Bug Report (English)

1) The AI_Heal function doesn't check the terrain around the current position. But I may be able to change it.

2) Archers and other FSA capable units prefer the FSA and won't attack direct if the chance is not high enough. Why the archer doesn't capture the empty city is a miracle. I'll search for the reason... Maybe caused by FSA.

3) I've changed nothing. Just luck.

Quoting myself. :p

1) I teached explorers or better the AI_ExplorerMove() to check for near goodies before healing.

2) This is no effect of my FSA. I checked the code and saw that this is a more or less stupid (BB)AI behaviour. The AI would have only attacked with attack units like a swordsman but not with a counter or city defense unit like axeman or archer. And depending on the game settings, the current players and cities, even a swordsman wouldn't have attacked the empty city. I have solved that problem for barbarian (attack, counter and city defense) units at the moment in 4.29G++! Collateral units like catapults still wouldn't do. For standard players I have to think about a more complex routine. But maybe the current version is even fine for usual civs. But while barbs appear with warriors, archers, axeman and swordsman in the early ages it should be fine now.
 
What about your problems with CCV? Do you still have trouble if you are running the mod as an admin? Have you tried the latest release 4.29H?

Everybody with trouble please post again. Or I don't know what I still have to care about. I've got no trouble. So you must help me to work out why you have got some...
 
I tried the new version, and the glitch I had earlier went away. However, it was not without a series of error messages.
Although, It just occurred to me that my computer is too primitive to support your mod. Looks good, though. Apologies.
 

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I tried the steps above, but I still have the same thing occurring.
To all that have this bug that Sam42 reported: Did you play with Limited Religion? I just found this very recent post in the RevDCM thread:
No, 2.80 has a serious bug in it, Limited Religions is completely broken. That's the main reason I tried to get out this update was so a 2.81 build could be released to address that. Also this build is save game compatible, there is no conceivable reason to wait to release unless you have stability concerns.
 
I played it as it came installed, w/out making any changes.
Sorry, I meant: Did you check the box for "Limited Religion" (or what the exact name of that feature is - I have to check since I never played with it) in the setup of the game? But if you haven't changed anything there, then we have to ask Thomas SG whether he had checked it initially or not (and unchecked it in the version that you were able to play). Because if this feature was broken then it is (was) the probable culprit for you messed up game.
 
An improvement, but still having issues with the text now in the bars in widescreen mode (1440x900). Have tried lower resolutions and everything was fine. Hardly anything gamebreaking so dont break a sweat on me now...:D Still, a bug.

denna.png
 
Oh, that looks fine. All bars are fitting. It's better than I expected. :D Just have to get the new position of GP text and maybe the research text. Cool. :cool: We will get it working!

:dance: *I wear my sunglasses a night...* :dance:
__________________________

About the Limited Religions. I'll check the changes from RevDCM asap. DL the code of 2.81 at the moment. Maybe I can repair the broken feature if they haven't done it. But I don't think that this is the problem of the autolog.ini problem. As the log is good for nothing (for you) I'll find for sure a way to silence this message.

__________________________

There is a problem in 4.29H. I've made a mistake in the chinese setting in CivilizationsInfo. And there is a typo in the same file. Both can crash the game!

It must look like this:
PHP:
			<Type>CIVILIZATION_CHINA</Type>
			<Description>TXT_KEY_CIV_CHINA_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_CHINA_SHORT_DESC_ADN</ShortDescription>
			<Adjective>TXT_KEY_CIV_CHINA_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_CHINA_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_DARK_PINK</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_CHINA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_ASIA</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_CHINA</UnitArtStyleType>

The mistake is in <ArtStyleType>. In version 4.29H it calls ARTSTYLE_CHINA. But this is not exisiting.

And somewhere in the file I've created a typo. I think it was BYZANTINIUM instead of BYZANTIUM. With a search of BYZAN you can find the mistake.

I've attached my current file. This file includes also some more changes that can make more barb unit types appear. It's from my current development of 4.29I. ;)

________________________

Current changes for next version:

Art:
- some new button arts
- new unsurfaced road art

AI:
- teached the AI the effects of gold cost for (rail)roads -> we will see more asphalt roads in use

Gameplay:
- Apo and UN don't require (for construction) a special victory; both are still required for diplo victory
- diplomatic victory (!) votes are only possible if diplomatic victory is enabled and mastery victory is disabled; all other votes are now independed from the victory options
- build (rail)road costs now some gold
- new game option: Realisitc Culture Spread (improved version from AND) -> very, very cool feature
- new game option: Peace fixes Borders -> but I need more information what happens if a city is flipping; so experimental
- increased number of animals
- number of animals independend from total number of barb units
- allow barbs almost all unit types (even nukes)
- barbs can be spawned on ships
- animals can appear now in all eras

Others:
- modified and moved Era Stopper Mod to in-game-options under "Optional"
- new config tab "Diplomacy" where you can choose in-game the possible diplomatic options (similar to AND option tab)
- correctur of typo in CivilizationsInfo
- correctur of wrong ARTSTYLE for China in CivilizationsInfo
 

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Just a screen from the future. Do you see the borders? And count the animals! There are five in this little part of the world.

Spoiler :
 

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Hi Thomas, the info on the next update looks great! :) Perhaps you could add some of the following observations/remarks to your list: ;)

1.) Sometimes I get double messages when a Great General/Leader has died:
Spoiler :






2.) How is is possible that the newly conquered Persepolis gets so much food with only one tile being worked? Is that normal? (Save included)
Spoiler :




3.) Is it correct that I cannot promote my units to City Raider II anymore? :(
Spoiler :




4.) My worker could not rebuild a workshop (that had been pillaged before), but could build all the other improvements. Why? - Btw, I could rebuild the workshop one or two turns later. :confused: (Save included)
Spoiler :




5.) There is an event pic missing:
Spoiler :




6.) Why can I upgrade a galley in the water? But not in a city (which IIRC had no shipyard, though)?
Spoiler :


 

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Spoiler :
Oh, that looks fine. All bars are fitting. It's better than I expected. :D Just have to get the new position of GP text and maybe the research text. Cool. :cool: We will get it working!

:dance: *I wear my sunglasses a night...* :dance:
__________________________

About the Limited Religions. I'll check the changes from RevDCM asap. DL the code of 2.81 at the moment. Maybe I can repair the broken feature if they haven't done it. But I don't think that this is the problem of the autolog.ini problem. As the log is good for nothing (for you) I'll find for sure a way to silence this message.

__________________________

There is a problem in 4.29H. I've made a mistake in the chinese setting in CivilizationsInfo. And there is a typo in the same file. Both can crash the game!

It must look like this:
PHP:
			<Type>CIVILIZATION_CHINA</Type>
			<Description>TXT_KEY_CIV_CHINA_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_CHINA_SHORT_DESC_ADN</ShortDescription>
			<Adjective>TXT_KEY_CIV_CHINA_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_CHINA_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_DARK_PINK</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_CHINA</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_ASIA</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_CHINA</UnitArtStyleType>

The mistake is in <ArtStyleType>. In version 4.29H it calls ARTSTYLE_CHINA. But this is not exisiting.

And somewhere in the file I've created a typo. I think it was BYZANTINIUM instead of BYZANTIUM. With a search of BYZAN you can find the mistake.

I've attached my current file. This file includes also some more changes that can make more barb unit types appear. It's from my current development of 4.29I. ;)

________________________

Current changes for next version:

Art:
- some new button arts
- new unsurfaced road art

AI:
- teached the AI the effects of gold cost for (rail)roads -> we will see more asphalt roads in use

Gameplay:
- Apo and UN don't require (for construction) a special victory; both are still required for diplo victory
- diplomatic victory (!) votes are only possible if diplomatic victory is enabled and mastery victory is disabled; all other votes are now independed from the victory options
- build (rail)road costs now some gold
- new game option: Realisitc Culture Spread (improved version from AND) -> very, very cool feature
- new game option: Peace fixes Borders -> but I need more information what happens if a city is flipping; so experimental
- increased number of animals
- number of animals independend from total number of barb units
- allow barbs almost all unit types (even nukes)
- barbs can be spawned on ships
- animals can appear now in all eras

Others:
- modified and moved Era Stopper Mod to in-game-options under "Optional"
- new config tab "Diplomacy" where you can choose in-game the possible diplomatic options (similar to AND option tab)
- correctur of typo in CivilizationsInfo
- correctur of wrong ARTSTYLE for China in CivilizationsInfo

Yay!! Keep up the good work. :thumbsup:
 
Found two missing text keys,
_misc_specialist_happy
_concept_espionage_pedia_sr_ccv

And i found a holy knight,
Spoiler :


He withdrew when i was attacking, and thats were he ended up.
 
You'll have to forgive me for not reading the whole thread...

The 'next great person' text is above its bar. I think it may have something to do with the resolution and the extra buttons on the right. The code that bumps the bar itself down below the research bar must not know to bump the text down as well.

This was at 1920x1080.

Spoiler :


Seems like a nice mod and I'll be keeping an eye on it :goodjob:
 
As always at the moment I'm very short on time. I've noticed all bugs and go searching for them. Most of it seems to be easy to fix.
 
Thomas SG, I could transport a rifleman (and lateron also a settler) with a caravel, but the hover text says it can only transport scouts, Great Person etc. So, there is either a bug or the hover text is wrong.
 
A few very first comments (after a few turns) regarding 4.29H+:

1.) My capital is size 3 with 6 (3x2) food, but it grows with +7. :confused: (Do I need less than 1 food per pop in the beginning?)

2.) I got the message that my borders(!) are about to expand, but they didn't (since I play with this new culture spread feature, culture might spread more slowly, but maybe you should adjust the messages to the new system (e.g. "you reached a new culture level" or something similar, or better: the "border"-message comes when the border actually pops (not the culture)).

3.) I remember that in the early versions of RevDCM (and CCV?) the (second) stage (first change of description) of a city was "City State" (when single and reaching pop 3), now it is "Empire". IMO "City State" for a single city with pop 3 would be better. "Empire" sounds "bigger".
(I noticed that in the previous versions, but always forgot to mention it.)
 

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I've found a bug, I got a random event where a melomangic (or something like that) computer guy had done something, and that a number of Automatons would spawn in my border. I looked, but I saw no Automatons in my borders, or anywhere in fact. I saved, and pressed next turn. The game crashed. I loaded my save, but before it's loaded, the game crashes. I've tried it three times, and all crashed before it was loaded. Here's the savegame:

http://rapidshare.com/files/434302925/Ouwerkerk_AD-1997-July.CivBeyondSwordSave

EDIT: Perhaps I know how to fix it, the Great Wall, and all other wonders, are still active... I will try wether it works if I disable the Great Wall for a single turn.

EDIT2: Well, I obsoleted it, but it still crashed.
 
I discovered a problem (though, I hadn't realized this issue until numerous turns later) where I had managed to get in contact with a civilization from across the ocean before such a thing was possible. Long before. In turn, they placed me in contact with many others who I should not have been in contact with.

I only discovered the impossibility of the situation at a much later point in the game after having purchased their world map from them, it showing no connection to anything but that area.



I also seem to be unable to suggest tech trades although I have both technology trading and brokering on. The AI is able to negotiate trades with me, just not the reverse. They also seem to be able to negotiate and deal amongst themselves just fine, placing a rather hefty handicap on me.
 
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