View Full Version : [BUG LIST] DoaNE bugs
Isabelxxx May 17, 2012, 10:09 AM This thread will contain a compilation of all the known bugs as well as any discussion to fix them.
Please report any bug in this thread so we can easily locate and fix it. Green bugs are already solved (in the next patch), red means unsolved yet.
Known bugs for DoaNE 2.0:
Automated Exploration not working properly for the player.
Sailor (UNIT_SAILOR_EXPERT) can found a city.
Agronomist can found a city.
In some difficulty levels the AI is not getting a Colony Builder.
Illogical trade proposals when trading with the Natives.
Europe Cost when recruiting and unit display strange random values.
Maps given by Native Chiefs ("ask to speak with the chief") and goody huts are not stored, since they are not given to the unit.
Fur trapper doesn't work properly. The amount of fur given is not modified.
Native Raids are performed even when you defeat the native units.
Wrong graphics for all Native units & Marauder in Civilopedia.
Cristoforo_Colombo & Marco_Polo buttons with green borders. Wrong sizes in buttons.
Python exception when opening Europe Screen (0).
Expert Farmer working in the sea gives more food than Expert Fisherman.
Previously added new worldsize types were not being used by map scripts.
Python exception while creating the map in a new game due to missing worldsize types in the dll.
Interface.You can't choose a land unit group with ALT + Click when naval stay with the land stack.
You can't choose a unit group that already finished move.
Set Cannons and repair ships popups are not closed if you close the europe screen.
Set Cannons and repair ships popups appears multiple times if you click multiple times in the buttons of the Europe screens.
Found colony disabled while the ship is in a citiy.
See next post for more details.
Isabelxxx May 17, 2012, 10:11 AM Detailed explanation of all the known bugs:
Automated Exploration not working properly for the player (not sure for the AI): with the addition of maps the tiles are not revealed before returning the unit to a city. Automated exploration makes the units to go over and over again the same tiles because they are considered as not revealed...
Possible workaround:
Change the way Automated Exploration works. The unit should explore a few tiles and automatically return to a city, then explore again. That would make the explored tiles revealed and our unit could explore new lands.
Sailor can build colonies in any place without pack-builders. I'm currently working on it.
Illogical trade proposals while trading with Natives. I offer 20 tools to natives and I ask for 20 food. Natives refuse it and ask me to give them 16 tools and they give me 20 food. They suggest to obtain less resources in the transaction?!!
Wrong graphics for all Native units & Marauder in Civilopedia.
http://forums.civfanatics.com/attachment.php?attachmentid=321820&stc=1&thumb=1&d=1337727847 (http://forums.civfanatics.com/attachment.php?attachmentid=321820&d=1337727847)
Cristoforo_Colombo & other buttons with green borders
http://forums.civfanatics.com/attachment.php?attachmentid=321792&d=1337702806
Python exception when opening Europe Screen (0): Opening the 1st Europe Screen (docks) returned a python exception without major consequences in gameplay.
Traceback (most recent call last):
File "CvScreensInterface", line 96, in showEuropeScreen
File "CvEuropeC0Screen", line 167, in interfaceScreen
AttributeError: CvEuropeC0Screen instance has no attribute 'appendtoHideState'
ERR: Python function showEuropeScreen failed, module CvScreensInterface
Traceback (most recent call last):
File "CvScreensInterface", line 96, in showEuropeScreen
File "CvEuropeC0Screen", line 167, in interfaceScreen
AttributeError
:
'module' object has no attribute 'appendtoHideState'
Expert Farmer working in the sea gives more food than Expert Fisherman: Expert farmed need to have bSeaChanges=0 to Zero and Expert Fisherman needed to bLandChanges=0. Also, the bonus in food given is now fixed and not a percentage.
http://forums.civfanatics.com/attachment.php?attachmentid=323789&stc=1&thumb=1&d=1340202693
Agronomist can found a city.
http://forums.civfanatics.com/attachment.php?attachmentid=323787&stc=1&thumb=1&d=1340202651 (http://forums.civfanatics.com/attachment.php?attachmentid=323787&d=1340202651)
In some difficulty levels the AI is not getting a Colony Builder.
http://forums.civfanatics.com/attachment.php?attachmentid=323779&stc=1&thumb=1&d=1340202504
http://forums.civfanatics.com/attachment.php?attachmentid=323780&stc=1&thumb=1&d=1340202504
Europe Cost when recruiting and unit display strange random values.
http://forums.civfanatics.com/attachment.php?attachmentid=323788&stc=1&thumb=1&d=1340202670 (http://forums.civfanatics.com/attachment.php?attachmentid=323788&d=1340202670)
Native Raids are performed even when you defeat the native units.
http://forums.civfanatics.com/attachment.php?attachmentid=323791&stc=1&thumb=1&d=1340204252
(http://forums.civfanatics.com/attachment.php?attachmentid=323791&d=1340204252)
Fur trapper doesn't work properly. The amount of fur given is not modified.If you place an Expert Fur trapper in forest or tiles with fur bonus the amount of fur given doesn't change according to what you have set in the XML file. They never give +3 fur for ex, but only +1 or +0 (nothing). This also happens when working in a tile with fur bonus.
Maps given by Native Chiefs ("ask to speak with the chief") and goody huts are not stored, since they are not given to the unit: The map is not given to the unit that asked to speak with the chief, therefore with the map system featured in the mod, that map is simply revealed the first turn and then it's lost forever. Returning the unit to a city will not count those tiles as explored.
Previously added new worldsize types were not being used by map scripts: In previous versions 2 more worldsize types were added to map generation: WORLDSIZE_CONTINENTAL & WORLDSIZE_PLANETARY
These were not really being used by the map script even if you selected them in the option screen.
Python exception while creating the map in a new game due to missing worldsize types in the dll: In previous versions 2 more worldsize types were added to map generation: WORLDSIZE_CONTINENTAL & WORLDSIZE_PLANETARY
These were not listed in the DLL as new worldsize types leading to python exceptions while creating the map.
Interface.You can't choose a land unit group with ALT + Click when naval stay with the land stack.
You can't choose a unit group that already finished move: You have to select a unit one by one.
M07 May 18, 2012, 03:00 PM Good idea! I think it's important to have this thread. Very useful!
Illogical trade proposals when trading with the Natives.
I think I fixed it, you can check with the git version I sent you. This is the last version of DoaNE, but you can't really play with it. I added debug elements useful for me but that makes the game unusable.
Isabelxxx May 18, 2012, 04:01 PM Also check 2. The XML seems to be right...
Isabelxxx May 20, 2012, 05:22 AM I think you uploaded the old DLL, it's not debug and it seems to work exactly as before:
I propose 20 tools / 20 food and they counter-propose me 16 tools / 20 food. Still the same.
http://img545.imageshack.us/img545/7189/natives.jpg (http://imageshack.us/photo/my-images/545/natives.jpg/)
They are natives, no fools ;)
Also, this give me an idea I will explain you later.
M07 May 20, 2012, 12:55 PM It is not an old dll, I corrected some bugs with the trade, but not this bug.
A new task to add in asana :).
Isabelxxx May 20, 2012, 01:27 PM Oh... thank you M07. Take your time, don't worry.
About this, I thought that apart from being fixed for ALL the natives we could create a new trait.
"Fair trade"
Native leader with this trait could still offer that "fair" counter-propose even when they could gain more with your 1st one...
The rest should have the proper behavior.
What do you think?
Isabelxxx May 22, 2012, 10:10 AM Small glitch with some LH buttons. See post 1 & 2.
Isabelxxx May 22, 2012, 05:12 PM I have been tidying up the Art\Units\ folder so now each type of unit is clearly sorted according to a pattern. Then changing all the references in XML. You will see the result in the repository.
While doing this I found 2 things:
A bug in civilopedia graphics. In professions: Marauder & all native units are using dummy standard graphics. This is due to the use of Unit Art Styles specific for native tribes... so the unit itself has not a default skin in Civilopedia. About the Marauder, I'm not sure... there is a Marauder unit, a Marauder profession, but I don't see the problem.
http://forums.civfanatics.com/attachment.php?attachmentid=321820&stc=1&d=1337727854
http://forums.civfanatics.com/attachment.php?attachmentid=321821&stc=1&d=1337727854
Dutch_East_India_Man & Maraudeur2 graphics folders are unused yet but added to the mod (?). No problem, I need the 1st for a new ship I created and the second will be useful too.
Isabelxxx May 29, 2012, 12:50 PM Fixed the bug in civilopedia graphics. Now all the professions without a default unit have an unit assigned. It's easier to implement than the python changes required to make Unit Art Styles work in civilopedia and the other Pedia Fix available in this forum.
M07 May 29, 2012, 03:25 PM Nice work Isabelxxx! Sorry, now I am working on my student project, so I don't have any time to consecrate me to the mod.
Isabelxxx May 29, 2012, 05:24 PM @M07 & Dazio:
Check in the repository the file Change-log DoaNE.pdf, there I'm explaining all the changes I have made up to now.
Isabelxxx Jun 05, 2012, 10:30 AM Fixed a bug in python files that provoked a python exception in game when opening the 1st Europe Screen (docks).
Traceback (most recent call last):
File "CvScreensInterface", line 96, in showEuropeScreen
File "CvEuropeC0Screen", line 167, in interfaceScreen
AttributeError: CvEuropeC0Screen instance has no attribute 'appendtoHideState'
ERR: Python function showEuropeScreen failed, module CvScreensInterface
Traceback (most recent call last):
File "CvScreensInterface", line 96, in showEuropeScreen
File "CvEuropeC0Screen", line 167, in interfaceScreen
AttributeError
:
'module' object has no attribute 'appendtoHideState'
Isabelxxx Jun 20, 2012, 08:32 AM Fixed error that provoked Farmer giving more food than Fisherman when both were working in the sea.
http://forums.civfanatics.com/attachment.php?attachmentid=323789&stc=1&d=1340202693
Isabelxxx Jun 20, 2012, 09:24 AM Updated with the bugs of this thread (http://forums.civfanatics.com/showthread.php?t=465141)
I have tried to fix the Fur trapper bug, but the error doesn't seem to be in the XML (at least in the yield changes tag). Not sure if it's related to the DLL or the unit info has something wrong in other place...
The Europe costs bug is related to the DLL.
Isabelxxx Jun 20, 2012, 09:33 AM Maps given by Native Chiefs ("ask to speak with the chief") and goody huts are not stored, since they are not given to the unit
Isabelxxx Jul 07, 2012, 09:18 AM Crash on start
Isabelxxx Jul 09, 2012, 10:01 AM Previously added new worldsize types were not being used by map scripts: In previous versions 2 more worldsize types were added to map generation: WORLDSIZE_CONTINENTAL & WORLDSIZE_PLANETARY
These were not really being used by the map script even if you selected them in the option screen.
Python exception while creating the map in a new game due to missing worldsize types in the dll: In previous versions 2 more worldsize types were added to map generation: WORLDSIZE_CONTINENTAL & WORLDSIZE_PLANETARY
These were not listed in the DLL as new worldsize types leading to python exceptions while creating the map.
SOLVED.
Isabelxxx Jul 09, 2012, 10:19 AM Native Raids are performed even when you defeat the native units.
Now no raid is performed in the city if the defender won the battle.
SOLVED.
Isabelxxx Jul 09, 2012, 10:20 AM Fur trapper doesn't work properly. The amount of fur given is not modified.
Solved.
Isabelxxx Jul 10, 2012, 08:45 AM Now you can choose a land unit group with ALT + Click even when naval stay with the land stack. (Naval units don't block ALT + Click a land unit.)
Also you can choose a unit group that already finished move. (No longer you don't have to select a unit one by one.)
Bug present in BTS and COL, solved.
Isabelxxx Sep 12, 2012, 02:38 PM Europe Cost when recruiting and unit display strange random values.
Maps given by Native Chiefs ("ask to speak with the chief") and goody huts are not stored, since they are not given to the unit.
Solved!
JosEPh_II Oct 04, 2012, 12:04 PM I see that DoaNE still is very buggy. Too Bad I really hoped it was playable.
JosEPh :(
Isabelxxx Oct 05, 2012, 04:26 AM I see that DoaNE still is very buggy. Too Bad I really hoped it was playable.
JosEPh
jajaja, well I have to correct that! DoaNE is buggy in the version available for users, that's said 2.0
BUT Next version should be almost bug free. As I have said in other threads, I have tried to polish and fix every bit of DoaNE features.
JosEPh_II Oct 05, 2012, 07:25 AM Sorry didn't mean to upset anyone. But I was looking for a response of some kind. :)
JosEPh
Isabelxxx Oct 05, 2012, 07:41 AM No problem Joseph. I just wanted to clarify it, so you can expect to have a playable version (and not a beta anymore) in the inmediate future.
Seriously, I simply laugh because what you said is true. There were too many things without logic.
In fact that was my impression when starting the developing from 2.0. It was a pity, but hey, I think the work has been done pretty well since that moment; now the main point is to make this playable and bug free.
M07 Oct 08, 2012, 06:58 AM Hi, I come back.
It will be hard for me to work often but I will do my best.
I learned computer science in the same time I began this mod.
I added too many bugs but also many improvements :). But with Isabelxxx, we tried to fix all this nasty bugs.
JosEPh_II Oct 08, 2012, 09:21 AM I'll be watching and waiting then.
JosEPh :)
Pallando Nov 20, 2012, 08:36 AM Do you guys have any estimate of when or if the mod will come out?
|
|