[Religion and Revolution]: Bugs and Todos

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I've posted a new update.
- I've set TAX_TRADE_THRESHOLD to 500 (instead of 200) in GlobalDefinesAlt.xml
- I've fixed the incorrect native buildings.
- I've translated a few texts.

About privateers, there's been a misunderstanding. I don't wand to make piracy easier, I want to make trade harder! :D
We should have to escort our trade ships. It makes life more interesting ;)
 
I've posted a new update.
- I've set TAX_TRADE_THRESHOLD to 500 (instead of 200) in GlobalDefinesAlt.xml
- I've fixed the incorrect native buildings.
- I've translated a few texts.

Great. :thumbsup:

We should have to escort our trade ships.

Human player might be good at this.
AI is not.

So if we make Piracy easier / Trade harder, we will only weaken AI in the end ... :(

Also consider, that we will eventually have Pirates.
If all trade ships are weak, that might become a big problem for AI.
 
You're welcome!

Human player might be good at this.
AI is not.

So if we make Piracy easier / Trade harder, we will only weaken AI in the end ... :(

Also consider, that we will eventually have Pirates.
If all trade ships are weak, that might become a big problem for AI.
Oh! I see... And I agree with Schmiddie, AI seems a little weak on the long term. But it is is easy as in vanilla C4C :D

Something is definitively wrong with our mapscripts...
In CvMapGeneratorUtil.py addForestsAtPlot function seems incorrect. I'll fix it:
Code:
def addForestsAtPlot(self, pPlot, iX, iY, lat):
        if pPlot.canHaveFeature(self.featureForest):
            #if self.forests.getHeight(iX, iY) >= self.iForestTundraLevel:
            if pPlot.canHaveFeature(self.featureForestTundra):
                pPlot.setFeatureType(self.featureForestTundra, -1)
            elif self.forests.getHeight(iX, iY) >= self.iForestLevel:
                pPlot.setFeatureType(self.featureForest, -1)
This is our new code. It simply adds tundra forest on every plot than can have this feature.
The original code is:
Code:
def addForestsAtPlot(self, pPlot, iX, iY, lat):
        if pPlot.canHaveFeature(self.featureForest):
            if self.forests.getHeight(iX, iY) >= self.iForestLevel:
                pPlot.setFeatureType(self.featureForest, -1)
I'll check the xml part...
 
Something is definitively wrong with our mapscripts...

I do not think the part you mentioned is wrong.

Because the decision if the Plot should have forrest is a totally different one, than the decisions which forrest to set.

In addForestsAtPlot it is only decided which Forrest to set.
(And not if a Forrest is supposed to be set.)

If a Forrest is to be set and the Plot can have Taiga (ForestTundra), then Taiga should be set in there and not another Forrest.

Please do not change the code at that position. :thumbsup:
(This is only the position that decides which Forrest and not if.)

But maybe the code is wrong some place else.
(Maybe take a look where addForestsAtPlot is called. :thumbsup:)
 
Abandoning Cities
(@Robert: This Feature is already fully implemented in my Preview)

It is based on a mod-component from Trachmyr.
(I added improvements.)

It basically works like the "Abandon City" from Original CivCol.

A) Drag&Drop the last Citizen of a City to the Garrison-Area in City-Screen.
B) You can equip that settlers in that process if you want.
C) There will be a warning that the city will be lost soon.
D) Now you have time till the end of the game turn
- to change your mind and put a settler in the city again -> this will stop the abandoning
- send ships or wagontrains for example to the empty city to take out the last goods.
E) When you finish the game turn, the city is lost.

Feedback ? :)

I remember Trachmyr's mod gave me Python exceptions in the city screen when abandoning the colony (but if Python exceptions were disabled, nothing bad would happen). Did you manage to fix that?
 
Quick question: is this normal and planned behavior that Tavern is producing alcohol? I have no grapes, no barley and still it is producing wine and beer. I thought that Tavern are using alcohols, not producing. Maybe I do not understand the concept here? Please feel free to correct me if I'm wrong.
 
Quick question: is this normal and planned behavior that Tavern is producing alcohol? I have no grapes, no barley and still it is producing wine and beer. I thought that Tavern are using alcohols, not producing. Maybe I do not understand the concept here? Please feel free to correct me if I'm wrong.

Well yes, that is the normal behaviour of a tavern.
(In taverns of that time, usually small amounts of different alcohols were produced. They were partially self supplying.)

Otherwise the building currently would do nothing else, than unlocking sales at Domestic Market for alcohol ...
(Would have been a very weak building then for the moment.)

In future releases, Taverns will do a lot more though.
(The features / events for Tavern are simply not very highly prioritized currently.)

As I said, we simply need time to implement all our ideas ...
 
But maybe the code is wrong some place else.
(Maybe take a look where addForestsAtPlot is called. )
Be aware that changing the addFeaturesAtPlot() function (the one you need) should be done with caution.

Not sure how the team has implemented changes in map scripts but the problem with these functions is that other map scripts (not explicitly adapted to R&R) will not work or use your features, since they are calling addFeaturesAtPlot() with their own parameters for ex.
Also some map scripts include their own addForestsAtPlot() (in fact all the features functions)and your features will work in a different way in those cases. So better not to change the function which controls where you want forest or tundra unless you want to explicitly adapt map scripts...

I have found ways to force changes in all map scripts even with scripts not adapted, but it takes time and many tries. The same can be applied to just put any map script to the mod and let it work without your changes! So the system works in both ways and allow users to play with any map (so that only balance matters and you don't care for compatibility)

What fixes or changes have you in mind, Robert Surcouf?
 
I have found few (actually not very important) visual issues:

1. I have problem with special letters in city screen. In world map I can see correct name Québec, but in city screen there is Quźbec. "ź" is Polish letter, so I'm pretty sure that this is related to Polish version of the game (although I'm playing in English). Do You know how can I change in XML (if possible) fonts in city screen to the same from world map? Or how to correct this in any other way?
Spoiler :

2. I'm not sure if this is a bug or not, but the bridge looks like rail bridge made of steel. Maybe this is just me, but this looks quite odd :) In TAC it looked more like stone bridge.
Spoiler :

3. In city screen in buildings which are producing more then one yield, the second yield is always showing that it is consuming some resources twice:
"Converts Tools into Guns"
"Converts Tools and Tools into Cannons"
Spoiler :

To be honest I'm not sure if this is bug or maybe some technical limitations (in the end Vanillia was not designed to such functionality).
 

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1. I have problem with special letters in city screen. In world map I can see correct name Québec, but in city screen there is Quźbec. "ź" is Polish letter, so I'm pretty sure that this is related to Polish version of the game (although I'm playing in English).

Sorry, I have absolutely no experience with Polish version of the game ...
Any problems that might appear in Polish or Russian or any other localization are very unlikely to be fixed by us, sorry. :dunno:

Edit:
Do you have Special Characters in the Installation Path of the mod ? :think:
(This is a very bad thing for most mods.)

2. I'm not sure if this is a bug or not, but the bridge looks like rail bridge made of steel. Maybe this is just me, but this looks quite odd :) In TAC it looked more like stone bridge.

There are 2 Types of roads (Normal Road, Plastered Road) in Religion and Revolution. ;)
You cannot compare graphics of Plastered Road (which does not exist in TAC) to Normal Road in TAC.

But yes, the bridge for Plastered Road could be prettier. :thumbsup:
(I did not notice, when integrating that feature into Religion and Revolution.)

3. In city screen in buildings which are producing more then one yield, the second yield is always showing that it is consuming some resources twice.

I will check. :thumbsup:

To be honest I'm not sure if this is bug or maybe some technical limitations (in the end Vanillia was not designed to such functionality).

Of course Vanilla was not designed for such functionalities but it is our challenge to change the technical limitations. :)
 
Thanks fo quick reply :goodjob:

Do you have Special Characters in the Installation Path of the mod ? :think:
(This is a very bad thing for most mods.)
This the first thing I checked :) The answers is: no, I don't have special characters in Installation Path.
How can I change fonts in game itself? Theoretically I should be able to change font of city screen name to some other one :think:
 
How can I change fonts in game itself? Theoretically I should be able to change font of city screen name to some other one :think:

That is not as easy as you think ...

Also, with every public release you would need to do your changes again.
(They would be overwritten by our files again.)

You theortically have 3 possibilities to try:

1. Font files in our mod:
...\Assets\res\Fonts\GameFont.tga
...\Assets\res\Fonts\GameFont_75.tga

2. CitySreen in our Mod:
...\Assets\Python\Screens\CvMainInterface.py

3. Removing Special Characters from the City Names
...\Assets\XML\Civilizations\CIV4CivilizationInfos.xml

But I would not suggest to do changes to any of these files on your own ...
 
Mscibor, let me guess. Your OS uses a Latin-2 character set... Definitely not a Latin-1 one
You cannot really fix it unfortunately :(

2 main problems:
The game doesn't support UNICODE (actually it doesn't support any non-ascii characters AFAIK)
Civ IV automatically detects and uses your OS' character set for XML files :/

Fonts directly on the map (in the city name on your first pic) will be good for all Latin-1 characters, as it's handled in the gamefont files
But otherwise the fonts which are different in the Latin-1 and Latin-2 character sets - for example char 224, char 232, etc - will be displayed wrong, no matter what you do :(
At least I didn't find a solution yet...
 
Hi, I've got Steam English version of CivIV Col with correctly installed Rel&Rev mod. Everytime I play the game with your brilliant mod (no such problems in vanila), after few minutes, CTD occurs. Visual studio 2010 shell appears with a menu to choose a debugger and following message is shown:

"An unhandled win32 exception occured id colonization.exe 984" (I am unsure if the number is always the same).

Besides, the mod needs literally few minutes to load, perhaps due to the specifications of my computer.

Any solution?

Specification (notebook)

Spoiler :
Vendor: GenuineIntel T3200
Speed: 1994 Mhz
2 logical processors
2 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Unsupported
SSE42: Unsupported

Network Information:
Network Speed:

Operating System Version:
Windows XP (32 bit)
NTFS: Supported
Crypto Provider Codes: Supported 323 0x0 0x0 0x0

Video Card:
Driver: NVIDIA GeForce 8600M GT

DirectX Driver Name: nv4_disp.dll
Driver Version: 6.14.12.6724
DirectX Driver Version: 6.14.12.6724
Driver Date: 23 Feb 2011
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 60 Hz
DirectX Card: NVIDIA GeForce 8600M GT
VendorID: 0x10de
DeviceID: 0x407
Number of Monitors: 1
Number of Logical Video Cards: 1
No SLI or Crossfire Detected
Primary Display Resolution: 1280 x 800
Desktop Resolution: 1280 x 800
Primary Display Size: 12.99" x 8.11" (15.31" diag)
33.0cm x 20.6cm (38.9cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 512 MB
Supported MSAA Modes: 2x 4x 8x

Sound card:
Audio device: Realtek HD Audio output

Memory:
RAM: 2046 Mb

Miscellaneous:
UI Language: English
Microphone: Not set
Media Type: DVD
Total Hard Disk Space Available: 89989 Mb
Largest Free Hard Disk Block: 6874 Mb
OS Install Date: April 22 2012
Game Controller: None detected
 
... after few minutes, CTD occurs.

Are these CTDs reproducable with a savegame ?
(Or is it possible to load a save and continue playing for a while ?)

Besides, the mod needs literally few minutes to load, perhaps due to the specifications of my computer.

Well, I have to admit, that the mod is known to not play well on old operating systems and old computers. :(
(It is probably related to the huge amount of graphics and additional logic in our Mod.)

Most important from the experience reports:

1. A strong graphic card with lots of graphic memory
2. A lot of RAM
3. A newer operating system (64Bit helps a lot, too)

Any solution?

If the bugs are reproducable with a save (meaning a problem in the logic),
I would probably be able to fix it.

If it is performance related, I can currently not do a lot about it.
(Maybe things will improve a tiny bit with the next release. :dunno:)

The only advices I have:

1. Play small maps
2. Deactivate everything that is not needed (e.g. Virus Scanner)
3. Play with low settings for graphics
4. Read this post from Isabelxxx
 
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