[Religion and Revolution]: Bugs and Todos

Playing version 2.0 I just received a message from my King (I'm England) that he wanted me to make peace with George Washington. The problem is that I am playing as George Washington and there isn't another one in the game! I made peace anyway and after that the message popped up that I had 'made peace with the Wild Animals". Even stranger since I have disabled Wild Animals in this game. Any ideas? I'm still playing and no crashes or anything else. The only other problem I can see is that one of the French colonies is named %s.
Other than that everything else seems just fine. No crashes and I'm loving this game again after a long time away! Awesome Mod.
 
Could I have a savegame ?

This sounds really strange.
Never had something like that in my own tests or games.
(Actually the things you report are / should be explicitly caught in the logic.)

The only explanation I currently have is:
You might have set up so something awkward in your Custom Game or with Worldbuilder.
(Unless of course you are not playing clean RaR 2.0 but with some modmod or changes of your own.)
 
You know what, I forgot that for this game I went into Worldbuilder and set the starting locations and units for the four powers in this game. It is possible I mucked something up in doing that I guess. I can still provide a save if you want.

On a related note, I went into Worldbuilder to set the starting locations because they ALWAYS seem to close to me. Is there any way to change that?
 
It is possible I mucked something up in doing that I guess.

Maybe. :dunno:

I can still provide a save if you want.

Why not, maybe I can figure out what went wrong.

Is there any way to change that?

The only way to change starting locations generated by the game would be to change DLL logic.
They also simply heavily depend on the map generated.
(In maps with fixed player starting locations they are simply manually placed by Worldbuilder.)
 
On a related note, I went into Worldbuilder to set the starting locations because they ALWAYS seem to close to me. Is there any way to change that?
As Ray said, the only way to do it is to program it. I guess it would be possible to add min starting distance to XML (playable civs only). When a starting plot is found, it checks distance to all starting plots and try again if it isn't available.

There is one major issue though: what if there is no valid starting plot for the last player?
Adding the feature isn't tricky. Adding it to prevent the game from freezing or similar starts to make it more complex. It's not a bad idea, it just needs to be done correctly.

It's true that Europeans can start in a cluster once in a while, but try enough times and you will experience the lonely feeling you can also get from not starting in a cluster. I recently tried a map, which turned out to be two continents. 4 civs settled on the big one and I settled on the small one due to starting locations. The small one was around half the size of the big one.
 
Okay, thanks for the info guys. I'm attaching the save where I made peace with the Wild Animals. You can see it in the log, year 1519.
It would likely be more useful with an autosave from just before you make peace. I usually change CivilizationIV.ini to make autosave each turn and then keep at least 20 as an autosave from the previous turn is worth a lot when hunting bugs, which shows up between turns.
 
@Thorn:
I have no idea what you did exactly but something got heavily messed up.

e.g.:
There is "The Archbishop" and "Der Erzbishof".
There also is "Wild Animals" and "Wilde Tiere".

So basically you have somehow managed to create the Church Player and the Wild Animals Player twice. :eek:
(For both one time the name in German and one time in English.)

This must have been some really strange combination of using Worldbuilder (to create a saved map)
and then restarting that map with some strange settings in Custom Game ...

I am sorry, but I am not going to analyze this any further.

I really believe that this is not related to the mod itself, but to lack of knowledge about Map Making and Custom Games.
(I really don't believe something like this can happen when starting a game with properly created maps or our random map scripts.)
 
So basically you have somehow managed to create the Church Player and the Wild Animals Player twice. :eek:
(For both one time the name of in German and one time in English.)
Now that's really strange and likely the culprit for this issue. When the game loads the strings from the text XML files, it picks the string belonging to language you selected and discards the rest. This mean normally "Wild Animals" and "Wilde Tiere" will not be present in the memory at the same time while playing.

I imagine something like this happened: (just an unproven hunch)
  1. adding the players normally
  2. change language
  3. use world builder
  4. add missing special civs (like wild animals) if they are not already present
Step 1 used language A and step 4 checks for the names in language B, hence they are not present.
Maybe the language would have to be changed while you are inside world builder (is that even possible?)

I am almost sure, that the mod wouldn't create such stuff when using one of the maps we created ourselves or simply using one of our mapscripts to start a random game.
I agree. It would appear that you would have to do something fairly unusual to trigger this and chances are that we will never see it again.
 
I still have the Worldbuilder save so I'll reload it and take a look.

The problem is probably the Worlbuilder save itself when using it for a Custom Game.
(Which is nothing else than a map.)

A Worldbuilder saves (Map) must be created in special ways if you want to use it to start a Custom Game.

By the way there are 2 ways to start a game from a Worldbuilder saves (Map) :

  • Quick Start --> You should be able to start any Worldbuilder saves like that without problems.
  • Custom Game --> Creating a Worldbuilder saves for that requires some knowledge how to do it.

If you simply want to modify starting locations to restart the game with those, simply create a normal savegame.

Worlbuilder saves are supposed for map making. If you don't know how to do that, you can create strange things.
(Also in RaR a few things work differently because we have added new functionalities for Maps.)
 
Ok, so if I had went into Worldbuilder without loading the R&R mod first and set the starting locations, then restarted the game with the mod enabled it would have worked?

I looked at the WB save. It does show two Wild Animals and two Churches. Even stranger, the churches are associated with the Inuit tribe!
 
Ok, so if I had went into Worldbuilder without loading the R&R mod first and set the starting locations, then restarted the game with the mod enabled it would have worked?

No. That would probably not have worked at all.
A Map (Worldbuilder save) for RaR must be created with RaR.

But a Map to be used in Custom Games must be created in special ways.
(It must be prepared using an Editor like Notepad++.)

But you could take a look (using Notepad++) at these 2 maps as examples:

RAR Americas Gigantic - random ---> Map with Random Players / Starting locations
RAR Americas Gigantic ---> Map with Fixed Players / Starting locations

I looked at the WB save. It does show two Wild Animals and two Churches. Even stranger, the churches are associated with the Inuit tribe!

You probably messed up with your map by using it to start a game instead of loading it from Worldbuilder until it was finished.

But as I said, I am pretty sure, that this was not caused by a bug in the mod.
(This is probably due to lack of knowledge about Map Making.)

I am really sorry, but I currently don't have the time to explain Map Making.
 
No. That would probably not have worked at all.
A Map (Worldbuilder save) for RaR must be created with RaR.

But a Map to be used in Custom Games must be created in special ways.
(It must be prepared using an Editor like Notepad++.)

But you could take a look (using Notepad++) at these 2 maps as examples:

RAR Americas Gigantic - random ---> Map with Random Players / Starting locations
RAR Americas Gigantic ---> Map with Fixed Players / Starting locations



You probably messed up with your map by using it to start a game instead of loading it from Worldbuilder until it was finished.

I am really sorry, but I currently don't have the time to explain Map Making.

No problem, it's really not worth spending time on anyway. ;)
 
I've encountered a little bug in a diplo-event for the church.

I've paid the Archbishop money on his request, and immigration was increased. Enough Crosses were added to fill the immigration bar in the Europe screen entirely.

However, I cannot hurry any immigrants at that point, even though it should be free. I click on them and I hear thew sound you normally hear when hurrying an immigrant, but they don't appear on the docks.
Additionally, the Europe sound effect (sloshing waves and seagulls) doesn't go away anymore, and even keeps playing if I exit to the main menu.

Could it be that something goes wrong if an event gives too many Crosses?
 
I can confirm both effects. The "error" is trying to hurry the new immigrant. Not doing so should avoid it, which of course is just a workaround and not the final solution.
 
I took a brief look at the code to see if the bug can be fixed easily. I think it can be solved fairly easy.

In CvPlayer::doCrosses(), there is
Code:
int iCrossRate = getYieldRate(YIELD_CROSSES);
Change it into
Code:
CvPlayer::doCrosses(int iCrossRate)
In CvPlayer::doTurn(), the call to doCrosses should then be
Code:
doCrosses(getYieldRate(YIELD_CROSSES));

The functionality should then be the very same. No change in gameplay.

Next the event should call doCrosses() instead of changeCrossesStored(). That will produce immigrants right away if you overflow and you will not end up in the case where you have too many crosses when you try to hurry.

I haven't tested this approach and I'm busy with M:C right now. Feel free to try it and see if it works or if something breaks.
 
I am back home again and will take care of that small bug.
(I am pretty sure it is quite easy to fix.)

Edit:
The bug is fixed. :)
(New revision in SVN. Will be contained in upcoming release of course.)

The Church Event cannot cause that bug anymore.
If the Threshold for crosses is lowered (and might drop below the stored crosses) the logic will directly check if immigration needs to be done.

And I am pretty sure that no other part of the logic in RaR could cause that bug.
 
I've found a problematic bug. Somehow, the Dutch managed to get a negative amount of Horses in their city (-50).

I'm playing this on my own version, so maybe I did something wrong accidentally, but I've never added anything that could influence the stored yields in a city, as far as I'm aware.

Does anyone know how these kinds of bugs are caused? Could there be some event that takes away Horses (like the HorseThief event), but forgets to check if there are enough of them to be taken away?:confused:

Any help would be greatly appreciated.
 

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