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#401 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Maybe you accidentally paused the game? IIRC that could prevent you changing the tech.
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#402 | |
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Deity
Join Date: Jul 2009
Location: Texas
Posts: 2,939
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Quote:
You may have been certain you should have been able to research it, but you were wrong.
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Mod: Final Frontier Plus, version 1.81 released 27-June-2012 Mod: Rocks 2 Rockets, version 0 patch 0.3 released 9-April-2013 |
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#403 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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At least he was certainly wrong.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#404 |
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Chieftain
Join Date: Feb 2011
Posts: 2
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Fortunately, you are right. I played after a long period of not playing, and didn't remember some tech requirements were shown in the upper right corner of the tech icon.
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#405 |
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Deposed Chieftain
Join Date: Mar 2008
Location: England
Posts: 272
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As you've fixed all the major stuff, which is much appreciated, I'm not really sure how much you think a new patch is needed, but out of curiosity, do you have any further ones in the pipeline?, Or are you now trying to fix Civ V (
)?
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There is too much confusion here. ![]() Economic Left/Right: -5.38 Social Libertarian/Authoritarian:-0.67 |
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#406 |
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Chieftain
Join Date: Aug 2007
Posts: 19
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Hi all. I've come back to Civ4 after a long absence, and I've been playing a PBEM game with a friend. We're using the unofficial 3.19 patch as well as the BAT and BUG mods (I've crossposted this to that thread also).
Hovering over my flag shows: BUG Mod 4.4 [Build 2220] BULL 1.3 [Build 216] Unofficial 3.19 patch v1.50 I've just got Liberalism, but when I try to select my free tech, I get in red "You have already chosen your free tech(s)". Googling this phrase brings up this page: http://code.google.com/p/planetfall/...c=svn888&r=888, which lists that phrase as a text resource under "<!-- Free Tech Popup Fix -->" with the tag "<Tag>TXT_KEY_CHEATERS_NEVER_PROSPER</Tag>" I am certainly not cheating - but it looks like the game thinks I am! My guess is that something in either the unofficial patch or the BAT/BUG mods is causing this. Has anyone else experienced this? Any suggestions on how to fix it? Any advice gratefully received. Last edited by illarion; Jul 18, 2011 at 01:44 PM. |
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#407 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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That is a fix to an exploit that allows you to choose as many free techs as you like. I haven't tested it with PBEM games, but I'm surprised that would cause any issues. Can you please answer the following?
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#408 | ||
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Chieftain
Join Date: Aug 2007
Posts: 19
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Hi, thanks for the quick response!
Quote:
2 - I am the second of two human players, so player 1 if it's zero based. My friend started the game, and would be player zero. 3 - After picking the free tech and getting the error, I get the "Would you like to adopt free religion?" popup, then a normal "choose your next research" dialog, with Rifling showing as 10 turns. Selecting that allows me to go on with the turn, just with no benefit from Liberalism. 4 - See 3. 5 - Two humans. 6 - Five AIs I believe. 7 - I *believe* we installed the unofficial patch in CustomAssets, and BAT/BUG as a mod. Is there an easy way to check? (This is the first mod we've used). 8 - XP SP3. Now I know from your page how to enable logging, I have a bunch of logs in my logs directory - what should I be looking for? Quote:
But if there's an underlying problem, it would be nice to fix before it crops up again.I've tried reloading several times, which results in exactly the same sequence of events. I've now backed up a turn (waiting on my friend to play his), hoping to bypass the problem. (I still have a copy of the affected turn backed up though). I really have to hit the sack now - it's *very* late here - but I'd be more than happy to provide you with any further info you need in the morning. Thanks again for your help! EDIT: I've now tried a clean install on another machine (Civ->Warlords->BtS->official 3.19->unofficial 3.19->BAT), with exactly the same result. So it's not a problem with my machine or installation. Last edited by illarion; Jul 19, 2011 at 04:25 AM. |
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#409 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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No, I doubt it's a problem with the configuration. The way I block people from "enhancing" the Liberalism benefit is to keep track in the player of how many free techs they have remaining. It's been a long while since I wrote the code, but it's entirely possible that the code won't work if the game is saved in between.
I am hoping the solution is simply ignoring the issue when a PBEM game is involved and let the players enforce it themselves. Could you send me the save game from the turn before to my name at gmail.com? I'll see if I can do a quick test.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#410 |
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Chieftain
Join Date: Aug 2007
Posts: 19
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#411 |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,455
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I've been editing the AI's civic evaluation function for my mod, and I've just realised that one of the 'bug fixes' from the unofficial patch is actually a regression. ie. it creates a bug rather than fixes one.
I'll try to explain what I'm talking about. It's a bit subtle, and the original code certainly _looks_ wrong, but it actually worked correctly. The changes I'm referring to are all the ones that look like this: Code:
/************************************************************************************************/ /* UNOFFICIAL_PATCH 10/21/09 jdog5000 */ /* */ /* Bugfix */ /************************************************************************************************/ /* orginal bts code iValue += (getNumCities() * 6 * AI_getHealthWeight(isCivic(eCivic) ? -kCivic.getExtraHealth() : kCivic.getExtraHealth(), 1)) / 100; */ iValue += (iCities * 6 * AI_getHealthWeight(kCivic.getExtraHealth(), 1)) / 100; /************************************************************************************************/ /* UNOFFICIAL_PATCH END */ /************************************************************************************************/ However, things are not what they seem, because in the AI_getHealthWeight function, there is a second 'bug fix'. Code:
/************************************************************************************************/ /* UNOFFICIAL_PATCH 10/21/09 jdog5000 */ /* */ /* Bugfix */ /************************************************************************************************/ /* orginal bts code iValue += std::max(0, -iTempValue); */ // Negative health changes should produce a negative value, not the same value as positive iValue += std::min(0, iTempValue); /************************************************************************************************/ /* UNOFFICIAL_PATCH END */ /************************************************************************************************/ Alright, so it might look like these two changes just put us back where we started, except that we are now able to correctly evaluate civics which have negative effects (which wouldn't have worked correctly under the original code). That's true, and it's important, but there's a problem. Consider this: a happiness bonus is worth more if you don't have much happiness. For example, if I have a city with 1 anger citizen and I'm considering a civic which gives +1 happiness, I'd probably think "that's just what I need". However, if I switch to that civic I would then have 0 anger citizens, and so when I re-evaluate the civic I would probably think "I don't need an extra happiness point, so this civic is not valuable" – so I switch out of the civic, lose the happiness, then decide that I need it again! ... etc. The original code Code:
AI_getHealthWeight(isCivic(eCivic) ? -kCivic.getExtraHealth() : kCivic.getExtraHealth(), 1) So the original code worked correctly (for positive bonuses) and the patched code does not work correctly. For negative bonuses, the original code is completely wrong. So... my recommendation is to keep the change which allows AI_getHealthWeight and AI_getHappyWeight to return negative value; but to change the other part to something like this: Code:
iValue += (getNumCities() * (isCivic(eCivic)?-6:6) * AI_getHealthWeight(isCivic(eCivic) ? -kCivic.getExtraHealth() : kCivic.getExtraHealth(), 1)) / 100;
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K-Mod: Far Beyond the Sword |
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#412 |
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CCV-designer
Join Date: Aug 2007
Location: Germany
Posts: 1,164
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Hi. I found a problem in
PHP Code:
PHP Code:
The function only updates the bonuses if there is a plot with a bonus that becomes obsolete. But that's a problem! What about cities with free bonuses that become obsolete? Maybe free bonuses from a building of the city. The code should look like this: PHP Code:
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Leading designer of the Community Civ V [CCV] project ![]() **** 22.06.2011 **** NEW PATCH **** 22.06.2011 **** Download =====> CCV 4.40 D <===== Download Last edited by Thomas SG; Oct 27, 2011 at 01:50 AM. |
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#414 | |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,455
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Quote:
This bug is fixed in K-Mod. (the commit for the fix is here, but unfortunately, that same commit also changes a stack of other K-Mod things. So it isn't easy to see exactly which bits are for this bug. Suffice to say it's just a matter of including m_bChoosingFreeTech in the save files.)
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K-Mod: Far Beyond the Sword |
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#415 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Unfortunately, for the Unofficial Patch breaking saved game compatibility wasn't an option. You can try loading the autosave immediately before the turn where you acquired Liberalism. Did you by chance reload the autosave of the turn where you just acquired it? Otherwise it shouldn't happen.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#416 | |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,455
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Quote:
In my view, this is a pretty serious flaw - and probably one worth changing the save format for. But perhaps there is some other way to solve the original problem without the m_bChoosingFreeTech thing. (I don't actually know what the original problem was, so I don't have any advice for that.)
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K-Mod: Far Beyond the Sword |
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#417 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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It's been a long while since I made the fix, but as I recall the problem is that the "open the free tech popup" command is issued at the end of the previous turn but of course doesn't appear until the beginning of the next turn. This is just how Civ4 turns work:
The bug is caused because when you load a game you are starting at step 6, but all the popups opened between hitting the end turn button and starting your next turn are saved. Because I don't save the "how many free techs do you have coming to you" value, when the popup appears I see zero for that value (in memory) and determine you must be cheating. If there were a way to determine that the game was just loaded, I could assume you have one free tech coming to fix it, but I don't know if that's possible. It may be. Actually, maybe I can set that value when the popup is loaded from the saved game. Hmm, that would solve it without breaking save compatibility. If any SDK modders are keeping track of this thread, could you see if the code that loads the queued popups is available in the SDK? If they are, it should be a simple matter of detecting the free tech popup and assigning one free tech to the player.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#418 |
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AI programmer
Join Date: Oct 2005
Location: Australia
Posts: 1,455
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EmperorFool, without the unofficial patch, what does one actually have to do in order to get extra free techs? I see that the actual free tech comes on the turn after the event that grants the free tech - but I'm not really sure what the exploit is that the unofficial patch corrects.
Actually, the real reason I'm posting is to ask about this code in CvSelectionGroup::continueMission : Code:
/************************************************************************************************/
/* UNOFFICIAL_PATCH 08/04/09 jdog5000 */
/* */
/* Player interface */
/************************************************************************************************/
/* original bts code
deleteMissionQueueNode(headMissionQueueNode());
*/
if (!isHuman() || (headMissionQueueNode()->m_data.eMissionType != MISSION_MOVE_TO))
{
deleteMissionQueueNode(headMissionQueueNode());
}
else
{
if (canAllMove() || (nextMissionQueueNode(headMissionQueueNode()) == NULL))
{
deleteMissionQueueNode(headMissionQueueNode());
}
}
/************************************************************************************************/
/* UNOFFICIAL_PATCH END */
/************************************************************************************************/
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K-Mod: Far Beyond the Sword |
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#419 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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IIRC you need to hit both left- and right-mouse buttons together. I worked the timing out at the time, and it's probably that you must let go of right-click last, but I don't remember precisely. What happens is that you trigger both "yes, this is the tech I want for free" and "show me the Civilopedia entry for this tech" actions, and this causes the game to give you the free tech but neglect to decrement your free tech counter.
The other way is to choose your free tech, save, reload, and repeat forever. At least, I think that worked as well. This was over two years ago mind you that I worked out a solution . . .
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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