View Full Version : Bugs, errors, and problems


Jaydn
Jul 24, 2009, 07:35 AM
I didn't see a thread that accomplished this so I thought maybe I'd start one. Not to add more work to deanej's plate but I think it would be easier to amalgamate any reports of stuff that may not be what the programmer intended.

I'll start off with a minor one:
Grammar error - Playing a game against Weyoun... when you meet him he says "Hello, I a Weyoun of the Dominion..." I guess its supposed to be "am"

A proplem that I have to fix that I am aware of:
Texture issue - if you play a game with that has both Terrans and UFP, some ships display the wrong textures, IE Terran Galaxy may not have yellow markings of UFP Sovereign may have yellow markings.

TC01
Jul 24, 2009, 09:47 AM
A small text error I just found while starting a Hirogen game: The Hirogen UB is named "Hunting Trophey". Should be "Trophy".

EDIT: And another one. The hint explaining Tachyon Detectors spells Tachyon as "Tacheyon".

apenpaap
Jul 24, 2009, 09:52 AM
Not really a bug, but a pet peeve of mine in this mod is that units can't enter hostle terrain (radiation, supernova, black hole) on their final move. Sometimes, I just want my ship there, even if it'll get damage/get sucked in, but it won't let me.

deanej
Jul 24, 2009, 07:31 PM
Those text fixes will be in the next patch. I'm winding down development on 2.0 in preparation for 3.0 (I'm already starting to queue stuff for it, such as returning engineers to their pre-1.14 functionality as I now know how to make it work). I do know that there is code somewhere that makes the goto function paranoid of hostile terrain. Unfortunately goto is the only method of moving units in civ; the keyboard and right-clicking just passes plots to goto.

vedli
Aug 01, 2009, 08:48 PM
So Love the new art and everthing about 2.0 so far. But a few bugs involving Klingons and the Klingion/Cardassian Alliance. First when ever I load a game for either I get the a blank tech advisor screen. Then when it loads into game, no UI! Finally when I used world builder to insert new units (such as the K'vot BOP) the game crashes and I get the usual windows error box. I had this no UI bug with the normal Klingons before downloading the latest patch but I didn't with the Alliance. However the patch seems to of extended this bug to affect them both now. I tested it to see if it was the new units themselves but both tests involving the Romulans and the Ferengi had no issues and I could use the world builder to insert the new units. Screenshots posted as well.

deanej
Aug 01, 2009, 09:36 PM
Both Klingons and the Alliance work for me. Are you running BtS as an administrator (if you have Vista)? That may be affecting something. Also, do you have anything in customAssets that may conflict with the mod (such as BUG, BUFFY, etc.)?

vedli
Aug 02, 2009, 07:20 AM
I'm running XP and I don't even know what BUG, BUFFY and so forth are. Like I said it only seems to affect the Klingons and the Alliance. It also seems like a recent thing because I did have a game running for the Klingons but when I loaded that save I got the same error. Additionally I only downloaded the latest patch last night after finishing a game as the Alliance so what ever changed to break the alliance only happend in the last patch.

The only thing in my custom asserts folder are four small XML files that change leaders intros in the normal CiV4 game and those are in the text and gameinfo subfolders of My Games\Beyond the Sword\CustomAssets\xml and they have never affected Star Trek before.

I'll also be honest I tend to alter the CIV4UnitArtStyleTypeInfos XML file. Although all I do is say change:

<StyleUnit>
<UnitType>UNIT_LIGHT_IV</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_KBOP</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_KBOP</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_KBOP</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

to:

<StyleUnit>
<UnitType>UNIT_LIGHT_IV</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_KVORT</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_KVORT</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_KVORT</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

Also I have altered the Romulans in a similar way and they work fine.

I might try reinstalling the mod.

Pablod
Aug 02, 2009, 08:29 AM
don't hide info if you want to solve problems
that go for every body

TC01
Aug 02, 2009, 09:27 AM
I'm running XP and I don't even know what BUG, BUFFY and so forth are. Like I said it only seems to affect the Klingons and the Alliance. It also seems like a recent thing because I did have a game running for the Klingons but when I loaded that save I got the same error. Additionally I only downloaded the latest patch last night after finishing a game as the Alliance so what ever changed to break the alliance only happend in the last patch.

The only thing in my custom asserts folder are four small XML files that change leaders intros in the normal CiV4 game and those are in the text and gameinfo subfolders of My Games\Beyond the Sword\CustomAssets\xml and they have never affected Star Trek before.

I'll also be honest I tend to alter the CIV4UnitArtStyleTypeInfos XML file. Although all I do is say change:

<StyleUnit>
<UnitType>UNIT_LIGHT_IV</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_KBOP</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_KBOP</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_KBOP</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

to:

<StyleUnit>
<UnitType>UNIT_LIGHT_IV</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_KVORT</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_KVORT</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_KVORT</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

Also I have altered the Romulans in a similar way and they work fine.

I might try reinstalling the mod.

Use [CODE] tags to make your, well, code, appear as it does in the actual files. It helps readability and is especially important where indenting matters (like in XML, Python, etc.)

vedli
Aug 02, 2009, 09:30 AM
Okay fixed problem myself with simple reinstall. Does indeed seem to of being me messing with CIV4UnitArtStyleTypeInfos XML file.

EDIT: Okay although I've fixed the problem I looked further to see what the problem was. It does seem to of being making the Klingon Light 4 a K'vort Bird of Prey rather than the standard B'rel Bird of Prey. Curiously I encountered no problems when I decided to make the K't'inga class the Klingons Light 4.

Darthvegeta800
Aug 03, 2009, 05:06 AM
I've installed the mod and came across a problem. It keeps telling me video's/movies are missing. And than it freezes. Any idea what i did wrong during installation?

TC01
Aug 03, 2009, 08:37 AM
I've installed the mod and came across a problem. It keeps telling me video's/movies are missing. And than it freezes. Any idea what i did wrong during installation?

Did you just install the 2.37 patch?

Did you copy the Art and the Sounds folders into your Beyond the Sword\CustomAssets folder?

Both of those might produce such an error...

SillyGoat
Aug 04, 2009, 10:27 AM
So Love the new art and everthing about 2.0 so far. But a few bugs involving Klingons and the Klingion/Cardassian Alliance. First when ever I load a game for either I get the a blank tech advisor screen. Then when it loads into game, no UI! Finally when I used world builder to insert new units (such as the K'vot BOP) the game crashes and I get the usual windows error box. I had this no UI bug with the normal Klingons before downloading the latest patch but I didn't with the Alliance. However the patch seems to of extended this bug to affect them both now. I tested it to see if it was the new units themselves but both tests involving the Romulans and the Ferengi had no issues and I could use the world builder to insert the new units. Screenshots posted as well.

I just downloaded the mod, and I have the same problem with the UI. It isn't there. No city screen, mini-map or anything else. I can access the advisors using F1, F2 ect, but nothing on the main screen.

I'm running XP and I have BUG installed, but Planetfall, FFH2 and CIV all work fine.


Also: The manual is in a folder called "manuel"

SillyGoat
Aug 04, 2009, 12:24 PM
BUG was the culprit. It breaks FinalFrontier as well. :(

Jaydn
Aug 04, 2009, 02:34 PM
Okay fixed problem myself with simple reinstall. Does indeed seem to of being me messing with CIV4UnitArtStyleTypeInfos XML file.

EDIT: Okay although I've fixed the problem I looked further to see what the problem was. It does seem to of being making the Klingon Light 4 a K'vort Bird of Prey rather than the standard B'rel Bird of Prey. Curiously I encountered no problems when I decided to make the K't'inga class the Klingons Light 4.

I think it may be because of how the UU are defined for those races. If a Light 4 is where the UU appears, you shouldn't have an entry in the CIV4UnitArtStyleTypeInfos for Light 4.
I ran into the problem when making the models, I got the exact screens you did as well as the crashes... my problem was the CIV4UnitArtStyleTypeInfos pointed to entries in the unit ArtDefines that didn't actually exist.

JEELEN
Aug 06, 2009, 12:12 PM
Having installed the mod according to instructions I now get a purple square for a leader; similarly, when loading apenpaap's Expanded modmod, all the advance icons are little purple squares.

deanej
Aug 06, 2009, 01:12 PM
Looks like an issue with the .fpk files. Double-check that they are in the right spot. If they are, the download may have been corrupted.

JEELEN
Aug 06, 2009, 01:55 PM
Indeed... the STArt3.FPK was the only one in BtS\Assets...:blush:

pstreynolds
Aug 09, 2009, 04:20 PM
Installed full StarTrek2.0 + 2.37 Patch, following the instructions provided.
Running the vanilla application (BTS 3.19), I then loaded the StartTrek mod.
Whilst initialising the following error occurs :

"GFC Error: fails to initialize the primary control theme"

It may be fonts related but I cannot be entirely sure. Attached are my logs that may hold the key to the problem but I'm not experienced enough with the game mechanics to know what they mean. (It is somewhat concerning to note that the logs appear to complain alot about missing info types, although I've seen similar in other working Mods:confused:)

Hope someone can help resolve my problem, thanks!

TC01
Aug 09, 2009, 04:37 PM
Did you update using the in-game installer or by downloading a patch off of CFC?

Anyway, according to Kael's FFH Bug Thread:

1. "GFC error: failed to initialaize the primary control theme" error loading the mod. You will recieve this error if FfH isn't installed in the correct location (under Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods). If you don't have Civ4 installed to that location just make sure the FfH is installed in the same directory as Final Frontier, Age of Ice and the other mods that came with BtS. Also make sure you have installed the full mod and not just the patch.


While these aren't the same mods, I tend to assume the same would apply here.

pstreynolds
Aug 09, 2009, 05:50 PM
Thanks TC01.
I wondered if this might be the problem even though the download page posted explicitly said either the default location or custom install location was acceptable.:mischief:
Cheers!

vedli
Sep 04, 2009, 07:13 PM
Ran into the can't build anything after capturing world X bug. In this case Qo'nos when playing as the Federation. Included a save.

vedli
Sep 04, 2009, 07:48 PM
So I thought you would find a save from before attacking Qo'noS Helpfull. So I found the closest auto save and played up to the point I could invade again. However this time the bug didn't occur. So anyway here are the three saves. One for before the attack one after and the auto save I reloaded from.

apenpaap
Sep 09, 2009, 04:20 PM
I found a problem with vassalage:
http://lh4.ggpht.com/_dGfJJkZMm1M/SqgbpYAuyHI/AAAAAAAAAcM/7uuMFzvOip4/s800/Civ4ScreenShot0029.JPG
I can't demand Obrist's plasma, even though he is my vassal. This is in my own modmod, but I doubt that that's the cause.

apenpaap
Sep 09, 2009, 05:11 PM
When the AI captures a starbase, they always destroy it. It does the same to Colony and Construction ships (I think this is a feature in vanilla civ to prevent humans from recapturing Wrokers the AI captures, as the AI isn't clever enough to escort their workers, but with starbases its rather stupid)

Uncle Anton
Sep 11, 2009, 08:53 PM
Since I can't find a changelog I gotta ask.. does the latest version fix that long running bug where the SECOND an AI Civ develops cloaking, it cloaks all of it's ships, rendering every single AI player in the game completely broken/dead/doomed because a single Barb Light is capable of face-raping the entire galaxy unless I'm there to stop them (as Cloaked Ships can't garrison systems because the game tags them 'Invisible'?)

Planting at least a couple of starships appropriately to ensure every one of my own systems is garrisoned is one thing. Having to do so for everyone else too is a bit of a pain in the ass. :)

The Federation is sposed to be the galaxy's "Nice Guy", but I don't think they're THAT nice. :)

TC01
Sep 11, 2009, 09:14 PM
I don't think so... However, if you want to fix the AI's (mis)use of cloaking, you can download and apply my Cloaking Devices (http://forums.civfanatics.com/showthread.php?t=330947) modcomp. It makes Cloaking Device allow the human player to cloak via a button. It also forces the AI to decloak units in Solar Systems and cloak them on space terrain, thus allowing them to defend solar systems.

Deanej (I think) is merging it in in 3.0.

deanej
Sep 12, 2009, 11:36 AM
Yeah, the issue will be fixed in 3.0 due to the merging (more or less) of the cloak modmod. I'm actually thinking of tying the ability to the cloak tech (as that was how I had originally planned to do it). I probably won't do the AI stuff (as it's still sub-optimal and could make it impossible for them to attack) except on the Klingon and Romulan UUs (which will be able to attack when cloaked). Btw, the Romulan UU will be changed from the Scout Ship to the Scimitar (essentially a Heavy II that can fire while cloaked).

apenpaap
Sep 12, 2009, 11:39 AM
As long as the AI is forced to decloak them when in a system and when attacking, I think you shouldn't disable the cloak. The Scout Ship being replaced with the Scimitar is a shame, as the Scout Ship really kicks ass thanks to it's ranged attack. Still, I'll use them both in my modmod.

deanej
Sep 12, 2009, 11:45 AM
Does it tell them to decloak when attacking? If so, I'll leave it that way (not sure, since I haven't looked too closely at it yet). It will be a random chance (based on civ if I can get that to work). Since any unit will be able to when the tech is researched the Scout Ship will become significantly weaker (unless it were to be able to fire while cloaked, which is probably non-canon); I can give the Scimitar (and the Klingon BOP) ranged attack too if you want.

TC01
Sep 12, 2009, 12:00 PM
Cloaking is already tied to Cloaking Devices tech; the promotion requires the tech, the button requires the promotion.

I had tried to make the AI decloak if hostile units were in it's movement_range-2 via the same function in CvGameUtils.py that does this to Starbase construction. I then tried to force a move mission to make them attack and then recloak. However, I never got it to work. To see (more or less) what I was working on, here's a thread (http://forums.civfanatics.com/showthread.php?t=332387) in the SDK and Python forum. I wanted to get it done for Cloaks v1.2, but decided to release 1.2 anyway without it, and then moved onto other projects (like my FFH 2 and Col mods, and a FF/ST modcomp I'm currently finalizing).

It would be really easy to just make the unit decloak if hostiles were in movement_range - 2, at least, I think it would be. I haven't tested it.

I wanted to expand it to check combat odds, and make Klingon units decloak at lower odds then, say, Romulan ones. But again, none of that ever came about.

apenpaap
Sep 12, 2009, 01:14 PM
I don't know anything about Python, but can't you just tell it "If a cloaked unit wants to attack, decloak."?

deanej
Sep 12, 2009, 02:18 PM
Cloaking is already tied to Cloaking Devices tech; the promotion requires the tech, the button requires the promotion.


I was kinda thinking of bypassing the promotion (making the button require the tech, removing the promo).