm: OK, will look into that, thanks for the report. I need to fix the World War Wolf Scenario as well. Just be aware these are low priority fixes, probably will be one of the last things I do. But they will be done, and thanks for the report, without it, it probably never would have been fixed :)
Hmmm ... I have a theory. Because now I met Elizabeth as leader of the English, while Churchill was the original leader. I know, cause I met him earlier in the game. And I know England had some difficulty with rebels. Maybe Churchill had to abdicate, and Elizabeth took his throne? If so, that would constitute no problem, except for the name business. Churchill/England should change to Elizabeth/England in the on-screen civ list, and the name "Elizabeth" should be displayed over the leaderhead in diplo mode.
thekaje Jul 23, 2009, 08:20 AM Not sure why this is happening. My PC is not great and uses a terrible built-in Intel motherboard graphics card -- but it does run Civ4 with almost no problems (a little sluggish mid- to late-game, but that it). I run Civ4 everything turned to "Low," 1024x768 resolution. I DO NOT have Frozen Animations on.
LoR also mostly works. But there are some awful, game-breaking graphical glitches. Here's what's happened:
- I can't watch wonder movies anymore. The movies come up and the music/sfx play, but the movie screen is a mish-mash of colours and lines.
- I'm the Vikings, and the horsemen I was making last night were phantom horsemen -- I could move them around and use them fine, but the only part of them I could see was their little skullcap. No body, no horse. When I was fighting, I think he swung a little axe. Seemed to be animated -- just no textures or model in sight.
- The Incas started sending out galleys, and instead of a galley, I saw a little red bubble in the water.
In addition to this, I don't get an LoR-specific start-up screen when I start the game. It uses Warlords instead, for some reason.
I haven't tried restarting my computer and seeing if that fixes everything (reboots take upwards of 15 minutes) -- but any ideas as to what may be causing these problems? Again, I have no problems with the graphics in vanilla Civ4.
thekaje Jul 23, 2009, 08:55 AM Not sure why this is happening. My PC is not great and uses a terrible built-in Intel motherboard graphics card -- but it does run Civ4 with almost no problems (a little sluggish mid- to late-game, but that it). I run Civ4 everything turned to "Low," 1024x768 resolution. I DO NOT have Frozen Animations on.
LoR also mostly works. But there are some awful, game-breaking graphical glitches. Here's what's happened:
- I can't watch wonder movies anymore. The movies come up and the music/sfx play, but the movie screen is a mish-mash of colours and lines.
- I'm the Vikings, and the horsemen I was making last night were phantom horsemen -- I could move them around and use them fine, but the only part of them I could see was their little skullcap. No body, no horse. When I was fighting, I think he swung a little axe. Seemed to be animated -- just no textures or model in sight.
- The Incas started sending out galleys, and instead of a galley, I saw a little red bubble in the water.
In addition to this, I don't get an LoR-specific start-up screen when I start the game. It uses Warlords instead, for some reason.
I haven't tried restarting my computer and seeing if that fixes everything (reboots take upwards of 15 minutes) -- but any ideas as to what may be causing these problems? Again, I have no problems with the graphics in vanilla Civ4.
The Mayans were sending out the galleys, by the way. Not the Incas.
achilleszero Jul 23, 2009, 09:16 AM Not sure why this is happening. My PC is not great and uses a terrible built-in Intel motherboard graphics card -- but it does run Civ4 with almost no problems (a little sluggish mid- to late-game, but that it). I run Civ4 everything turned to "Low," 1024x768 resolution. I DO NOT have Frozen Animations on.
LoR also mostly works. But there are some awful, game-breaking graphical glitches. Here's what's happened:
- I can't watch wonder movies anymore. The movies come up and the music/sfx play, but the movie screen is a mish-mash of colours and lines.
- I'm the Vikings, and the horsemen I was making last night were phantom horsemen -- I could move them around and use them fine, but the only part of them I could see was their little skullcap. No body, no horse. When I was fighting, I think he swung a little axe. Seemed to be animated -- just no textures or model in sight.
- The Incas started sending out galleys, and instead of a galley, I saw a little red bubble in the water.
In addition to this, I don't get an LoR-specific start-up screen when I start the game. It uses Warlords instead, for some reason.
I haven't tried restarting my computer and seeing if that fixes everything (reboots take upwards of 15 minutes) -- but any ideas as to what may be causing these problems? Again, I have no problems with the graphics in vanilla Civ4.
If your computer gets sluggish late game from vanilla civ, its going to have problems with normal LoR. You shoulod try playing LoR lite where there is no ethinc art, and the system requirements should be the same as vanilla. The movie thing cant be anything with LoR, unless it is a movie of the 3 added wonders, but still theyre shouldnt be anything wrong on LoR's end with those.
What version of LoR are you running?
thekaje Jul 23, 2009, 09:41 AM If your computer gets sluggish late game from vanilla civ, its going to have problems with normal LoR. You shoulod try playing LoR lite where there is no ethinc art, and the system requirements should be the same as vanilla. The movie thing cant be anything with LoR, unless it is a movie of the 3 added wonders, but still theyre shouldnt be anything wrong on LoR's end with those.
Thanks for the help. But I'm not having sluggish issues with LoR at all -- it's just that certain units aren't being fully displayed. How could speed issues be related to straight-up failure to display? The only problem I can imagine is that the textures didn't install properly or there are new features of the LoR textures that were not present in vanilla BtS. Only someone who really knows how the graphics in LoR differ could know for sure on this, I think.
What version of LoR are you running?
Pretty sure I downloaded the newest version. Is there any way to check? I went to "About" on the menu, but I didn't see any likely numbers.
phungus420 Jul 23, 2009, 09:52 AM In the docs folder there is a file called Legends Version and Changelog, open that up and it'll tell you what version you have. My recommendation would be to use the 0.9.5 LoR light test build as well. There is a critical art bug in that, but it exists for Mechanized Infantry, so by the time you get those the next update will be out. If you get there before I can easily release a patch to fix it, but no one has asked for a patch for the LoR Light test yet, so I haven't gone and released a patch yet, since the official release of 0.9.5 should be out by the end of the weekend anyway.
achilleszero Jul 23, 2009, 10:00 AM Thanks for the help. But I'm not having sluggish issues with LoR at all -- it's just that certain units aren't being fully displayed. How could speed issues be related to straight-up failure to display?
I have no idea. You said vanilla runs sluggish for you sometimes, and I just said you would also have "problems" with LoR if that was the case.
The only problem I can imagine is that the textures didn't install properly or there are new features of the LoR textures that were not present in vanilla BtS. Only someone who really knows how the graphics in LoR differ could know for sure on this, I think.
Well that would be me. Seeings how I have spent several hundred hours now building and rebuilding the art in LoR. Theres nothing different with the art. Theres just 10 times as much of it. Not sure how many different units but theres 1200+ entries in the art defines and Ive torn everyone of them apart.
thekaje Jul 23, 2009, 10:08 AM Wow. Okay, the problem must be something weird on this side. I'll think about it for a while, and see what I can dig up. Thanks for the help, guys!
thekaje Jul 23, 2009, 10:15 AM Yep, version 0.9.4b. Since I'm not getting the right opening screen either, something weird is obviously going on. I'll check it out...
phungus420 Jul 23, 2009, 10:18 AM Try reinstalling.
thekaje Jul 23, 2009, 10:37 AM Okay, will do. Quick question about what's new and what isn't. How much of the Viking unit art is new? Everything looks customized, so I'm not sure. My chariot-riders have little horned helmets and everything--pretty cool. Is that new "ethnic art"? If so, I'm having some weird selective problems.
achilleszero Jul 23, 2009, 10:46 AM Okay, will do. Quick question about what's new and what isn't. How much of the Viking unit art is new? Everything looks customized, so I'm not sure. My chariot-riders have little horned helmets and everything--pretty cool. Is that new "ethnic art"? If so, I'm having some weird selective problems.
Yeah that ones new, but not all the vikings are new. I left a couple of the old ones in. There should be a stark difference between the new vikings and any old ones left in, the new ones have much more detail and are more realistic.
I dont see how youre having problems with them. Most of those vikings were made by bekuel and there is absolutely nothing wrong with his models. I can almost tell now who made a particular model. And I cant recall ever having to fix, in any way, one of his. Not saying he's perfect, just that I cant find any problems with the viking models.
thekaje Jul 23, 2009, 04:03 PM Do you know who made the Viking horseman model? Is there anything special about it?
Something is up, and I want to figure out why I'm not seeing the right background first. When I start the game, I get the Warlords background, NOT any LoR background. However, when I'm loading a game, then I get the LoR loading screen -- looks like some kind of painting from the French Revolution; I'm not sure.
So why could that be? Do you think it has to do with the fact that I'm running, uh, "Civilization IV: The Complete Edition"? Maybe the directories for things have been changed around?
achilleszero Jul 23, 2009, 04:18 PM Who made the Viking horseman model? Is there anything special about it?
Not sure who made that one. It is one of the few I didnt replace with Bakuels' units. I think it is one of Chuggi's though, possible one of his lord of the rings units. Its been in there since before this mod was even LoR. Theres nothing wrong with it as far as I can tell. But I might as well replace just to be safe, bekuel made a better one, so it will be gone in the next release in the next few days.
Something is up, and I want to figure out why I'm not seeing the right background first. When I start the game, I get the Warlords background, NOT any LoR background. However, when I'm loading a game, then I get the LoR loading screen -- looks like some kind of painting from the French Revolution; I'm not sure.
I dont see how thats possible, very strange. At the very least you should get the old LoR background with the battleships. As I think those were left in there. I dont see how its calling on the warlords one.
So why could that be? Do you think it has to do with the fact that I'm running, uh, "Civilization IV: The Complete Edition"? Maybe the directories for things have been changed around?
I have no idea about that kind of thing. Hopefully phungus can answer that.
SwordOfJustice Jul 24, 2009, 09:05 AM I'm playing the latest beta on a clean install of BTS with 3.19 and on the civic screen there is no OK button, only a Cancel button. It means I can't change civics!
Any ideas?
Cheers,
Sword
phungus420 Jul 24, 2009, 10:40 AM It most likely means you haven't waited 5 turns since the last time you changed civics. Or you could have just changed your religion and are in anarchy. Changing civics rules hasn't changed from default BtS. If you're sure that all the relevant Civilization rules are met, and you are experiencing a bug please upload a save. Though I'm pretty sure it's because the regular civics changing needs aren't met ;)
StMikael Jul 26, 2009, 05:01 PM The Sioux UB is the Fire Circle, which gives 1+ :) to Charismatic leaders, but their only leader is Sitting Bull, and he's Protective and Enlightened in this mod ...
StMikael Jul 26, 2009, 05:37 PM phungus: As you can see, Hitler has taken Bismarck's place due to unrest in Germany (not far from true history), but Bismarck's name still shows up over the leaderhead and on the civ list to the right. This happens to all leaders who are toppled in the course of the game.
Wonder what happens in civs that only have one leader, though ...
achilleszero Jul 26, 2009, 06:13 PM The Sioux UB is the Fire Circle, which gives 1+ :) to Charismatic leaders, but their only leader is Sitting Bull, and he's Protective and Enlightened in this mod ...
Thats just coincidence and a little misfortune. Fire circle is pretty much just a graphic and name swap for the totem pole. Seeings how totem poles had nothing to do with Sioux. It kept all its totem pole abilities, so the same thing was going on in BTS. Monuments always +1 happy with Charismatic and Sitting bull was protective in BtS as well, with a monument UB.
StMikael Jul 26, 2009, 07:15 PM Achilles: I see. Thank you for clearing it up.
Another thing I've noticed. Horsemen seem to be able to blitz-attack. But only if you first attack, then leave them for a moment and attack with other units. When you return to the Horseman (in the same turn, of course), you can attack again, assuming you have movement left. Has anyone else seen this, or is it just me?
achilleszero Jul 26, 2009, 08:14 PM Achilles: I see. Thank you for clearing it up.
Another thing I've noticed. Horsemen seem to be able to blitz-attack. But only if you first attack, then leave them for a moment and attack with other units. When you return to the Horseman (in the same turn, of course), you can attack again, assuming you have movement left. Has anyone else seen this, or is it just me?
Really?!?! Is this occuring in the scenario, that you are having the leader name trouble in, as well? Or normal LoR?
StMikael Jul 27, 2009, 12:50 AM Yes, a scenario.
Alsark Jul 27, 2009, 12:54 AM Achilles: I see. Thank you for clearing it up.
Another thing I've noticed. Horsemen seem to be able to blitz-attack. But only if you first attack, then leave them for a moment and attack with other units. When you return to the Horseman (in the same turn, of course), you can attack again, assuming you have movement left. Has anyone else seen this, or is it just me?
That's... very interesting. I'll have to give this a try some time. I don't believe I have experienced this. Are you sure you didn't have multiple Horsemen and weren't just attacking with a different one?
Also these screenshot are unusual... I don't know if this bug lies with LoR or the core game, though. You'll notice in the "Local Legends Bug" image (the one to the far right of the attached thumbnails) that right when I started the game, there was a "Local Legends" tag on one of the tiles. Given that the year is 4000 BC, it would be impossible for an event to have occurred, and, indeed, the tile itself is not indicative of an event having occurred.
In the next set of images you will see that our team [of Gandhis] was the first to research Liberalism. Now in my selection of which technology to pick, I had several options that were 5628 points (this was on quick speed and since it was a team game the research is higher): Military Tradition, Astronomy, Constitution, and Military Science. All but Astronomy were listed as nine turns, but for whatever reason, Astronomy was listed as eleven turns. If they are the same amount of peakers, why should it take any more turns?
I do have the save file of the Local Legend one, but it's a hot seat game, so it would have to be loaded accordingly. I probably have the Liberalism one as an auto-save still, too.
Roland Johansen Jul 27, 2009, 06:13 AM In the next set of images you will see that our team [of Gandhis] was the first to research Liberalism. Now in my selection of which technology to pick, I had several options that were 5628 points (this was on quick speed and since it was a team game the research is higher): Military Tradition, Astronomy, Constitution, and Military Science. All but Astronomy were listed as nine turns, but for whatever reason, Astronomy was listed as eleven turns. If they are the same amount of peakers, why should it take any more turns?
This is unlikely to be a bug. There are several research bonuses for researching technologies:
-you know one or several prerequisite technologies
-several other civilisations already have the technology
So if you have more prerequisite technologies for the other technologies than for astronomy, then astronomy will get a lower research bonus and be researched slower. This can make a significant difference in research time.
StMikael Jul 27, 2009, 10:08 AM That's... very interesting. I'll have to give this a try some time. I don't believe I have experienced this. Are you sure you didn't have multiple Horsemen and weren't just attacking with a different one?
Yes, I thought that for a long time, but then I realized it was the same one. Strange as it sounds.
caliban02 Jul 27, 2009, 07:43 PM I've had this bug with LoR with BTS 3.17, and 3.19. It's currently happening with the latest LoR version.
What will happen is this: I get to a specific year (different in each game) where when I press enter to go to the next turn, it just hangs. The cursor is the spinning globe, the text says "waiting for other players" and I can scroll around the map, but nothing ever happens -- it doesn't progress to the next turn. It will stay this way for hours, until I alt-tab and kill the game.
If I reload to a previous year, the same thing will happen when I arrive at the place where it had the problem. Sometimes, if I go back to a far enough back saved game, I will reach the "problem year" and make it by without a problem.
I've got a relatively old computer, and I purchased BtS from Direct2drive. Anything else you might need?
Saved game is attached. The year is 1430, when I go to the next turn, the hang occurs.
phungus420 Jul 27, 2009, 07:46 PM Thanks. Will take a look, last time a similar bug was found it was an AI logic bug introduced by RevDCM, will take a look and see what's going on and present it to jdog if it looks to be related to AI logic.
Also for those presenting Name issues with switched leaders, this is a bug introduced by 3.19, you can see it reported in the Unofficial Patch forum. A fix will eventually make it into RevDCM as the UP is included, but is not incorporated in the latest build.
caliban02 Jul 27, 2009, 07:50 PM Thanks for the quick response! It definitely feels like some kind of loop in the revolutions logic, because it happens in the part of the AI turn where it normally calculates if a city will break away, or new empire get founded.
phungus420 Jul 27, 2009, 08:29 PM Definatly a critical bug, nearly positive it is related to AI logic. I also have a strong hunch it's caused by the same critical bug reported before that jdog thought he fixed by muting the assert failure message. Anyway I've passed along the report to jdog here:
http://forums.civfanatics.com/showpost.php?p=8307127&postcount=558
phungus420 Jul 27, 2009, 09:07 PM @caliban02
This is definatly a bug caused by AI logic, either it is intrinsic to RevDCM or BetterAI itself (So this affects alot of mods), so good find, hopefully jdog will fix it soon for the next RevDCM build. It should be exceptionally rare though. Anyway I was able to track the offending unit, and have fixed your save you can play on and continue your game.
caliban02 Jul 27, 2009, 10:07 PM Wow, very nice -- normally I'd have to pay a lot for tech support like this.
Great work.
If you don't mind me asking, you seemed to imply it was related to a specific unit. Is this something I can debug on my own? I have a number of other saved games that were encountering the same problem.
phungus420 Jul 27, 2009, 10:25 PM Sort of. Are these save games for 0.9.3 or above? If they are I'd like to see them, if they are from 0.8.2 then I'd just let it go, there were a couple 0.8.2 AI logic bugs found and squashed. The way I track it is I use a debug dll which tells me if anything obvious is going wrong (in this instance it said nothing :( ). Then after checking for asserts I'll switch players (ctrl + shift + L also you need to turn on the switching player function in the Revolution.ini file) until you find the problem civ. Then it's just trial and error doing things like removing cities in WB and seeing what fixes it, then narrowing in on the culprit.
You can find a debug gamecore for LoR 0.9.3 and higher here:
http://www.filefront.com/13945729/Debugdll.zip/
Just make sure you switch to windowed mod (you do this in the main BtS ini file) when using a debug dll, as otherwise asserts that trip can cause issues.
caliban02 Jul 28, 2009, 12:23 AM Sadly, I don't remember which version it was -- except that it was the last one released for BTS 3.17.
Either way, if I run into it again, I'll repost here.
Thanks again!
MrPopov Jul 28, 2009, 07:22 PM Something is up, and I want to figure out why I'm not seeing the right background first. When I start the game, I get the Warlords background, NOT any LoR background. However, when I'm loading a game, then I get the LoR loading screen -- looks like some kind of painting from the French Revolution; I'm not sure.
So why could that be? Do you think it has to do with the fact that I'm running, uh, "Civilization IV: The Complete Edition"? Maybe the directories for things have been changed around?
Go to your graphics settings in-game and see what is selected under "opening menu" I believe that will override any default background the mod has.
Mekajiki Jul 28, 2009, 11:13 PM This happened twice in a row in multiplayer as Lenin. First time with Revolutions on, second with it off.
Quite annoying. Ignore the other guy disconnecting, this happens even in unmodded Civ4 when using the Tectonics map script(we don't know why, we just save and load game to continue).
You can switch to the religion, obviously, but if you click on the religion advisor, game freezes.
222605
phungus420 Jul 28, 2009, 11:27 PM :hmm: There have been some religion bugs reported by some users in multiplayer. This makes me suspect it is tied to the inquisitions mod. I'm not sure though.
What you could do to help would be to post in the main Revolutions development forum and try to get jdog and glider to work on getting the RevDCM core to work with multiplayer.
Revolutions Project Forum (http://forums.civfanatics.com/forumdisplay.php?f=261)
thekaje Jul 28, 2009, 11:40 PM Go to your graphics settings in-game and see what is selected under "opening menu" I believe that will override any default background the mod has.
I actually only have one choice---and it's "Beyond the Sword". Despite this, the background actually shown for mods is Warlords. For vanilla BtS, it's the BtS background.
StMikael Jul 30, 2009, 02:54 AM Not a major bug, but ...
When you attack with the Hungarian Cannon, it advances into the target tile, just like a melee unit. It should fire from where it stands, like other cannon do.
(In vanilla BTS [and LoR, for that matter] this is also the case with Curassier, which obviously is equipped with firearms and should behave like Cavalry.)
achilleszero Jul 30, 2009, 03:42 AM Not a major bug, but ...
When you attack with the Hungarian Cannon, it advances into the target tile, just like a melee unit. It should fire from where it stands, like other cannon do.
(In vanilla BTS [and LoR, for that matter] this is also the case with Curassier, which obviously is equipped with firearms and should behave like Cavalry.)
Dont think that is a bug, but it definitely shouldnt act like that. Well actually I dont know what that is. It uses a modified cannon kf/animation file. So it should do exactly what a cannon does. On top of that, the unit kf's dont actually move the units, something in the game core does. For instance, when a spearman moves or runs in to attack, it doesnt actually move, but just runs in place. The game moves it by some other means. And nobody in the forums seemed to know what controls that, the last time I asked about it.
Maybe it could be a bug. But I dont think its hurting anything. And it most likely would never get fixed, since noone seemed to know where to even look for that type of mechanism.
rkade8583 Jul 30, 2009, 04:29 PM For the new DL:
Installer integrity check has failed. Causes include imcomplete download and damaged media. Contact the installer's author to obtain a new copy.
I downloaded it 4 times.
phungus420 Jul 30, 2009, 07:25 PM OK, reuploaded, I downloaded it to make sure file front isn't messing up this time, and it worked fine:
http://www.filefront.com/14160347/Legends-of-Revolution-light-test-v0.9.x6-Setup.exe/
rkade8583 Jul 30, 2009, 07:37 PM File is Unavailable.
The file you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.
I'll give it a try in an hour or so
achilleszero Jul 30, 2009, 07:50 PM Im just never gona get the 0.9.6:
The file you are attempting to download is not currently available on our servers or is being processed.
Why filefront why must you be a thorn in my side?!?
phungus420 Jul 30, 2009, 08:01 PM Hmmm, I can download it fine...
I'll put it on Atomic gamer.
phungus420 Jul 30, 2009, 08:34 PM Alternate download mirror for those having issues with filefront:
http://www.atomicgamer.com/file.php?id=79957
achilleszero Jul 30, 2009, 08:52 PM It might just be me having trouble with filefront. Last tried I even tried to use it, my password had been changed by someone other than me. And I havent been able to do anything with filefront since.
EDIT: Hooray, Atomic Gamer pulls through.
rkade8583 Jul 30, 2009, 09:41 PM Huzzah for AGamer. Thanks for the dedication, Phungus.
tono213 Jul 31, 2009, 10:33 AM There's an issue with the 'slave revolt' event that was kind of game breaking.
A revolt happened in my capital; I bought them off, it continued; I cracked down (lowering population); the revolt made my economy insolvent (the capital, the wealthiest city in most early games, wasn't producing gold!), so I couldn't buy them off again; I cracked down again, bringing my pop to 1; at this point I could neither buy them off nor crack down (can't with pop at 1); I clicked the 'hope it dies down, but revolt may continue button' -- it sure did continue! In fact it never stopped. After nearly 15 turns of revolt in my capital, I had to enter the worldbuilder and add some pop to the city so I could crack down again, which ended the revolt that time.
Not sure if this is WAD. 2 outstanding issues:
1) Early on, I switched away from slavery, hoping this would quell the riots, as, well...there would be no more slaves. Didn't work, slave riots continued. Surely this isn't WAD...?
2) I've noticed this happen to AI, too. In one game, I constantly saw the message that the Chinese authorities were 'bumbling the crackdown on the slaves' -- for ~30 turns. I couldn't see the Chinese, but this must severely unbalanced their neighborhood and possible lead to revolutions. And they can't enter the worldbuilder to add more pop! Again, this seems game breaking to me.
Sorry if this has already been reported! I scanned through & didn't see it. I was playing the latest build of LOR.
thekaje Jul 31, 2009, 11:16 AM Is that a bug or just bad luck?
bestbrian Jul 31, 2009, 11:24 AM Sounds like Bad Luck + Revolutions; I imagine that slave event would negatively synergize with the Revolution mechanics to cause some unfortunate issues.
Why and what was the Poster whipping? The Slave Revolt event doesn't end, or is in any way modified, by whipping away unhappiness; that's why it sounds like an unforunate confluence with Revolutions.
phungus420 Jul 31, 2009, 01:35 PM The slave revolt event is removed from the next version, as slave revolts are already covered in Revolutions.
bestbrian Jul 31, 2009, 01:40 PM The slave revolt event is removed from the next version, as slave revolts are already covered in Revolutions.
That is a very good idea. :goodjob: No sense getting punished for the same thing twice.
What about the bugged events (the ones with two-part probabilities like the "Herbalist" and "Ruins" events), have those been fixed yet? I miss my extra health.
tono213 Jul 31, 2009, 02:02 PM Why and what was the Poster whipping?
Not whipping -- 'crack down' is one of the event options. It has a high chance of ending the revolt, at the cost of losing 1 pop, IIRC.
phungus420 Jul 31, 2009, 02:07 PM What about the bugged events (the ones with two-part probabilities like the "Herbalist" and "Ruins" events), have those been fixed yet? I miss my extra health.
Nope they are just removed. All in all 6 events out of 300 are removed in the next version due to interdependency issues not working correctly for them. It's not the best fix, but it works, and really you wol't miss them.
bestbrian Jul 31, 2009, 05:05 PM Not whipping -- 'crack down' is one of the event options. It has a high chance of ending the revolt, at the cost of losing 1 pop, IIRC.
Got ya; I've forgotten that the "Crack Down" option cost population. I've been playing Slavery-free for several months now; trying out new things, and it seems to be working well.
bestbrian Jul 31, 2009, 05:06 PM Nope they are just removed. All in all 6 events out of 300 are removed in the next version due to interdependency issues not working correctly for them. It's not the best fix, but it works, and really you wol't miss them.
Too bad; there are some good events in there, but if it's bugged, it's gotta go.
StMikael Aug 03, 2009, 12:52 AM Dont think that is a bug, but it definitely shouldnt act like that. Well actually I dont know what that is. It uses a modified cannon kf/animation file. So it should do exactly what a cannon does. On top of that, the unit kf's dont actually move the units, something in the game core does. For instance, when a spearman moves or runs in to attack, it doesnt actually move, but just runs in place. The game moves it by some other means. And nobody in the forums seemed to know what controls that, the last time I asked about it.
Maybe it could be a bug. But I dont think its hurting anything. And it most likely would never get fixed, since noone seemed to know where to even look for that type of mechanism.
Very strange. I should almost certainly believe that some of the soft-coded aspects of a unit would determine whether it moves into the target tile during attack or not. Discovered now that the 54th Massachusetts, another Legend Unit, which looks like a Rifleman, albeit reskinned (no pun intended), also moves into the target tile when it attacks.
achilleszero Aug 03, 2009, 12:58 AM Very strange. I should almost certainly believe that some of the soft-coded aspects of a unit would determine whether it moves into the target tile during attack or not. Discovered now that the 54th Massachusetts, another Legend Unit, which looks like a Rifleman, albeit reskinned (no pun intended), also moves into the target tile when it attacks.
Hold the presses. I just figured out why they are doing that. In the art defines entry they have <bActAsRanged> set to 0 when it should be 1. So it will be fixed in next release. Its always the simple stuff that gets overlooked.
EDIT: In fact the yeomanry, SAS, 101st were not set to act as ranged.
Meatbomb Aug 03, 2009, 11:48 AM Please DON'T FIX, please? I always really enjoyed that "off" behaviour of the 54th... with their mobility promotion, and their overall gung-ho / can do style, it just seems so right that they run right up to the enemy before blowing their faces off.
"Don't fire till you see the whites of their eyes, men!"
bestbrian Aug 03, 2009, 01:38 PM Please DON'T FIX, please? I always really enjoyed that "off" behaviour of the 54th... with their mobility promotion, and their overall gung-ho / can do style, it just seems so right that they run right up to the enemy before blowing their faces off.
"Don't fire till you see the whites of their eyes, men!"
:lol:
That's funny.
achilleszero Aug 03, 2009, 02:02 PM That is an intersting view on it. Ill consider not changing it, meatbomb. But in the end I think I should. If you really like the way they fight you can easily change it back yourself. All you need to do is open the ArtDefines_Units. Then Ctrl+F for 54th. Then look for the line in the 54th's entry that says: <ActsAsRanged>1<ActsAsRanged>. Then change the 1 to a zero and they will go back to blasting people in the face.
StMikael Aug 03, 2009, 04:05 PM :lol: Funny, indeed.
Though, the only right thing to do, logically, graphically, and historically, would be to make the 54th a range-firing unit. They were, in essence, just another regiment of riflemen, albeit a well-known (legendary) one.
In the CIV4ArtDefines_Unit file I found an error, btw:
<UnitArtInfo>
<Type>ART_DEF_UNIT_CUIRASSIER_IROQUOIS</Type>
<Button>Art/Interface/Buttons/Units/Iroquois_curaissier.dds</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Iroquois/Cuirassier/Iroquois_Cuirassier.nif</NIF>
<KFM>Art/Units/Cuirassier/Cuirassier.kfm</KFM>
<SHADERNIF>Art/Units/Iroquois/Cuirassier/Iroquois_Cuirassier.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>HorseBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
It's here: <Button>Art/Interface/Buttons/Units/Iroquois_curaissier.dds</Button>
Cuirassier is spelled "curaissier".
achilleszero Aug 03, 2009, 04:39 PM It's here: <Button>Art/Interface/Buttons/Units/Iroquois_curaissier.dds</Button>
Cuirassier is spelled "curaissier".
Thanks for pointing that out. But fortunately when I do the art defines now I copy the actual name of the dds or nif. So even though they are misspelled they are spelled the same, so no crash. Will correct it any ways.
phungus420 Aug 04, 2009, 05:52 PM I'm trying to fix the greed quest, and think I have it fixed (currently you can be awarded with Legend Units when you pass the quest, I'd like to remove that, so that you can only get regular units). I can't test my fix though, because I have no examples. Does anyone have a game where the greed quest has been triggered, but not achieved or expired (still in the middle of the quest)? If so please upload a save so I can see if this fix works.
Roland Johansen Aug 04, 2009, 06:37 PM Couldn't you create a mini-mod to test it: set the chance of an event each turn at 1, make this the only active event, make sure that the conditions are met and click next turn to trigger the quest.
Guide to event modding. (http://forums.civfanatics.com/showthread.php?t=230567)
Random events list. (http://forums.civfanatics.com/showthread.php?t=236727)
The guide talks about a lot of things amongst which the odds of events. The Random events list mentions the requirements for an event and also talks about the odds per turn of an event occurring.
Of course, it's a lot easier if someone has a game where the event is about to occur, but this makes it at least possible to test it.
phungus420 Aug 04, 2009, 08:10 PM Good call, OK, that event (as well as another one that would have done the same thing), have been fixed so that Legend Units will not spawn from events or quests.
Merri Aug 05, 2009, 12:54 AM This reminded me that I got an impossible greed mission for silver, but there was none of it in the entire world. The only way I would've gotten it was to make tons of mines and wait whether one of those would result in finding silver by random.
Also, in my last reload of a game I got huge numbers in some places. In Victory conditions screen it gave me numbers like 8053548 as number of spaceship parts that I would need to create, each number was different but all were huge. Later on I also got a diplomatic screen telling me I had some 10905348 votes. And no, I didn't win the diplomatic victory vote. It seems these numbers were only incorrect on display. (Note: all the numbers here are just "to give the feeling", weren't exactly those).
All of these were on 0.9.5 light.
De Begerac Aug 05, 2009, 10:29 AM Think this is the right place. Not a major error however just had the: "Scouts exploring ruins near....." event and it gives me two options. Send commendations and fund further exploration however both give +87 :science:. Fund further exploration merely charges me 29 :gold: for the privledge.
Cyrano
StMikael Aug 05, 2009, 10:34 AM Think this is the right place. Not a major error however just had the: "Scouts exploring ruins near....." event and it gives me two options. Send commendations and fund further exploration however both give +87 :science:. Fund further exploration merely charges me 29 :gold: for the privledge.
Cyrano
That's right. I've experienced the same event several times in LoR. In vanilla BTS the second option gives you a 50 % chance of getting the double amount of science, for a price.
Lean Aug 05, 2009, 11:14 AM Everytime I try and play WWW, it always tells me I'm defeated. So when I tried the British, all that's avalible is Hawaii, and a few other small islands. Trying to contact any leaders (there are only 4, all of which have 10,000 points) causes the game to crash.
Allan79 Aug 06, 2009, 09:25 AM Hi, first of all I want to say that I love this mod. But I haven't been playing it for at while cause I have an annoying problem. Whenever I encounter Hitler or Ho Chi Min in game (diploscreen) or at gamestart(choosing civ/leader) it always ctd. This happens very likely do to my poor computer. So my question is, how do I disable these leaders so I dont have this problem? I know its not perfect but I prefere to miss a few leaders than to not really be able to this mod. You can play for a while but are always fearful of these leaders ruin my game... ;)
Thanks
esemjay Aug 07, 2009, 08:27 PM Sounds like you might not have the art for them. Do their icons show up as a pink square?
achilleszero Aug 07, 2009, 09:12 PM Ok so theres already a bug in the 0.96. The 300's art defines is messed up, shouldnt cause a crash, but it will display as red orbs. LoR light is fine, its only in normal LoR that its messed up. If it bothers anyone enough and you cant wait until the rerelease, Then open the ArtDefinesUnit and serch for spartan (its the only one) and change the 2 lines from this:
<NIF>Art\Units\Legends\Spartan\Spartan.nif</NIF>
<KFM>Art/Units/Legends/Spartan/Spearman.kfm</KFM>
<SHADERNIF>Art\Units\Legends\Spartan\Spartan_FX.nif</SHADERNIF>
to this:
<NIF>Art\Units\Legends\Spartan\Spearman.nif</NIF>
<KFM>Art/Units/Legends/Spartan/Spearman.kfm</KFM>
<SHADERNIF>Art\Units\Legends\Spartan\Spearman_FX.nif</SHADERNIF>
This would not seem to bode well for the other 1200 units. But in reality this has nothing to do with those. This error was me messing around yesterday morning trying to streamline the opening screen and by proxy the Spartan model. But it didnt like having its name changed, and I forgot to change it back in one of the files.
thekaje Aug 07, 2009, 10:13 PM Hi, first of all I want to say that I love this mod. But I haven't been playing it for at while cause I have an annoying problem. Whenever I encounter Hitler or Ho Chi Min in game (diploscreen) or at gamestart(choosing civ/leader) it always ctd. This happens very likely do to my poor computer. So my question is, how do I disable these leaders so I dont have this problem? I know its not perfect but I prefere to miss a few leaders than to not really be able to this mod. You can play for a while but are always fearful of these leaders ruin my game... ;)
Thanks
I have the same problem -- at least for Ho Chi Minh. I also have a sub-par computer, though... And I also can't get the appropriate menu background to display. It just goes to the Warlords background all the time.
phungus420 Aug 08, 2009, 02:26 AM Wow, I should have caught that. Glad I held off to make this the official release :mischief:
That reminds me, the ironclad cruiser you included didn't work, the kfm must have been messed up when you optimized it, caused those wierd python exceptions and blank civilopedia screen when you tried to view it, so I repakaged the Wolfshanze (or Core) fpk with the old model. Figured I'd note that for you achilleszero in case you want to reoptimize it, because in the 0.9.6 build it's using the old model.
Also achilleszero, any chance you could take a look at Ho-Chi-Min for these guys? I suspect the error they are getting is caused by some bad node or something in the model which trips out certain video cards.
achilleszero Aug 08, 2009, 02:52 AM That reminds me, the ironclad cruiser you included didn't work, the kfm must have been messed up when you optimized it, caused those wierd python exceptions and blank civilopedia screen when you tried to view it, so I repakaged the Wolfshanze (or Core) fpk with the old model. Figured I'd note that for you achilleszero in case you want to reoptimize it, because in the 0.9.6 build it's using the old model.
Well ill just leave that one alone then. Its under 2000, and I dont know what I did to break it.
Also achilleszero, any chance you could take a look at Ho-Chi-Min for these guys? I suspect the error they are getting is caused by some bad node or something in the model which trips out certain video cards.
Ill look at it.
Someone in the main thread just reported that the button for the Great spy to join a city is missing. I dont know if he means missing art or the actual button is missing. At any rate I dont even know where that is controlled and its art should be in BtS, so I have no clue about that.
I was getting buttons that were actually missing in 0.96 test (only for one game though), so I dont know if he means that
phungus420 Aug 08, 2009, 04:01 AM I'm at a loss as to where the button for the great spy joining a city could be defined. I tried looking around, but came up with nothing, so just asked in the BUG forum. Whereever it is being defined, it's a bad path though, your typical pink square for a non existant art definition. Doesn't cause a crash, but looks bad. Hopefully someone from BUG will be able to point me to where it is.
Edit:
This dds atlas:
actions_builds_leaderheads_specialists_atlas.dds
Does not have the Spy or Great Spy button in it.
I'd wager adding a spy and great spy button to the atlas will fix things.
This also brings up a new idea. Might it be a good idea to move some of the stuff we have into an atlas. A new Button Atlas for Promos, Units, and Leaderheads for the core would probably further optimize things.
phungus420 Aug 08, 2009, 05:38 AM Found it. Some stuff got removed while optimizing the Core fpk, also some of the Inquisitions stuff wol't look right I'd wager. Anyway putting them back in now.
achilleszero Aug 08, 2009, 12:11 PM Found it. Some stuff got removed while optimizing the Core fpk, also some of the Inquisitions stuff wol't look right I'd wager. Anyway putting them back in now.
What exactly did you have to put back. The only atlas I removed is the poland one. And the Spy buttons is in the BtS buttons atlas.
Also the protected cruiser button art was reported missing. There are 4 prot cruiser buttons. And they are all they. And the paths seem right and they show up for me. I knew I shouldnt have split up the buttons, they dont take up much space.
phungus420 Aug 08, 2009, 12:35 PM The spy art was removed, along with some inquisitions art from the mainscreen folder, and the civ4 main menu folder. I believe the mainscreen/citybar spy files need to be there because of BUG. I believe the civ4 main folder stuff is for inquisitions art, like if you win a religious victory. Regardless putting the mainscreen folder back in with it's spy art worked.
I suppose I'll have a look at the protected cruisers then.
achilleszero Aug 08, 2009, 12:55 PM Aw crap that was me. I thought that was the old Main Menu folder instead of main screen. There used to be 3 main menu folders for some reason before the new opening screen made it in.
OnmyojiOmn Aug 08, 2009, 02:31 PM With 0.9.6 full, cottages and hamlets are invisible in the classical age. They show up fine in the ancient age.
achilleszero Aug 08, 2009, 02:33 PM With 0.9.6 full, Celtic cottages and hamlets are invisible in the classical age. They showed up fine until I hit Iron Working.
Thanks for report. There are a lot of little abnormalities in the new buildings art from Geo. Mostly invisible buildings. They dont crash the game but they dont look good. Will fix it and report it to Geo.
EDIT: I take it you have Blue Marble turned on, correct?
EDIT: Thats a little strange. The ancient and classical cottage/hamlet art should be bundled together (not change till medieval) for the European civs. Is the whole improvement invisible or just some of the buildings?
OnmyojiOmn Aug 08, 2009, 02:51 PM Edited the other post to indicate that it's all civs, not just Celtia.
I have BM installed in custom assets since it improves Final Frontier as well as the main game, so I didn't install it with LoR. I also noticed that LoR is using vanilla water textures with this setup. Other terrain does use the BM art from custom assets.
Edit: edit war! All of the economy improvements (cottage through town) are completely invisible when I hit the classical era. When I give myself IW in the world builder they poof.
achilleszero Aug 08, 2009, 04:03 PM Edited the other post to indicate that it's all civs, not just Celtia.
I have BM installed in custom assets since it improves Final Frontier as well as the main game, so I didn't install it with LoR. I also noticed that LoR is using vanilla water textures with this setup. Other terrain does use the BM art from custom assets.
Edit: edit war! All of the economy improvements (cottage through town) are completely invisible when I hit the classical era. When I give myself IW in the world builder they poof.
?????. Im very perplexed at how this is happening.
How are you getting Blue Marble Textures when you only have it in Custom assets. Do you have "allow custom assets" set to true in the LoR config? Otherwise you shouldnt be getting them at all.
If you dont have LoR's BlueMarble installed then you shouldnt have the LoR's PlotLSystem, which controls improvement art. So you should just be using normal BtS's PlotLSystem, which should be keyed to the Blue Marble that you have in your custom assets. So none of that should be happening in the first place.?.?.?
I was much more hopeful that it was going to be a problem with LoR's BM, as I could fix that easily.
EDIT: Try reinstalling LoR with Blue Marble and see if that helps. Also there are better ethnic improvements and the cottages, and LH's. You shouldnt be seeing LoR's cottages at all, which means we have a nother problem maybe. We also need to figure out how yuor getting BM with out it being installed in the mod setup.
OnmyojiOmn Aug 08, 2009, 05:13 PM NoCustomAssets and NoCustomArt are both zero in LoR.ini. I did edit that file to enable modular loading so I could use a couple small modules (one adds a process, the other changes game speeds, culture, and palaces) but I know I didn't change anything else.
Also there are better ethnic improvements and the cottages, and LH's.
Oh, are there improvements over the usual BM art? You should mention that in the release notes!
Edit: while waiting for LoR to download again, I uninstalled BM from custom assets to see what would happen:
1. Used BM installer to uninstall it
2. Ran LoR without changing anything else
3. Started a game in the ancient era, as Sioux if that matters
4. Opened WB, placed cottage, hamlet, village, town, and extreme climate cottage
5. Gave myself Iron Working - the moment I clicked the button the first four improvements turned invisible but the extreme climate cottage remained
OnmyojiOmn Aug 08, 2009, 05:37 PM Reinstalled LoR with BM, and the improvements do show up fine. The ethnic improvements are awesome!
achilleszero Aug 08, 2009, 06:41 PM Reinstalled LoR with BM, and the improvements do show up fine.
So thats wierd. Glad its working now. But it still means theres a problem with non-BM LoR. Either that or theres a problem with your BtS.
And theres still the problem of how BtS's BM was leaking over into LoR. If in fact that is what it was doing. I dont want to be forcing you to have to uninstall BM for your other mods just to run LoR in its full glory.
The ethnic improvements are awesome!
Yep, lots and lots and lots of improvements to the art. Will post a full rundown of all the major art changes the Art thread later.
phungus420 Aug 08, 2009, 07:00 PM I've always had LoR's ini set to ignore custom assets. It would be impossible to support a mod like this if custom assets are loaded. I'll double check this when I get home, it's possible the old ini got replaced in an update. Sounds like that's the issue, which is an easy fix.
achilleszero Aug 08, 2009, 07:20 PM I've always had LoR's ini set to ignore custom assets. It would be impossible to support a mod like this if custom assets are loaded. I'll double check this when I get home, it's possible the old ini got replaced in an update. Sounds like that's the issue, which is an easy fix.
He already checked is ini and it was set to zero, and it does appear to be the normal ini file and entry:
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0
But even if he did have an old ini, it still wouldnt explain how cottages were turning invisible on him. As normal BM doesnt effect much more than acouple of farm textures.
EDIT: All this post and my last are totally irrelevent anyway. He took BM out of BtS' custom assets and it was still giving him invisible cottages. But with LoR's BM installed it no longer did it.
OnmyojiOmn Aug 08, 2009, 07:42 PM A couple bugs related to... the PlotLSystem, I guess? In the screenshot you'll note that the teepee cottage on the horizontal road in the middle is tiny. Also, the road bends around the cottage and into the water just to the top-right of that city.
A suggestion: it would be perfect if the Native American cities were round instead of square, with the fire circle in the center.
achilleszero Aug 08, 2009, 08:03 PM A couple bugs related to... the PlotLSystem, I guess? In the screenshot you'll note that the teepee cottage on the horizontal road in the middle is tiny. Also, the road bends around the cottage and into the water just to the top-right of that city.
Yeah theres a lot of buildings/improvements that need better scale than what Geomodder has it set to. Thats a work in progress. I wonder though why he messed with that one. The native set is from colonization and shouldnt have needed adjustment, when porting it to Civ.
I dont think that road in the water is a problem. It seems like a coincidence of terrain and the road curving. I want to say that Ive seen that once in BtS, but I could be wrong. At any rate I dont think the road system has been altered any, so it shouldnt be doing anything it normally couldnt do.
A suggestion: it would be perfect if the Native American cities were round instead of square, with the fire circle in the center.
Thats a whole nother can of worms. That would be really neat to do that, but no idea if I could. I think controlling the exact shape and positioning of plots is something buried deep and hidden in the code. Ive never seen anything like that before.
But it does seem to be abnormally square. Ill look around at other city sets and see if I can get a more irregula shape out of it. Then the walls should also be less square. Then Ill change that patch of dirt that the city sets on to more of a circle.
Alsark Aug 08, 2009, 08:08 PM I am not sure if this is happening with many of the civilizations or not, but when I found a city with the Ottomans, there seems to be something that resembles a giant Ger that comes up for a second, then disappears. Not sure if this is something with the new version or if it has been this way.
:Edit: Oh, and yeah, I'm not seeing any villages or what not past the classical age, either (I am not using Blue Marble).
This is using 0.9.6 non-light version.
Alsark Aug 08, 2009, 09:04 PM Here's another issue I've been having... every once in awhile I'll get an error message, but the error message is like... behind the game, and until I can click the error message (and I cannot do so unless I do a hidden combination of Alt + Tabs and Ctrl + Alt + Deletes and then pixel-hunting) I cannot resume the game. So it's either I do that or I restart my computer. Anyway... it's pretty troublesome. I am not exactly sure what is causing it, but I have captured an instance of it (in the attached auto-save file).
Just to make sure you mimic exactly what I did, do the following during that turn: contact Wang Kong, ask what he wants for Ironworking, reject his proposal, then ask, "What will you give me for this?" He should tag Fishing onto Ironworking. Hit accept, then end the turn. Once I end the turn, I get the crash.
This will happen every now and then, and happened in previous versions, too. It does not seem to happen on my laptop, so it might just have to do with my desktop computer (this computer will also occasionally get a "Windows No Disc" error [which shows up on the screen, unlike the mystery error], which makes no sense since 3.19 doesn't need a disc).
Again, this is 0.9.6 (non-light). The only modification I have made to the XML files is the fix that Achilles posted for the Spartan.
:Edit: This save, too, evidently (after hitting end turn)...
achilleszero Aug 08, 2009, 09:53 PM I am not sure if this is happening with many of the civilizations or not, but when I found a city with the Ottomans, there seems to be something that resembles a giant Ger that comes up for a second, then disappears. Not sure if this is something with the new version or if it has been this way.
Not a problem. Ottomans, for some reason have always used mongol settlers, and thats what they do. Its exactly the same animation as the mongol Camp unit in Warlords' Mongol scenario. However I will take that model away from the Ottomans, they should use a mid-eastern settler.
achilleszero Aug 08, 2009, 11:05 PM Phungus, more button wierdness. Playing as the mongols. The mongol scout, horseman, and spearman seem to show different buttons in different places. Fo r instance the spearman shows the default spearman button in game screen and the right ethnic button for it shows up in the city build menu. The opposite is true for the scout. Any idea as to what might cause this behavior?
EDIT: All button paths are correct. The spearman is of note as it uses same double/atlas button reference for BtS Eurasian Spearman. So i would be inclined to believe it has nothing to do with incorrect art defines.
phungus420 Aug 08, 2009, 11:44 PM Yeah, I must have replaced the LoR ini with a new one, it loads custom assets. That's probably the problem with your saves alsark, you're probably getting a conflict from something in your custom assets. Will fix this on the main release. No problems detected in either of those saves.
I'm not fully understanding your issue with the buttons achilleszero. That sounds like standard BtS behavior, the ethnic buttons only show up in the city build queue, for all other purposes BtS displays the default.
Edit:
For those of you experiencing problems set NoCustomAssets and NoCustomArt to 1 in the LoR ini file, found in the main LoR folder. This will keep LoR from loading any extranious modded content into the game (which will cause conflicts if it does it).
De Begerac Aug 09, 2009, 02:37 PM Unfortunately I had a barbarian rising very early and they wiped my only two cities out. I was then given the choice to take over another civ or not. I chose not and was respawned with one settler and a lion??? See attached save. I'm assuming this really ain't intended. Would make a great civ mascot though. :D
Cyrano
Shadowhal Aug 11, 2009, 11:44 AM it's not exaclty a bug, but I'm getting memory allocation errors with some map scripts, if I select larger sizes. for example, for PerfectWorld DCM 201 on large. if it refers to ram, which I think it does, it wonders me, since I have comfortable 4 gb. or this mod is really resource intensive.
any tips what I can do?
achilleszero Aug 11, 2009, 12:06 PM it's not exaclty a bug, but I'm getting memory allocation errors with some map scripts, if I select larger sizes. for example, for PerfectWorld DCM 201 on large. if it refers to ram, which I think it does, it wonders me, since I have comfortable 4 gb. or this mod is really resource intensive.
any tips what I can do?
Its not that intensive, not with 4gb RAM. What about your video card? So its on some maps but not others? Exactly how far along in the game are you getting before MAFs occur?
Shadowhal Aug 11, 2009, 01:09 PM Its not that intensive, not with 4gb RAM. What about your video card? So its on some maps but not others? Exactly how far along in the game are you getting before MAFs occur?
it occurs when the map is created for the first time, I enclosed a screenshot.
I just tried and it did work with large size, though it took quite some time, but failed at huge map size. other map sizes do work with huge, though they may not be as large in script. maybe that particular map script creates particularly big maps that the system cannot handle. I tried Perfect World 2 in huge with the revdcm mod on and that worked also.
video card should also not be the problem, I have a HD 4870. granted, those 4gb are not totally used, since I never got around to a 64 bit os, but it's still some 3,5 which should more than suffice.
tbh, it's not such a big issue, since I rarely play such overly big maps, but I was just curious and I might want to play it some time. and I did make good experiences with the script. the last map I played yielded some very nice continents with a series of smaller and bigger islands thrown in.
achilleszero Aug 11, 2009, 01:18 PM Yes perfect world is the best map script out there (except for the damned resource placement), and everyone should have the right to play it!:).
But this is strange to get MAFs on loading. Even I can at least generate a huge map at start of game , and your computer is like 637 times as powerful. Im not sure if civ is actually uses all 4gb of your RAM, but still with half or less than that you should atleast get to load a map. Not sure whhats going on. Hopefully some else can shed some light.
bestbrian Aug 11, 2009, 03:40 PM PerfectWorld maps are great (never mind the resources; it's the damn mid-continent desert wastes that bug me). The issue might be that PerfectWorld maps are larger than default BTS maps, so you should play one size down from what your computer can usually handle.
achilleszero Aug 11, 2009, 03:58 PM PerfectWorld maps are great (never mind the resources; it's the damn mid-continent desert wastes that bug me). The issue might be that PerfectWorld maps are larger than default BTS maps, so you should play one size down from what your computer can usually handle.
Did not know that, hmm. Thought they were the same size.
The deserts thing is a pain. It may actually be kindof realistic but it ruins gameplay. Ive tikered with the PW settings but it either marginally helps or totally ruins the map. Deserts should somehow be more useful. How am I supposed to simulate any mid-east civ, egypt, or Pheonix, AZ, or Vegas.
StMikael Aug 11, 2009, 04:38 PM In my recent and very long game (still version 0.9.5), the very powerful Celts made a Permanent Alliance with the weak Chinese. Now, I had pooled a lot of espionage points against the Celts, about 70.000, but only 8.000 against China. As they formed their alliance, my EPs were suddenly bumped back to roughly 8.000 for BOTH nations. Has this bug been observed before?
phungus420 Aug 11, 2009, 05:18 PM That's a bug yea. There are three possible places this is coming from. It is either a bug introduced in the 3.19 patch for BtS, it could be a bug introduced by the unofficial patch, or it is a bug introduced by RevDCM. Either way this is something jdog should be made aware of. You should post a save and description of this bug in the main RevDCM thread. Also I have a sneaking suspicion this is caused by the UP, and not revolutions, so this is probably a major bug effecting tens of thousands of users, as the UP is packaged in everything.
jacyp Aug 12, 2009, 12:27 AM Hi. Don't know if this is a bug by definition but I'll will report anyway.
Since this mod intents to emulate a comercial viable expansion pack somehow, I think something need balance on the revolutions aspect.
I've played 3 full games (all on Emperor, 8 nations, 2 continents, stardart map size) and saw 70% of the CPU Civs involved in revolutions too frequently. Honestly, in all games I saw no dificulty in controlling the revolution aspect of the game, I didn't even have to change the way I've used to play. In the other continent, that created such an unbalance for power that a single nation, the only one not affected by any revolution, dominated quickly the whole continent.
Now, in the last game I often used editor to see how the other Civs were doing, to point what could be the problem and something hit me:
Was the AI changed to give any special atention to revolutions? Becouse, the way I know the CPU plays (don't give a damn about expanding quickly cos it have almost no effect to them, don't give a damn to keeping cities healthy, they always irrigate all the way and grow as much as possible) doesn't contribute to stability in this mod. And in editor I saw a great deal of cities with unhealthy faces, empires expanding quickly, unhappiness faces (who cares when we are at slavery civic and can pop buildings with the cost of population?), translating: the CPU playing like... the CPU! They've never cared about health or happiness as much as they do when it cames to stay military safe or leading the science run.
I saw some pathetic things like Greeks rebeling into Arabs, Arabs rebeling into Incas, and Incas rebeling into Egiptians. What tha hell? With each rebelion, the already tiny Civs became more and more tiny, and STILL rebelling? How dificult is to keep your capital and just 1 or 2 more cities without rebelling?
That just ruined the game, as 1 medium nation in the end became 4 insignificant pieces of culture scattered in the map with no good reason, and I don't need to mention how the 4 got pawned by not only a much larger force, but also advanced, since the 4 researchs sucked. To kill barbarians was more dificult.
I think this aspect of the mod needs to be treated ASAP so a revolution should occur only in cases of extreme isolation, extreme religion issues and extreme population differences. That's what I expect of the CPU when I play a game on Emperor mode. Not just a bunch of tiny ridiculous Civs poping when its so damn easy to keep cities under control.
Best reggards.
phungus420 Aug 12, 2009, 12:32 AM I'll bring this up with jdog, I think the RevIdx needs to scale with difficulty, like other aspects of the game.
achilleszero Aug 12, 2009, 12:38 AM I'll bring this up with jdog, I think the RevIdx needs to scale with difficulty, like other aspects of the game.
I doesnt already?!?!:wow: I cant believe they havent done that, let alone ever released it without it scaling.
phungus420 Aug 12, 2009, 12:49 AM Actually this is within my level of stuff I could do. So after RevDCM gets updated, if jdog doesn't pick it up, I'll add some difficulty scaling to Revolutions. It will be a while, as I'm definatly going to wait for the next RevDCM update, and then I need to code it, but it will get done by a 1.0 release.
achilleszero Aug 12, 2009, 01:29 AM Even so. With all they thought and work they put into Revolutions, its hard to believe they thought something this major would be OK to not scale with difficulty. And just as amazing is that tons of people havent been badgering them to include that.
Gresharas Aug 12, 2009, 03:52 AM Francis I leaderhead glitch and do not load properly. Sometimes it give me an empty pink-like panel, sometimes he got mispalced eyes or.. arms.
For some reason in the last game Lenin disappeared. He call himself "Lenin of Russia" but now it is Cath in all - traits, head and behaviour. Don't know if this is a "revolution effect" but if I'm not wrong no revolution happened until now to the russian, so it's strange.
The "stop bothering us!" option works strange. You must give it back each time you load the game and you must click on it twice for make it work: the first time it looks like he didn't take the command but give you the "ok" answer anyway.
cuirassier button is missing and instead dispay pink square.
Merri Aug 12, 2009, 04:48 AM achilleszero: I think that is partially due to the number of advanced players playing mods and lesser amount of beginners, despite the fact there are easy installation scripts these days. Also, the things that make life harder on above-Noble difficulty settings also do have indirect effect on how hard it is to play with revolutions, especially the things that make harder to keep people happy. Personally I like playing Noble simply because it is equal to what computers are using, I don't like the "artificial" handicapping so much as I'd like an AI that simply plays better. However, it would be nice/interesting if AIs could have other difficulty settings...
Shadowhal Aug 12, 2009, 08:25 AM PerfectWorld maps are great (never mind the resources; it's the damn mid-continent desert wastes that bug me). The issue might be that PerfectWorld maps are larger than default BTS maps, so you should play one size down from what your computer can usually handle.
oh they are bigger alright. it's just that the script normally (ie without the mod) works and that my system specs should quite easily handle it. so I wonder, if I messed sth up badly and what I can do to fix it. surely, there must be some way.
interestingly enough, it seems to handle some of the large PW2 maps, but not others. break pangeas or cylindrical vs thoroidal might make the difference here. do the maps get even bigger with these on?
achilleszero Aug 12, 2009, 11:56 AM For some reason in the last game Lenin disappeared. He call himself "Lenin of Russia" but now it is Cath in all - traits, head and behaviour. Don't know if this is a "revolution effect" but if I'm not wrong no revolution happened until now to the russian, so it's strange.
Is this in the normal game or a scenario?
phungus420 Aug 13, 2009, 12:33 AM In my recent and very long game (still version 0.9.5), the very powerful Celts made a Permanent Alliance with the weak Chinese. Now, I had pooled a lot of espionage points against the Celts, about 70.000, but only 8.000 against China. As they formed their alliance, my EPs were suddenly bumped back to roughly 8.000 for BOTH nations. Has this bug been observed before?
Just a note, reported this to jdog, and it's a bug in BtS itself, but will be fixed now in the UP (and by extension LoR once RevDCM is updated with the new UP) thanks to the report:
http://forums.civfanatics.com/showpost.php?p=8358062&postcount=122
Gresharas Aug 13, 2009, 10:35 AM Is this in the normal game or a scenario?
I created a "custom game" [huge, tectonics, 31 player random] and then worldbuilded it [a lot] to his final shape. Then played as a normal game. I didn't checked if Lenin became Cath from the first turn however [minor nations on with "show no minor" set].
Merri Aug 13, 2009, 11:12 AM I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.
StMikael Aug 13, 2009, 11:30 AM Just a note, reported this to jdog, and it's a bug in BtS itself, but will be fixed now in the UP (and by extension LoR once RevDCM is updated with the new UP) thanks to the report:
http://forums.civfanatics.com/showpost.php?p=8358062&postcount=122
Oh, that's great! I didn't get around to posting that savegame, but it's good to see that this bug might be rectified.
achilleszero Aug 13, 2009, 12:29 PM I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.
Thats new. Ive always had both light and normal LoR installed at the same time. Will have to try for myself and see what happens.
phungus420 Aug 13, 2009, 12:41 PM I created a "custom game" [huge, tectonics, 31 player random] and then worldbuilded it [a lot] to his final shape. Then played as a normal game. I didn't checked if Lenin became Cath from the first turn however [minor nations on with "show no minor" set].
Been reported numerous times. And Responded to before. It's a bug in BtS itself, that becomes more noticeable due to Revolutions. Basically the game stores the leadername in the teamID slot it assigns the player, but if the leader is switched, it retains the old name. You only notice this in default BtS when creating colonies, but it happens. With revolutions old leaders are replaced with new ones in the same slot teamID number more often. Anyway it will be fixed in the next update, as it's been fixed in the UP. Also this really isn't an issue in terms of gameplay, and most players don't notice it.
I noticed that I got uninstallation warning now that I installed 0.9.6b light. Now, the problem is that it uninstalled 0.9.6 full first before it let me install light... making it very hard for me to have both light and full version installed at the same time. Even though I now have a much powerful computer than earlier (Core 2 Duo E7400 2.8, 4 GB, Asus GeForce EN9600GT) I still may want to switch to light version when playing a late game.
In order to have the two versions be save game compatible, they must both use the same mod name, and thus must use the same folder. So sorry, you can't have LoR, and LoR light occupy the same computer, unless you duel install BtS. Anyway unless you're messing around with the art for development, there really is no reason to have LoR and LoR light installed simultaneously.
Merri Aug 13, 2009, 02:19 PM Is it possible to add a setting that would drop full version to light mode or would that be a too hard/impossible thing to do?
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