View Full Version : BUFFY-3.19.002 Public Beta (Released!)


Denniz
Nov 13, 2009, 04:06 PM
THIS BETA IS COMPLETE!

Download: BUFFY-3.19.002 (http://hof.civfanatics.net/civ4/mods/BUFFY-3.19.002.exe) - 12/30/2009

__________________________________________________ ________


We need your help testing BUFFY-3.19.002 before we put it out there for HOF and BOTM use.

A few ground rules before you jump in:

Games using the Beta version(s) of BUFFY-3.19.002 will not be valid for submission to the HOF.
The goal is to test the new and existing features to make sure everything is working as designed. Enhancement requests should be made here (http://forums.civfanatics.com/showthread.php?t=329261) or in the BUG Forum (http://forums.civfanatics.com/showthread.php?t=329225). Not in this thread.
Please provide Screenshots, Save files and/or steps required to replicate the bug with your bug report, if possible.
Use this thread for bug reports.


This release included BUG 4.1 and BUG 4.1.1 changes.

Download: Beta1.BUFFY-3.19.002 (http://hof.civfanatics.net/civ4/mods/Beta1.BUFFY-3.19.002.exe)
Download: Beta2.BUFFY-3.19.002 (http://hof.civfanatics.net/civ4/mods/Beta2.BUFFY-3.19.002.exe) - 12/13/2009

BUG 4.1:
Here are the changes in BUG (the Python stuff):


CHANGES

New Features:

- Mac support
- Scoreboard
Added Civilization Description option (e.g. "English Empire")
- City Screen
Added option to show only religions and corporations present in the city plus allows for more than seven of each
If Fractional Trade Routes is enabled, shows two decimal places for Trade Route values [BULL]
- Foreign Advisor (F4)
TECHS: Added a status column that shows War, Forced Peace, and Refuses to Talk
- Religion Advisor (F7)
Added option to limit the religions shown in the top area to only those that are founded or available for conversion
Added johny smith's scrolling panel for mods with more than seven religions
Shows new religions and religious buildings/units types from mods
- Civ4lerts
Added Refuses to Talk alert
Added Worst Enemy alert
Added Resource Trade alert
Added Map Trade alert

Improvements:

- Scoreboard
Refuses to Talk now works without BULL
- Customizable Domestic Advisor (F1)
Added hover help text to buttons
- MapFinder
Added ALT + CTRL + SHIFT + G to stop
Added separate Save path

Bug Fixes:

- BUFFY and Single-Player BUG can coexist; set NoCustomAssets to 1 in BUFFY's INI file
- Main Interface
Moved the Tech text down 2 pixels so that it now lines up with the GG and GP bars
Era Text and Great Person Bar hidden in Hide Interface and WorldBuilder modes
- Strategy Layer
Placed dots are drawn when a game is loaded if the Dot Map is visible
- Scoreboard
Number of cities counts only the ones you can see on the map (plus their capital) when you can't see a rival's city list
Rival city lists cannot be seen when you cannot contact them and for OCC games
- City Screen
Production bar tick marks count food for Workers/Settlers correctly
Anger Counter hidden for foreign cities because you cannot see Whip/Draft button hovers
- Customizable Domestic Advisor (F1)
Culture levels under No Espionage are now correct
- Technology Advisor (F6)
Great Person Bulbed Techs are reset when a game is started or loaded
- Info Screen (F9)
Projects List
Hover shows project instead of building; click goes to correct Civilopedia entry
Completed projects no longer show an invalid date or city name
- MapFinder
Status panel title displays correctly
- Civ4lerts
Trade alerts suspended when an AI Refuses to Talk
- Unit Naming
Default naming convention matches new unit counting codes
- Logger
File name and path changes take effect immediately
Suppresses the nationality of rival Privateers


MODDING

New Features:

- AttitudeUtil
Added functions to determine worst enemies
- BugUtil
Added escapeXml() to replace <, >, and & with their XML entities
- DiplomacyUtil
Added functions to detect when a rival refuses to talk
- ReligionUtil
Makes adding religions and new types of religious buildings/units to the Religion Advisor a snap
- TradeUtil
Added functions to get lists of valid trading partners for the various tradeable items
Added calculateTradeRouteYield(), calculateTotalTradeRouteYield(), and calculateTradeRoutes()
Added functions to handle Fractional Trade Routes

Improvements:

- BugEventManager
Exceptions from event handlers are caught and logged, and the next handler is called instead of aborting the event
- BugGameUtils
Each callback's dispatch logging is now optional via "log" XML attribute
- GameUtil
Added checks for more game options used by diplomacy/trade changes
- GPUtil
Added specific instructions for adding new GP types

Bug Fixes:

- BugPath
Ignores CustomAssets folder when running as a Mod due to too many issues


Here are the changes in BULL (mostly hovers):


CHANGES

New Features:

- City Bar
Turns until city shrinks from starvation
- City Bar hover
Building Actual Effects if city is constructing a building
- Pre-Chop and Pre-Build
Workers stop clearing forests (and building improvements that clear forests) with one turn remaining
- Specialist Actual Effects
Add/Remove Specialist and Settle Great Person button hovers
- Zoom to City button
hover shows details using City Bar hover
- Fractional Trade Routes [optional]
Trade route yields are rounded down *after* adding them for each city, making Harbors much more useful

Improvements:

- Building Actual Effects
Includes free specialists
- Sped Up Techs
Shows "Sped up by ..." for optional prerequisites to techs you can research

Bug Fixes:

- Stack Attack crash
- Promoting a unit updates Plot List buttons [BUG]
- City Bar hover
Hide features for foreign cities
Hurry/Draft Anger Counter
Hurry Cost/Overflow
Building Actual Effects
- Trade Route totals
Values no longer separated into continental/overseas totals
City Bar hover
Scoreboard Trade hover
Finance Advisor hovers
Foreign Advisor INFO tab trade hover


MODDERS

New Features:

- Events
City building a Project
City building a Process


BUG 4.1.1:
CHANGES

New Features:

- SevoPedia
Tech page shows Civilizations that start with the tech

Improvements:

- Great Person Progress Bar
Added hover text displaying full details
- Info Screen [F9]
Added hover help text to WONDERS tab buttons

Bug Fixes:

- Mac
Fixed reverse list sorting in GPUtil
Fixed random crash when using Strategy Layer
- City Screen
Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
Fixed options on Advisors tab
Fixed Zoom to City Button Details option title
- Added missing 3.19 change with liberating cities during war-time
- AutoLog
Pillaging entries work and show correct gold amount
Peace offer entries work
- Civ4lerts
Fixed how growth, happiness, and health alerts determine whether or not a city will grow


MODDING

New Features:

- Events
playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

Improvements:

Bug Fixes:

- GameUtils
Fixed problem when using <callback> element to define new callbacks
New <callback>s no longer require a default value (omit both "type" and "default")

Thanks to the BUG Team for their hard work! :goodjob:

ruff_hi
Nov 13, 2009, 04:38 PM
The following known bugs with BUFFY v3.19.001 have been fixed in 3.19.002 (to the best of our knowledge and testing :D).


Q: Are there any known bugs in BUFFY?
A: Yes. Currently, we know of 4 bugs.
1) Unit Plots are not being cleared if you swap from PLE Style to non-PLE Style. Restart the game clears the plots.
2) The members tab on the Victory Screen is borked. Don't use it.
3) Stack Attack is very broken (CTD) - turn that feature off - we are looking at it
4) BUFFY 3.19.001 doesn't like it when BUG is install in customassets - rename your customassets folder

AgedOne
Nov 14, 2009, 01:52 PM
A question, rather than a bug report.
With BUFFY, I had a few discussions on how each PC account could have their own user settings, and I've been using what I thought was the best suggestion: setting up a BUFFY folder under My Documents\My Games with UserSettings sub-folder.
Where does this Beta version look for user settings? It doesn't appear to be using the BUFFY folder. I tried creating a Beta1.BUFFY folder under My Games, but it doesn't seem to be looking there either. It only seems to be looking in the default place: Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Beta1.BUFFY-3.19.002\UserSettings

kcd_swede
Nov 16, 2009, 02:03 AM
The following known bugs with BUFFY v3.19.001 have been fixed in 3.19.002 (to the best of our knowledge and testing :D).
Good job guys! :goodjob: You are all amazing and I admire the dedication! I'm hoping the beta works out requiring a minimum of fine tuning and we can get this going soon.

Denniz
Nov 17, 2009, 03:38 PM
How are people doing with this? Let us know what you've been able to check, even if you haven't found any bugs.

This is a great chance for folks with a litte spare time to give a little back to the community. We don't want a bug like the stack attack to slip through this time.

ruff_hi
Nov 17, 2009, 04:23 PM
A question, rather than a bug report.
With BUFFY, I had a few discussions on how each PC account could have their own user settings, and I've been using what I thought was the best suggestion: setting up a BUFFY folder under My Documents\My Games with UserSettings sub-folder.
Where does this Beta version look for user settings? It doesn't appear to be using the BUFFY folder. I tried creating a Beta1.BUFFY folder under My Games, but it doesn't seem to be looking there either. It only seems to be looking in the default place: Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Beta1.BUFFY-3.19.002\UserSettingsWe are discussing this - will get back to you.

AgedOne
Nov 18, 2009, 01:16 AM
We are discussing this - will get back to you.

Thanks!
I played a few hours with this mod over the weekend, and certainly haven't noticed anything that I would call a bug.
On the plus-side, I did notice some of the fixes. One that leapt out at me was the pre-chop worker (which was set by default). Workers stop with the final chop still left to do, just as was intended.

kcd_swede
Nov 18, 2009, 04:45 AM
I've tried it out and am very pleased with stack attack function in perfect working order. Enjoyed the worker pre-chop, too. I thought the pre-chop improvement meant that I could say... start a workshop over a cottage and it would stop 1 turn before completion... which would be nice but not important imo... but after it didn't do that I read the hover text about what it was supposed to do (stop 1 turn prior to improvement removing forest) and can say that I didn't test it.

I didn't get an autolog in the file path I specified, (or anywhere else that I can find) but this particular computer/network (probably the firewall) I'm using is pretty touchy about save paths and executable programs, so its probably my system rather than the beta-mod.

Members tab didn't show anything, but this was probably because my game did not see AP or UN built. It was totally blank, which is probably what it was supposed to be at that stage of game. But it didn't mess up and disable the other options to select at the bottom of that screen like BUFFY seems to do. (Is that what "borked" means? :lol: )

So, in the way of bugs... nothing to report.
:goodjob:

Shakes
Nov 18, 2009, 09:42 PM
There seems to be a bit of a cosmetic bug in the tile tooltip. This doesn't show up at the start of the game, but did once I built stonehenge (I assume because it now knows my position on the map).

See attached SS.

Denniz
Nov 20, 2009, 07:53 PM
There seems to be a bit of a cosmetic bug in the tile tooltip. This doesn't show up at the start of the game, but did once I built stonehenge (I assume because it now knows my position on the map).

See attached SS.It looks like we got some older XML files when we were putting the release together. We'll be putting together a revised version (i.e. Beta2) over the weekend or early next week. Good catch. :goodjob:

Meatdaddy
Nov 23, 2009, 07:27 PM
Hi

I am having trouble loading the BUGGY MOD for my BTS 3.19.
Specifically my problem consists in that I am fully able to play beyond the sword normally, but not use the mod. I can load other mods (I tried with Afterworld and a couple of others).
I tried starting the mod in all the three ways that I know (writing it into civilizationIV.ini, writing it into the shortcut destination field and advanced->load a mod). Every single time the game simply doesn't start up. I get an hourglass for a second and then... Nothing! It is very frustrating!
I have the latest patch and mod.
I am using Windows XP Pro.

Please help me!

EDIT: or tell me where I should post this to get some help...

Ozbenno
Nov 23, 2009, 08:33 PM
Is it the BUFFY-3.19.002 mod, or 3.19.001?

If it is 3.19.002, here is the right spot but posting here (http://forums.civfanatics.com/showthread.php?t=329261) for 3.19.001 would be better.

There are no known issues with the game not starting up in XP. Does the Civ IV crash or hang? Any other info you can give? If you enable Python alerts and popups in civ.ini do you get any?

Meatdaddy
Nov 24, 2009, 10:26 AM
I am using 3.19.001.
I tried switching on python alerts and I didn't get any.
I don't know what you mean by crashing or hanging, but the game never starts up - the loading screen doesn't even get there.
Do you any idea, what I can do?

EDIT: The BUG mod works fine as well

Meatdaddy
Nov 24, 2009, 05:38 PM
I know this is the wrong place, but you are the only one who has answered, so... I found this in my PythonErr2.log:

load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.

02:56:19 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
02:56:19 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
02:56:19 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
02:56:19 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
02:56:19 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler

02:56:19 INFO : BugCore - creating uninitialized mod Autolog
02:56:19 INFO : BugCore - creating uninitialized mod Reminder
...this goes on for all the mods included in BUFFY.
Do you have any idea, what I should do

DeityBarbarian
Nov 27, 2009, 02:42 AM
How are people doing with this? Let us know what you've been able to check, even if you haven't found any bugs.

It looks like we got some older XML files when we were putting the release together. We'll be putting together a revised version (i.e. Beta2) over the weekend or early next week. Good catch. :goodjob:

Did play few quick games with Emperor difficulty. I didnt find any other bugs besides the one Shakes already found. Altho i felt violent and always massacred the AI before AD's so cant really say much for the late ages :D

Will try more difficult test game with Immortal or Deity difficulty once the Beta 2 is posted :spear:

DeityBarbarian
Nov 30, 2009, 01:51 PM
Hello.

Just found a new bug from Beta1.BUFFY-3.19.002. When i complete the Oracle and choose anything as my free tech, a message is shown "TXT_KEY_CHEATERS_NEVER_PROSPER" and the free tech is not discovered.

/edit: found out that this only happens when loading an autosave from the turn Oracle is built. The first time i built Oracle it worked fine. Also loading a couple turns back and it works normally. Perhaps this is intentional and just meant to combat some exploit i am not aware of ?

Ozbenno
Nov 30, 2009, 05:57 PM
Just found a new bug from Beta1.BUFFY-3.19.002. When i complete the Oracle and choose anything as my free tech, a message is shown "TXT_KEY_CHEATERS_NEVER_PROSPER" and the free tech is not discovered.

/edit: found out that this only happens when loading an autosave from the turn Oracle is built. The first time i built Oracle it worked fine. Also loading a couple turns back and it works normally. Perhaps this is intentional and just meant to combat some exploit i am not aware of ?

:lol:

This was put in as a stop to the exploit of getting more than one free tech from Liberalism or Oracle. When you reload the autosave it is picking up that you already had gotten a free tech from Oracle.

The original message was "EVERY TIME YOU CHEAT GOD KILLS A KITTEN" if I remember right but Denniz wasn't so keen on that. :D

Gumbolt
Dec 01, 2009, 11:55 AM
Perhaps edit to ' Every time you cheat a Kitten kills an owl'? Denniz might approve. :lol:

Is this buffy new version going to be easier to install. I have a friend trying to install the old version and it springs up with custom asset errors or the save is not eligible for HOF error message.

I understood this to be partly due to fact you need to give buffy admin rights and you need admin rights on the account you play Civ 4 BTS for.

Not tried the beta yet but will the actual release be ready for next SGOTM?

Has anyone tested this with windows 7?

I would consider testing if I thought it would be easy to install and it works for windows 7!!!

ruff_hi
Dec 01, 2009, 03:31 PM
I would consider testing if I thought it would be easy to install and it works for windows 7!!!That isn't that helpful. Basically, you will test it if there aren't any issues with it ... in which case, why would we be putting it out to test? Not that we think there are issues with it ... we just don't want another 'stack attack' CTD issue slipping through.

Obviously, we don't want to release something with issues, but if every user took your attitude, then no one would test it and the only testing would be on our own systems. Also, your view on 'easy to install' and others are different. I might think that 'easy to install' meant that I just had to think about it, and it was installed. Or it might be that I consider a required registry hack as easy.

Please install it and let us know what you think. If you don't think it is easy ... tell us what was not easy about it.

AFAIK, we have tested it on W7.

Gumbolt
Dec 01, 2009, 03:54 PM
Nooo I didnt mean it to sound that way. I was worried if i installed it I may not be compatible for next SGOTM.

Downloaded and installed. Need to play a game out on the mod. I got a HOF warning but I think that was expected anyway. It loads fine.

I just run the asset checker. 67 errors but 33 for vanilla and 34 or so for warlords. None for BTS. I assume i installed it correctly!

ruff_hi
Dec 01, 2009, 06:09 PM
Great - thanks for agreeing to be a beta tester. I special gift is in the mail (j/k - not really). Sounds like the install was pretty straight forward. What was the HOF warning? If it is anything other than incorrect CRCs, then please let us know.

ZPV
Dec 06, 2009, 04:43 AM
It looks like we got some older XML files when we were putting the release together. We'll be putting together a revised version (i.e. Beta2) over the weekend or early next week. Good catch. :goodjob:
There's another missing text value in the XML that I can see:

In the "improved city hover" part of the BUG menu, the "building actual effect" tooltip is incorrect.

DaveShack
Dec 06, 2009, 11:45 AM
I noticed that Beta1.3.19.002 doesn't allow multi player like 3.19.001 does. I got into it via "load a mod".

Denniz
Dec 07, 2009, 05:12 AM
I noticed that Beta1.3.19.002 doesn't allow multi player like 3.19.001 does. I got into it via "load a mod".That is a setting in the mod's ini file (Beta1.BUFFY-3.19.002.ini). You can change it to allow multi-player. I didn't realize it would work with multi-player. :crazyeye:

Jackstar
Dec 07, 2009, 06:41 AM
After a few turns into any game I've played, the client begins to crash every time I load a saved game. Everything works fine for a few turns, then at some point, loading a saved game results in a CTD.

It's odd, no error messages, nothing; the client just disappears. Immediately restarting by clicking on the save file brings the game back, with no discernable effects, even after dozens of repetitions.

I'd be happy to help you track this problem down, although I have no idea how to do so. Let me know if I can help, the issue is extremely repeatable, haha.

Ozbenno
Dec 07, 2009, 07:29 AM
I'd be happy to help you track this problem down, although I have no idea how to do so. Let me know if I can help, the issue is extremely repeatable, haha.

Try this and post the results here...

Turn on logging to get the error in the CivilizationIV.ini. The files go to "my games\Beyond the Sword\logs".
;Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable message logging
MessageLog = 1

You can also allow Python errors to pop up:

; Set to 1 for no python exception popups
HidePythonExceptions = 0

Jackstar
Dec 07, 2009, 09:13 AM
Okay, here's what I did:

I enabled logging
I started the client with a shortcut that automatically loaded BUFFY 3.19.002
I loaded a saved game
I moved one unit
I reloaded the same game file
Crash to desktop!


It sure generated a lot of logs. I packed them all up and attached them here. I hope this helps!

EmperorFool
Dec 07, 2009, 09:21 PM
@Jackstar - What operating system are you running? I have occasionally had crashes like this myself, but not repeatably. If you do it again, does it crash each time? If so, can you please post a save and tell me which unit you moved and to where so I can see if it's something in the save? Thanks!

Jackstar
Dec 07, 2009, 11:32 PM
I'm running XP. Don't read too much into me having moved a unit between loading; whenever I load a game, it crashes every single time. For the first few turns, it works fine, then something happens and the game always crashes when loading a game, always. This has happened in every unique game I've played with the mod loaded.

EmperorFool
Dec 08, 2009, 01:29 AM
AFAIK you should not get any asset errors, otherwise the asset checker would be useless. However, I'm not the HOF expert, so I defer to Denniz.

BTW, the warnings about files in CustomAssets are for Python files which can conflict with the mod. Do you have Python files in your CustomAssets folder? If not, there should be no warnings ... oh wait, that's the BUG installer. I don't know what Denniz used for the BUFFY installer.

Denniz
Dec 08, 2009, 06:40 PM
There is a bug that crashes when you load a save from within the game. If you exit to the menu and load it you can avoid that crash.

EmperorFool
Dec 08, 2009, 09:42 PM
I load saved games using BUG and BULL all the time from within a game. Um, cuz, um . . . cuz my cat walks over the keyboard, deleting all my units, so it's okay to reload, ya! Does this happen in BUFFY only?

Jackstar
Dec 09, 2009, 01:55 AM
There is a bug that crashes when you load a save from within the game. If you exit to the menu and load it you can avoid that crash.

Oh wow thanks! This will save me at least 30 seconds!

Is that a BUG or BUFFY problem or is it the game itself?

ruff_hi
Dec 09, 2009, 05:00 AM
Oh wow thanks! This will save me at least 30 seconds!

Is that a BUG or BUFFY problem or is it the game itself?I've had it in vanilla BtS so I think it is the game itself. It seems to be intermittent too (which is even more annoying).

Bostock
Dec 09, 2009, 04:25 PM
I load saved games using BUG and BULL all the time from within a game. Um, cuz, um . . . cuz my cat walks over the keyboard, deleting all my units, so it's okay to reload, ya! Does this happen in BUFFY only?

No, cat attacks occur even without BUFFY.

Denniz
Dec 09, 2009, 06:57 PM
No, cat attacks occur even without BUFFY.Are you sure? Not even a occasional bombardment? :mischief:

Bostock
Dec 11, 2009, 08:36 AM
Apologies if this is a dumb question, but is the appearance of the text

TXT_KEY_LATLONGTEXT_KEY_LATLONG_EAST,
TXT_KEY_LATLONGTEXT_KEY_LATLONG_SOUTH

in all tile hovers a known problem, an 002-specific bug, or a symptom of a botched install on my part?

EmperorFool
Dec 11, 2009, 12:41 PM
I'll make sure that I have updated BUFFY with the latest text from BULL. It sounds like you have an up-to-date DLL but out-of-date BULL_CIV4GameText.xml file.

Bostock
Dec 11, 2009, 07:40 PM
OK. I've also run into some weirdness with the hammer-decay timer: it's too pessimistic. I'm on Epic. It may only be able to handle Normal speed? I suppose this belongs in another thread though...

EmperorFool
Dec 11, 2009, 08:58 PM
@Bostock - There are settings in the options screen (ALT + CTRL + O) I believe on the City Screen tab that let you change the number of turns before it starts warning you. Perhaps I could change those settings to be percentages of the total decay time, so 20% on buildings would warn you 10 turns away from decay. This way you wouldn't need to adjust it for different game speeds.

Grifftavian
Dec 12, 2009, 01:02 PM
I created a game with the same setup as BOTM 24. I was on the 13th turn when I got the Python Exception shown in the attached screen shoot.

I had placed a dot-map on the capitol's starting location on the first turn. The Python Exception occurred when I started the dot-map utility with ALT-X while attempting to right click on the existing dot-map to remove it.

EmperorFool
Dec 12, 2009, 01:09 PM
Very strange. The only time I've seen that error is on the Mac, and we added a fix for it, too. :( Is it repeatable by taking the same actions?

Also, I see the lat/long TXT_KEYs there, yet I see that they are in BUFFY's code repository. The v002 build might be messed up in other ways. :confused:

Grifftavian
Dec 12, 2009, 01:17 PM
Yes, it repeats. I've attached the saved game.

EDIT: I've zipped up the error logs and attached them.

DaveShack
Dec 12, 2009, 03:16 PM
I noticed that Beta1.3.19.002 doesn't allow multi player like 3.19.001 does. I got into it via "load a mod".

That is a setting in the mod's ini file (Beta1.BUFFY-3.19.002.ini). You can change it to allow multi-player. I didn't realize it would work with multi-player. :crazyeye:

Thanks! I'm planning to suggest future MTDG's use it, and was worried the capability had been removed. Probably just forgot how I turned it on in the first place. :crazyeye:

Denniz
Dec 13, 2009, 07:57 AM
Updated version for testing:

Download: Beta2.BUFFY-3.19.002 (http://hof.civfanatics.net/civ4/mods/Beta2.BUFFY-3.19.002.exe)

This should include all the fixes for the reported bugs.

Projected release of BUFFY-3.19.002 is around New Years day assuming no issues with Beta2.

Grifftavian
Dec 13, 2009, 10:01 AM
I've downloaded and installed Beta2. I started BTS with the Beta2 mod loaded, and created a new Custom Game, trying to duplicate the settings for BOTM24. Before making any moves, I opened the mod interface via CTRL+ALT+O and made the following changes...

changed Scoreboard to display leader name/Civ
turned on the era color display for the clock
changed autolog to start automatically, deselected use default name, and created a unique autolog name
I closed the mod interface and saved the game without making any moves.

When I hit escape and exited to the main menu, I got a Python Exception that said...
"Failed to load python module Smart_Map"
I've attached the logs and the saved game. I'll reload the game and start playing to see if anything else pops up.

EmperorFool
Dec 13, 2009, 11:44 AM
SmartMap isn't included in BUFFY, but it is included in BUG. I don't know why BTS would be trying to load it, but it may be a good idea to remove it from your PublicMaps folder temporarily.

Grifftavian
Dec 13, 2009, 12:31 PM
SmartMap isn't included in BUFFY, but it is included in BUG. I don't know why BTS would be trying to load it, but it may be a good idea to remove it from your PublicMaps folder temporarily. I have BUG 4.2 installed in its own mod folder; I'll temporarily remove SmartMap as you suggest.

Upon reloading the game, I got a Python Exception for failure to load Planet_Generator_0_68, and I'm still getting Python Exceptions when I mouse over with the Dot-Map. Screenshots and logs attached.

EmperorFool
Dec 13, 2009, 12:58 PM
Look in your BUG Mod 4.2 folder. Is the maps folder named Public or PrivateMaps? Rename it to PrivateMaps if necessary.

Next, check your PublicMaps folder in your My Games / BTS folder. If you ever installed BUG using the Single-Player (CustomAssets) method, it installed the maps into that PublicMaps folder. They should be okay there (that's where mine are), but try removing them for now.

Regarding the dot map, that error only happens on the Mac version (and it's fixed). Is there anything non-standard about your setup? Can you please supply here the information requested on the Troubleshooting (http://sourceforge.net/apps/mediawiki/civ4bug/index.php?title=Troubleshooting) page?

Grifftavian
Dec 13, 2009, 02:57 PM
Look in your BUG Mod 4.2 folder. Is the maps folder named Public or PrivateMaps? Rename it to PrivateMaps if necessary. It was PublicMaps; renamed to PrivateMaps.

Next, check your PublicMaps folder in your My Games / BTS folder. If you ever installed BUG using the Single-Player (CustomAssets) method, it installed the maps into that PublicMaps folder. They should be okay there (that's where mine are), but try removing them for now. I had an earlier version of BUG installed as Single Player. I have removed all maps as you suggested.

Regarding the dot map, that error only happens on the Mac version (and it's fixed). Is there anything non-standard about your setup? Can you please supply here the information requested on the Troubleshooting (http://sourceforge.net/apps/mediawiki/civ4bug/index.php?title=Troubleshooting) page? OS Version: Windows 7 Home Premium 64-bit OS

BTS Version:

Civ Version: 319
Save Version: 302
Build Version: 3.1.9.0 (128100)
Build Date: Thu May 14 10:17:10 2009
Build: FINAL RELEASE
BUG/BAT Version: BUG 4.2

Installation Source: BUGMod_42.exe

Installation Method: BUG 4.2 installed as Multiplayer (Mods Folder). Earlier Version had been installed Single-Player as noted above. CustomAssets was renamed CustomAssets.old upon uninstall of earlier version.

Merged Mods: BlueMarble

Anything non-standard: I don't think so. When I reinstalled the Civilization IV Programs after upgrading this computer to Windows 7 64-bit OS from Windows Vista 32-bit OS, the Firaxis Games folder was installed under C:/Program Files (x86) instead of C:/Program Files, but that was the default installation path. Also, since I upgraded the OS, there is a Windows.old folder which has the previous Civ4 installation. The previous installation had the JCityLimit and Revolution mods installed, but I haven't reinstalled those mods since I upgraded to Win 7.

EmperorFool
Dec 13, 2009, 06:30 PM
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work.

Grifftavian
Dec 13, 2009, 07:25 PM
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work. I've only had the error detection stuff turned for the last couple of weeks. I've only seen the Python Exceptions pop-up with the games I created for Beta1 & Beta2 of BUFFY-3.19.002.

I didn't have any Python Exception pop-ups while playing the last 60+ turns of BOTM24, if that's what you are asking. I course, I didn't create that game.

Having just seen the game setup info for BOTM25, I'll create a test game and play it under BUFFY-3.19.001 and let you know if I get any Python Exceptions.

If I've misunderstood your question, please let me know.

Grifftavian
Dec 13, 2009, 08:07 PM
Since making these changes, do you get all of the same exceptions with a new game? I suspect that the final Unidentified C++ exception with the Strategy Layer has to do with 64-bit, but it's just a guess. The Mac version of BTS doesn't even have the function call I'm using. Instead it has a different call which I can use on Windows but isn't "technically correct" but seems to work. I created a BOTM25 Test Game, and I'm getting the Dot-Map Mouseover Exception using BUFFY-3.19.001 :eek:

The PythonErr.log
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 887, in mouseOverPlot

File "CvOverlayScreenUtils", line 128, in mouseOverPlot

File "CvDotMapOverlayScreen", line 227, in onMouseOverPlot

File "CvStrategyOverlay", line 467, in highlightCity

File "CvStrategyOverlay", line 570, in eraseDot

RuntimeError: unidentifiable C++ exception
ERR: Python function mouseOverPlot failed, module CvScreensInterface

EmperorFool
Dec 13, 2009, 09:56 PM
@Grifftavian - No, I meant have you been able to reproduce the same errors now that you've changed the folder name to PrivateMaps and removed BUG 4.2 from the CustomAssets folder. Clearly you still get the Strategy Layer C++ problem, but what about the Python exception popups about SmartMap and Full of Resources?

Edit: Can you please try this fix on your end? You won't be able to submit any games using this as it invalidates the games, so only try it temporarily on a test game. In Beta2, open the file

Assets/Python/Contrib/CvStrategyOverlay.py

in Notepad or some other text editor and change this line (581)


CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "", alpha)


by inserting COLOR_BLACK near the end:


CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "COLOR_BLACK", alpha)

Grifftavian
Dec 14, 2009, 08:22 AM
@Grifftavian - No, I meant have you been able to reproduce the same errors now that you've changed the folder name to PrivateMaps and removed BUG 4.2 from the CustomAssets folder. Clearly you still get the Strategy Layer C++ problem, but what about the Python exception popups about SmartMap and Full of Resources? OK, I've played several more turns of my test game, and I'm not getting any more Python Exceptions for SmartMap or any other maps. BTW, it was BUG 4.1 that I had installed single-player/custom assets. I uninstalled BUG 4.1, and installed BUG 4.2 as multiplayer/mod folder.

Edit: Can you please try this fix on your end? You won't be able to submit any games using this as it invalidates the games, so only try it temporarily on a test game. In Beta2, open the file

Assets/Python/Contrib/CvStrategyOverlay.py

in Notepad or some other text editor and change this line (581)


CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "", alpha)


by inserting COLOR_BLACK near the end:


CyEngine().addColoredPlotAlt(x, y, self.NO_DOT_STYLE, self.DOT_LAYER, "COLOR_BLACK", alpha)
I edited the file as you described. (BTW, thanks for the line number, made it easy to find using Notepad ++ :D) After the edit, I couldn't open the first test game save, got the protected assets message, which I guess was to be expected. I created a new test game with the modified CvStrategyOverlay.py file. As expected, I got the HOF Warning upon starting the game, however, I no longer get the dot-map mouseover Python Exceptions with this change.

I removed the change to the CvStrategyOverlay.py file, and was able to reopen the first test game without problems.

EmperorFool
Dec 14, 2009, 11:15 AM
Excellent news! Thanks a lot for helping me track this down. :goodjob:

Grifftavian
Dec 14, 2009, 11:25 AM
Excellent news! Thanks a lot for helping me track this down. :goodjob: No problem, glad to help! You guys are doing a great job on these mods :xmascheers:

ewokimpi
Dec 23, 2009, 11:18 AM
I'm having trouble with the initial invocation of the mod. It appears that changes I make to the mod thru the BUG Mod Options interface are not saved between the initial invocation of BtS and the subsequent invocation.

This may be occurring only on the first invocation of the mod (beta2) after it is installed.

The exact circumstances were as follows:
Downloaded and installed the mod as normal for any HoF/BUG-HoF mod.
Downloaded a Worldbuilder file (Noble's Club XXXIX - Asoka,) followed directions for installing.
Invoked game, automatically loading beta2.
Opened the initial save from "Play Scenario" panel into the BtS game.
On game start at 4000BC, did Ctrl-Alt-O to open the options, set Logging to automatically start, and set tags to HTML format, made a few other changes.
Played until 2000BC. Game was being logged, I checked by Alt-Tabbing.
Closed game.

Later, relaunched game, loaded saved file, assumed that game was being logged (I did not check.) Closed game. Looked for the log, found it had not been updated since 2000BC turn.

Relaunched game, did Ctrl-Alt-O, found none of the changes I had made to the options. Remade the changes, played a turn or two, closed game. Looked for the log, found it correctly updated.

Relaunched game, did Ctrl-Alt-O, changes I had made were present.

So, in this test, it appears that only the changes made to the options from the initial launch of the mod are not saved. Changes from subsequent launches are.

System, Vista 64bit, mod installed using the provided auto installer, in the normal mod folder for Bts. Multiple copies of Civ IV, Warlords, BtS are present in different folders. No other Modifications have been made to the game.

I checked folder permissions as described on the Vista Fixes page. These were as they should be (Full Control.)

Hope this helpful. :)

EmperorFool
Dec 23, 2009, 01:41 PM
That is very strange. I can't think of how that could happen, but I'll check it at home this weekend. Thanks for the report.

ewokimpi
Dec 27, 2009, 09:40 AM
Have tested beta1 for the invocation behavior seen above. Got the same result, changes to mod are not saved during 1st invocation of mod, but are saved during the 2nd. This time was using the Noble Club XXXVII Victoria World Builder file as the starting save.

Perhaps this has to do with using a WorldBuilder file launching out of the scenario panel? In neither case did I create a new game using the "Play Now" or "Custom Game" panel.

Denniz
Dec 30, 2009, 07:07 PM
THIS BETA IS COMPLETE!

Download: BUFFY-3.19.002 (http://hof.civfanatics.net/civ4/mods/BUFFY-3.19.002.exe) - 12/30/2009


Thanks to everyone that helped out! :goodjob:

WastinTime
Jan 03, 2010, 04:41 PM
The final version shows beta2 [build 60]

jonpfl
Jan 04, 2010, 09:16 AM
If I have a saved game from .001 that I am playing, is there a way to convert it to work with .002? Or do I just need to wait until I am done to update to the new mod?

Thx
jonpfl

Ozbenno
Jan 04, 2010, 09:21 AM
If I have a saved game from .001 that I am playing, is there a way to convert it to work with .002? Or do I just need to wait until I am done to update to the new mod?

Thx
jonpfl

We are still accepting games played in .001. You can't upgrade it to .002, so just finish the game in .001 and submit.

WastinTime
Jan 04, 2010, 09:36 AM
So am I the only one confused about the two "Beta2" labels that are on the latest download? I read beta .002 games are not allowed. If you hover the mouse over the Civ flag, you see the BUFFY version is beta2

ruff_hi
Jan 04, 2010, 09:45 AM
So am I the only one confused about the two "Beta2" labels that are on the latest download? I read beta .002 games are not allowed. If you hover the mouse over the Civ flag, you see the BUFFY version is beta2I wonder if the label in CvModName.py was updated.

EmperorFool
Jan 04, 2010, 09:52 AM
You are correct. :(


modVersion = "3.19.002.beta2 [Build 60]"


Either we live with it or issue a new release (003?) to avoid confusion.

ruff_hi
Jan 04, 2010, 10:17 AM
duh - we really should draw up a check list for things to do when releasing BUFFY.

jonpfl
Jan 04, 2010, 11:50 AM
Disregard message. Question answered and I don't know how to delete

Denniz
Jan 04, 2010, 05:49 PM
So am I the only one confused about the two "Beta2" labels that are on the latest download? I read beta .002 games are not allowed. If you hover the mouse over the Civ flag, you see the BUFFY version is beta2

I wonder if the label in CvModName.py was updated.

You are correct. :(


modVersion = "3.19.002.beta2 [Build 60]"


Either we live with it or issue a new release (003?) to avoid confusion.

duh - we really should draw up a check list for things to do when releasing BUFFY.

My bad. I thought I had changed everywhere it was listed. I guess I should let you guys do it or we should have the check list. ;)

It is really not worth a new release. The Mod being run is clearly not beta where it counts. Plus the only way someone could confuse the two would be if they renamed the mod themselves.

Tatran
Jan 04, 2010, 08:00 PM
Where are the happy/unhappy faces below the healthy/unhealthy faces in a foreign city?

http://img31.imageshack.us/img31/3360/happyunhappyfaces.th.jpg (http://img31.imageshack.us/i/happyunhappyfaces.jpg/)

ruff_hi
Jan 04, 2010, 08:33 PM
Where are the happy/unhappy faces below the healthy/unhealthy faces in a foreign city?This is a known bug in BUFFY v1 (and BUG). We were showing the number of whip / draft anger turns remaining (which is spoiler) and we got a little carried away when we removed it. IIRC, it has been fixed in BUFFY v2.

EmperorFool
Jan 04, 2010, 08:38 PM
I have a checklist that I use for BUG (http://sourceforge.net/apps/mediawiki/civ4bug/index.php?title=Building_a_Release) which you can use as a starting point.

Tatran
Jan 04, 2010, 09:10 PM
This is a known bug in BUFFY v1 (and BUG). We were showing the number of whip / draft anger turns remaining (which is spoiler) and we got a little carried away when we removed it. IIRC, it has been fixed in BUFFY v2.
This came from a game with BUFFY_3.19.002.

Those happy/unhappy faces were present in BUFFY_3.19.001

ruff_hi
Jan 04, 2010, 09:19 PM
Oh. Umm - they had the Globe in that city?

Tatran
Jan 04, 2010, 09:24 PM
Oh. Umm - they had the Globe in that city?
I've checked a few English cities and later after signing a PA with Sitting Bull the same result, no happy/unhappy faces.
(The game has been submitted for the HOF competition.)

ruff_hi
Jan 04, 2010, 10:27 PM
Sounds like we chalk this up as a bug in BUFFY. I wonder if we copied the fix over from BUG.

EmperorFool
Jan 05, 2010, 04:22 AM
I would bet that the bug was introduced in BUFFY beta 2, and later fixed during the exceedingly long beta cycle. The fix will go into v3.

Denniz
Jan 05, 2010, 06:17 AM
Where are the happy/unhappy faces below the healthy/unhealthy faces in a foreign city?

http://img31.imageshack.us/img31/3360/happyunhappyfaces.th.jpg (http://img31.imageshack.us/i/happyunhappyfaces.jpg/)How big a deal is this bug? My first impression is minor but I don't want to underestimate it.

Tatran
Jan 05, 2010, 10:47 AM
How big a deal is this bug? My first impression is minor but I don't want to underestimate it.
Wrong attitude Denniz.

Those happy/unhappy faces give important info :
- when a civ goes cultural (extra besides the slider)
- when to use the unhappy spy operation
- to capture or to raze an enemy city (whip anger)
- to help vassals/ally with unhappiness in their cities
- to see which cities have the defy resolution penalty
- when a civ is in anarchy

With one look you'll have the un-/happiness status of the opponents.

Denniz
Jan 05, 2010, 04:19 PM
Wrong attitude Denniz.

Those happy/unhappy faces give important info :
- when a civ goes cultural (extra besides the slider)
- when to use the unhappy spy operation
- to capture or to raze an enemy city (whip anger)
- to help vassals/ally with unhappiness in their cities
- to see which cities have the defy resolution penalty
- when a civ is in anarchy

With one look you'll have the un-/happiness status of the opponents.Sorry but we have to balance the impact of the bug against the confusion/disruption of doing another release almost immediately to fix a single bug.

As for the happiness display, you can still see the net happiness (not the reasons) by hovering over the city bar. This affects foreign cities only, so you need to have Investigate city on that rival or have them be on your team or a vassal.

From what EF says, It sounds like you can get the basic information from the city bar hover. The current plan is to do a quick turnaround on .003 in a few weeks rather than doing something immediately. That way we have some time to flush out anything else that needs done.

ZPV
Jan 06, 2010, 09:58 AM
There is a bug with PreChop - it doesn't work when you are using more than one worker to chop a forest.

The current logic looks at the tile to see if there is 1 turn left after putting a turn of chopping in - this fails with multiple workers. It can be corrected by instead looking at the number of turns left on the mission (as displayed when hovering over the chop button). So the new logic would be: chop, check to see 2 turns left, if so cancel mission. With multiple workers, their mission times will increase as the first one cancels its mission, so it will continue down to 1 turn to chop.

EmperorFool
Jan 06, 2010, 10:44 AM
I have this commented in the code. I don't think what you propose would work.


Worker A chops
Worker A has 2 turns left, stops
Worker B chops
Forest removed

The real solution is that I must scan the plot for all Workers doing the same build order. There is no solution that doesn't get the two workers communicating somehow.

The temporary workaround until then is to group your workers that are pre-chopping the same plot. The entire group is stop with 1 turn remaining no matter how many workers are in the group.

ZPV
Jan 06, 2010, 11:04 AM
One of the workers would already have stopped on the previous turn, under my solution (the mouseover takes all working workers into account - this should provide a shortcut to scanning for all workers on the tile).

So (this example is on Epic Speed):

turn 1:
Worker A chops, 5t remaining
turn 2:
Worker B chops (player action), 2t remaining, action cancels
Worker A chops, 3t remaining
turn 3:
Worker A chops, 2t remaining, action cancels
Worker B becomes active for the player to direct.
turn 4:
Worker A becomes active for the player to direct.

EmperorFool
Jan 06, 2010, 11:40 AM
That leaves forests with 2 turns to complete the chop. And if you have more workers on the plot, it will be different. Plus it depends on the order in which you issue the orders.

Turn1
Worker A chops, 5t
Worker B chops, 2t, stops
Turn2
Worker A chops, 3t
Worker B free to do stuff, so what do you do? tell it to chop? have it move? Let's say you chop
Worker B chops, 1t
Turn3
Worker A chops, 1t
Worker B chops, forest cleared

Let's say you told worker B to leave instead
Worker B leaves
Turn 3
Worker A chops, 2t, stops
Turn 4
Worker A leaves, forest requires 2 turns to chop

In my book, a pre-chopped forest should be left with 1 turn remaining, otherwise it's only half-chopped.

Really, the workers need to be stopped as a group by the worker that chops the forest down to 1 turn left. I'll get to it eventually.

ZPV
Jan 06, 2010, 02:47 PM
What I mean by "2 turns left on turn n" is, it can't make the last turn of the chop until turn n+1 - even if it has already chopped this turn, so one extra worker-turn could finish the chop on turn n.

Basically, I'm just reading off the "traditional" tooltip from a worker working.

So:

Turn 1
Worker A chops, 5t left
Worker B chops, 3t left
Turn 2
Worker A chops, 2t left, stops
Worker B chops, 2t left, stops.

I see your point about the first example though - when a second worker arrives when the first has 3t left, it misses the trigger to stop, as I defined it. I guess that could be solved by moving the check to eot, but then it's starting to become a lot of work for what is really a fairly minor issue.

EmperorFool
Jan 06, 2010, 04:04 PM
It's much easier to just scan for all workers that are chopping and stop them. For now, just group workers if you want to have multiple pre-chop. However, it's inefficient to use more than 1 worker to pre-chop unless you are under a deadline. Each (non-fast) worker wastes 1 turn moving onto the forest.

ZPV
Jan 06, 2010, 05:49 PM
Certainly. I agree it's inefficient - I just noticed it since I was chopping regularly, with multiple workers, and they didn't stop.
I suppose I should really leave argueing about the best way to write the code to the people who actually do it. :mischief: :p
Good luck!

WastinTime
Jan 06, 2010, 11:54 PM
Yes, leave the coding to EmperorFool, but he should leave the strategy to us! Multi-worker chopping is good strategy even if it's not "efficient". Having 3 workers chop a forest 6 turns faster means Oxford earlier, miltary sooner, etc. Totally off-topic for this thread, but I couldn't resist.

LOVE the pre-chop feature btw. Even a little buggy.

EmperorFool
Jan 07, 2010, 12:04 AM
Multi-worker chopping is good strategy even if it's not "efficient". Having 3 workers chop a forest 6 turns faster means Oxford earlier, miltary sooner, etc.

Notice that I said "multi-worker pre-chopping." :mischief: But I do look to BUG's users for good strategies and useful features. I have a limited play style and certainly don't claim to know the best way to do anything. ;)

jesusin
Jan 07, 2010, 02:25 AM
Hi.
I think I've found a new Buffy001 bug. I don't know if it is still existing in Buffy002.

When an AI sets up a new colony, you can't see the number of cities of the new civ in the lower right part of the screen.

The example save I have is from an active competition, so I'd prefer to send it to someone privately.

EmperorFool
Jan 07, 2010, 03:12 AM
When an AI sets up a new colony, you can't see the number of cities of the new civ in the lower right part of the screen.

There are a few cases where you cannot see the list of cities a rival has. In these cases BUFFY counts up the revealed cities on the map and adds the capital if it hasn't been revealed yet. This value is shown in cyan. Are you not seeing any value, or are you seeing a cyan value?


Rival refuses to talk (e.g. after initial DoW or agreeing to embargo)
Rival is a vassal/colony

jesusin
Jan 08, 2010, 02:03 PM
There are a few cases where you cannot see the list of cities a rival has. In these cases BUFFY counts up the revealed cities on the map and adds the capital if it hasn't been revealed yet. This value is shown in cyan. Are you not seeing any value, or are you seeing a cyan value?


Rival refuses to talk (e.g. after initial DoW or agreeing to embargo)
Rival is a vassal/colony


Ok, there's a logical explanation then.

I was seeing no number at all, even though I had direct visibility of one of the cities and religious visibility of another.

EmperorFool
Jan 08, 2010, 10:10 PM
Ok, there's a logical explanation then.

I was seeing no number at all, even though I had direct visibility of one of the cities and religious visibility of another.

Oh? No, in that case you should have seen a cyan 1 in the scoreboard (2 if that visible city wasn't their capital). It should never be blank because it can always assume a capital. Could you email/PM me a save please?

I hadn't considered religious visibility. How does that show up in the game?

I also didn't consider trade routes. Can you have a trade route to a city that you haven't revealed? My guess is no, and I don't need to consider them, but I'm not sure.

hhhawk
Jan 11, 2010, 05:41 AM
Hi.
I had problems at start BUFFY-3.19.002.
When game starts - there is no interface and no civilopdedia.
It was possible to find out that if to put english codepage for programs not supporting unicode the error disappears.

My OS - Win XP SP2 rus.
BUFFY-3.19.001 and others mods - work properly.

How to solve this problem, without compulsory installation of english codepage or installation any english OS?

EmperorFool
Jan 11, 2010, 03:13 PM
I didn't think I changed BugPath.py between BUFFY v1 and v2, but that must be the case. The only non-code solution would be to use the /AltRoot option in Civ4 to put your CivlizationIV.ini file, saved games, etc. into a folder that doesn't have a non-Latin character in it.

Otherwise I'll just need to fix this in v3 somehow.

Sun Tzu Wu
Jan 11, 2010, 09:30 PM
I appeared to be unable to start autolog.txt feature, but it seems that the conditions for the autolog.txt file creation and header writing have changed:

Under BUG Mod Options (CTRL-Alt-O), Logging Tab, Enable Logging and Start Automatically are checked.

Path: C:\Users\admin\Documents\My Games\Beyond the Sword\AutoLog
File: autolog.txt

Use Default File Name is unchecked.

Every game I start fails to write the expected autolog.txt file. I've also tried typing Alt-L and not typing Alt-L, but nothing seems to trigger any output to the autolog.txt file or create it, except ...

I just tried Alt-E and entered a player comment and that finally triggered the file creation, but I wouldn't think that one would have to force something into the log or take other action that is logged before the file is created. The log identifies itself as 3.19.002.beta2; is that correct?

For the Player Comment, the prefix "Player Comment:" with a ":' would be preferable to "Player Comment" without a ":".

I just got used to seeing a log file creation when ever a game is started (prior to any other logging event). This no longer happens now when one starts a Game to run MapFinder which doesn't do anything that is otherwise normally logged. The Game start was always logged in BUFFY-3.19.001, but this no longer happens in BUFFY-3.19.002 until some other event requires logging. I can live with it this trivial change in function, but it was totally unexpected and very confusing for a few hours.

Sun Tzu Wu

ruff_hi
Jan 11, 2010, 09:49 PM
The log identifies itself as 3.19.002.beta2; is that correct?Yeah - we slipped up and forgot to change a text only description field. It also appears when you hover over the flag.

For the Player Comment, the prefix "Player Comment:" with a ":' would be preferable to "Player Comment:"I'm missing something here - aren't your two prefixes the same?

I just got used to seeing a log file creation when ever a game is started (prior to any other logging event). This no longer happens now when one starts a Game to run MapFinder which doesn't do anything that is otherwise normally logged. The Game start was always logged in BUFFY-3.19.001, but this no longer happens in BUFFY-3.19.002 until some other event requires logging. I can live with it this trivial change in function, but it was totally unexpected and very confusing for a few hours.To the best of my knowledge - we didn't change anything to do with the logger from .001 to .002.

Sun Tzu Wu
Jan 11, 2010, 11:07 PM
Yeah - we slipped up and forgot to change a text only description field. It also appears when you hover over the flag.

I'm missing something here - aren't your two prefixes the same?


Sorry, I posted the message before verifying it ... my comment should have read ...

For the Player Comment, the prefix "Player Comment:" with a ":' would be preferable to "Player Comment" without a ":".


To the best of my knowledge - we didn't change anything to do with the logger from .001 to .002.


Game starts with 3.19.001 were always logged, regardless of whether the Game was played, immediately terminated or MapFinder was started.

Game starts with 3.19.002 are now only logged when there is something else that needs to be logged. If nothing else needs logging, the Game start (BUFFY-3.19.002 header) is not logged whether the Game is terminated or MapFinder is run.

Although the difference is trivial, it was enough to convince me that either logging was broken or I was simply too stupid to turn it on. My point is it shouldn't take a competent Player two hours to turn on logging and verify that it was turned on. Simply starting a Game should cause the BUFFY-3.19.002 to log its header, but it does not do so. Check it out for yourself; its not that hard to verify this bug or new feature. Since you claim to have not changed the logging code and logging has changed, I suppose that makes it bug rather than a new feature :).

Sun Tzu Wu

EmperorFool
Jan 12, 2010, 02:33 AM
I think I changed this as I viewed logging the header when nothing needed to be logged as a bug. I should have added it to the changelog for sure, and I completely forgot I had done it. I was just doing routine code cleanup while working on something else, and it caught my attention.

ruff_hi
Jan 12, 2010, 05:59 AM
I think I changed this as I viewed logging the header when nothing needed to be logged as a bug. I should have added it to the changelog for sure, and I completely forgot I had done it. I was just doing routine code cleanup while working on something else, and it caught my attention.What did you actually change to 'break' it?

EmperorFool
Jan 12, 2010, 07:19 AM
The change I made in mid-September was to have changes to the log file name and path take effect immediately by logging to the new file right away instead of making the user stop/start logging. While doing that I also made it so that it waits until it gets an actual log entry to open() and write() the header. I did this because Civ4 triggers a change event for each character you type in the path/file option fields. This would produce a string of log files containing just the heading whenever you changed the name. Ugly!

I never thought someone was depending on that empty heading. I wonder if there's a better way to solve the current "problem." What is the problem? Do you want a heading each time you start/load a game? Really? Is it perhaps that you want a better way to know that logging is on? How about a message on screen when logging starts?

Logging to autolog.txt

This seems like much better, immediate feedback than spamming the log file.

ruff_hi
Jan 12, 2010, 07:38 AM
IIRC - you get feedback if you uncheck the 'silent' option. I put in the 'silent' option to suppress the feedback.

EmperorFool
Jan 12, 2010, 08:11 AM
I thought you changed the Start Silently option so that it starts the logging automatically. If you uncheck it, you need to hit ALT + L to start the logger each time you start/load a game. Or does it start automatically as long as it is Enabled?

I also think it would be a great thing to have the name of the log be stored in the saved game, but that's a whole different can of worms.

ruff_hi
Jan 12, 2010, 08:32 AM
I'm not sure - let me check the code and let you know.

isSilent ...
if FALSE, you get an on screen message that the logger started
if FALSE, custom entries are mirrored to the screen
if TRUE and you hit Alt-L, logging starts with the default name (if FALSE, asks you for the name)
if TRUE and logging is enabled, starts automatically

So, if isSilent is FALSE and logging is enabled, then you need to hit Alt-L to start the logger.

My question for later is ... what does 'enabled' do? Because it looks like you can turn it on even if it is disabled.

EmperorFool
Jan 12, 2010, 09:18 AM
I remember discussing this way back when, and your summary matches my recollection of that time: it is confusing. Here's how I would design it:

Enabled

If unchecked, the entire logging system is disabled. ALT + L does nothing. No log is started. Nothing happens.

Start Automatically

Starts logging when a game is started/loaded. If unchecked, you must use ALT + L.

Must be careful to stop logging when a new game is started/loaded and this option is off. If on, must make sure to pick up correct file name for the new game.

Silent (unnecessary in my view)

If checked, suppress the "logging started" message. I don't think any user entries should be sent to the screen. You just typed it in, why bother putting it on screen. But if this option exists, it should probably control that display as well.

File Name

We need separate options to control the name of the log file. I can't see any use in having a static file name such as "autolog.txt". Instead, I would suggest a) storing the filename in the saved game and b) adding a dropdown with choices on how to name the log file initially: 1. player name, 2. leader + civ (or something like the MapFinder uses which combines a lot of the game settings), 3. custom (asks user upon starting).

Grifftavian
Jan 12, 2010, 11:51 AM
I remember discussing this way back when, and your summary matches my recollection of that time: it is confusing. Here's how I would design it:

Enabled

If unchecked, the entire logging system is disabled. ALT + L does nothing. No log is started. Nothing happens.

Start Automatically

Starts logging when a game is started/loaded. If unchecked, you must use ALT + L.

Must be careful to stop logging when a new game is started/loaded and this option is off. If on, must make sure to pick up correct file name for the new game.

Silent (unnecessary in my view)

If checked, suppress the "logging started" message. I don't think any user entries should be sent to the screen. You just typed it in, why bother putting it on screen. But if this option exists, it should probably control that display as well.

File Name

We need separate options to control the name of the log file. I can't see any use in having a static file name such as "autolog.txt". Instead, I would suggest a) storing the filename in the saved game and b) adding a dropdown with choices on how to name the log file initially: 1. player name, 2. leader + civ (or something like the MapFinder uses which combines a lot of the game settings), 3. custom (asks user upon starting).

I'll throw in my two cents worth: the Enabled, Start Automatically and Silent functions as you describe make perfect sense and are actually how I thought they currently worked. Default conditions shold be to have all three checked, IMO.

Also IMO, having the autolog file naming options as you described would be great, especially if you're playing two BTS games at once (e.g., playing the next Succession Game and also playing the current BOTM in between your SG turn sets). The HOF-1.74.004 Mod has a pop-up window at the start of a new or loaded saved game asking for the name of the file, with the default being "autolog.txt". Would it be possible to have a similar pop-up window for BUFFY having the dropdown choices you described? :please:

Sun Tzu Wu
Jan 12, 2010, 07:31 PM
File Name

We need separate options to control the name of the log file. I can't see any use in having a static file name such as "autolog.txt". Instead, I would suggest a) storing the filename in the saved game and b) adding a dropdown with choices on how to name the log file initially: 1. player name, 2. leader + civ (or something like the MapFinder uses which combines a lot of the game settings), 3. custom (asks user upon starting).


My logging filename is always autolog.txt. This is another place where your changes caused me some grief. BUFFY-3.19.002 has a static filename of <Player Name>.txt and not autolog.txt as I expected. I had to disable the default filename option and enter the expected Path which was initialized to the empty string.

Perhaps, the default Path is what ought to be in the Path text box rather than the empty string. Alternatively, the empty string could be interpreted as the current directory which might be the Mod's installation directory.

I really don't care that the filename is static or dynamic as long as I'm forced to set it at most once after installing a new Mod. Actually, is there some way to import settings from BUFFY-3.19.001 into BUFFY-3.19.002? It was a bit of a pain to use the BUFFY GUI to set things up in BUFFY-3.19.002 the way I had them in BUFFY-3.19.001.

Setting the autolog filename to be the same as the Map-Finder filename used to originally start the Game might be useful, assuming that name is tucked away somewhere that is accessible in the Game Save file. Now that would be useful, since one would never have to enter any filename ever; Just enable logging and play! In this case the autolog file should probably be saved in the same directory as the Game Save file so that they are less likely to be separated. I would change the extension from txt to log to avoid conflict with MapFinder's use of the txt extension.

Sun Tzu Wu

EmperorFool
Jan 12, 2010, 08:17 PM
You can always copy the UserSettings folder from one mod to another. I thought that an empty path set it to the Autolog folder in the mod's folder and an empty file name set it to autolog.txt.

Sun Tzu Wu
Jan 14, 2010, 09:05 PM
You can always copy the UserSettings folder from one mod to another.


Maybe the install script could ask the User whether they want to do this and then the script could "copy the UserSettings folder from one mod to another". It would presumably do so with more precision and faster than any normal User of the Mod could do it themselves.

Sun Tzu Wu

EmperorFool
Jan 14, 2010, 10:04 PM
Better would be to have BUFFY install the original UserSettings folder to My Games \ Beyond the Sword \ BUFFY \ UserSettings so it would be shared across all installations of BUFFY.

jesusin
Jan 15, 2010, 12:10 PM
Oh? No, in that case you should have seen a cyan 1 in the scoreboard (2 if that visible city wasn't their capital). It should never be blank because it can always assume a capital. Could you email/PM me a save please?

Silly question of the day, how can I attach a file to a PM? Or to a server email?

I hadn't considered religious visibility. How does that show up in the game?

You see the city and it's surroundings illuminated, just as if you had a unit in the city.


I also didn't consider trade routes. Can you have a trade route to a city that you haven't revealed? My guess is no, and I don't need to consider them, but I'm not sure.
Yes, you can, sometimes I have had traderoutes to cities of a civ I hadn't seen any city from or not the capital. They have had to explore your land and you must be close to see their cities, in my experience.

ruff_hi
Jan 15, 2010, 12:14 PM
You see the city and it's surroundings illuminated, just as if you had a unit in the city.I don't think that this is correct for BtS (I think it was correct for Vanilla and Warlords). My understanding for BtS is that city visibility is 100% driven via espionage points (EPs). Having you religion in the city reduces the number of EPs required.

EmperorFool
Jan 15, 2010, 01:12 PM
Keep in mind that the city list only requires a city to be revealed on the map; you don't need to actively see it via a unit or EPs.

I suppose I could work in the cities revealed by trade routes.

ruff_hi
Jan 15, 2010, 01:30 PM
Just realized that my EP screen is revealing hidden information. It shows revealed cities (as per normal) but also puts in cities that you haven't seen (not active, so no mission information is shown). However, it shouldn't show them if you cannot talk to the AI. Is there a neat little EF style function that tells me if the AI will talk? Guess I should check the score board code ... or somewhere else (any suggestion gladly used).

EmperorFool
Jan 15, 2010, 04:00 PM
Does the normal screen hide the cities? I don't see how they could since that function isn't exposed.

In any case, if you want to hide the cities you want PlayerUtil.canSeeCityList() IIRC. The function name is definitely right, but it may be in a different module. If that returns False, you'll have to check if each city is revealed to the active team.

ruff_hi
Jan 15, 2010, 06:12 PM
the vanilla EP screen only shows cities where the player can see the plot. The BUG version shows all of the cities but shows '-- New York --' if the plot isn't revealed.

Denniz
Jan 15, 2010, 06:22 PM
Silly question of the day, how can I attach a file to a PM? Or to a server email?I don't think you can. If you send it to hof.civfanatics@gmail.com, we can forward it to EF.

ZPV
Jan 16, 2010, 02:42 PM
Another facet of the bug described by ruff:

The "Top 5 Cities/Wonders" screen shows that an enemy is building a wonder, if you have enough EP to investigate the city where it's being built.

However, it does this even when you haven't revealed the city.

Note: you must have revealed the city, not just the plot, in vanilla BtS.

ruff_hi
Jan 16, 2010, 03:05 PM
hmm - are you sure? Here is the code ...

if (self.pActiveTeam.isHasMet(iPlayerTeam)
and self.pActivePlayer.canDoEspionageMission(self.iInv estigateCityMission, pCity.getOwner(), pCity.plot(), -1)):
self.aaWondersBeingBuilt_BUG.append([iProjectLoop,pPlayer.getCivilizationShortDescripti on(0), pCity, iPlayerLoop])

I would have thought that the 'canDoEspionageMission' part would take care of the 'city revealed' part. If not, then we should be able to add a ...

CyCity.isRevealed(TeamType eIndex, BOOL bDebug)

... that should catch it. Do you have a save that illustrates this?

ZPV
Jan 16, 2010, 03:58 PM
Yes. See attached. (EDIT: save removed, to save server resources.)

I can see that China is building the Parthenon, yet I haven't revealed any Chinese cities.
(sorry for the lack of screenies - I might want to submit this game, and don't want a worker automatically doing its work to ruin it if I mess around in an old save.)

ruff_hi
Jan 16, 2010, 05:21 PM
Hmmn - good catch. I cannot use this game as a test case because you have locked the assets (if I change the code, it will not load). Feel free to take it down. I'll see if I can put together a test case of my own.

ruff_hi
Jan 16, 2010, 10:11 PM
Another facet of the bug described by ruff:

The "Top 5 Cities/Wonders" screen shows that an enemy is building a wonder, if you have enough EP to investigate the city where it's being built.

However, it does this even when you haven't revealed the city.

Note: you must have revealed the city, not just the plot, in vanilla BtS.Fixed in revision 2096 of BUG.

jesusin
Jan 16, 2010, 11:54 PM
I don't think you can. If you send it to hof.civfanatics@gmail.com, we can forward it to EF.

Thank you. I did.

ZPV
Jan 17, 2010, 01:49 PM
Hmmn - good catch. I cannot use this game as a test case because you have locked the assets (if I change the code, it will not load). Feel free to take it down. I'll see if I can put together a test case of my own.
The plot gets thicker...

Double clicking on the right piece of blackness in the main screen OPENS the city screen for Shanghai, even though I haven't revealed the tile or city yet (since I have enough espionage to investigate the city). The "terrain window" shows that several black tiles are being worked, but the rest of the screen shows as normal. So I see that The Parthenon is half-done, at 8hpt, and there is a Buddhist Temple with AP hammers, etc.
This sounds like a bug with the main game, instead of BUG, but I think it is within the remit of HOF at the least, and possibly BUG too, to fix it.

ruff_hi
Jan 17, 2010, 01:55 PM
That sounds like a classic bug. I have a test game that I can test using vanilla BtS. If I can replicate it, I will pass it on to the UP and EF to fix.

ruff_hi
Jan 17, 2010, 07:13 PM
Here is a save that exhibits ZVP's bug with vanilla BtS. I have enough EPs to see into Japan's cities. I've attached a screenshot.

Denniz
Jan 17, 2010, 07:26 PM
Closing this thread in favor of the Beta1.BUFFY.3.19.003 Thread (http://forums.civfanatics.com/showthread.php?t=350325). Please continue discussion there.