[Religion and Revolution]: Bugs and Todos

@Schmiddie:

I have checked the logs you sent me.

Except the 2 suspicious errors about graphics I sent you, I could not find any problems. :)
 
I have started a game with the giant map to ensure that problems are not caused to the map size (gigantic).

I have freezes (loading freezes or simply scrolling etc.) all 5-10 rounds as well on this map (frustrating).

Hm, I cannot find the problem. How do I read the logs?
 

An archive for our graphics.
It is a commom method in Civ and CivCol mods to increase performance.

We just did not use that yet, because it would have made our work on graphics much more difficult.
(It does not make sense to create that archive as long as we are constantly working on the files.)

But we will use it when packaging our release. :thumbsup:
 
@Robert:

1.) In Colopedia for Units the list of required yields for a ship is too long for the tile it is displayed in.
Thus the last yield (Hammers) comes out of the tile which does not look very nice.

Would it be possible to shift the whole list (beginning with STRENGTH) a little bit upwards ?

2.) In Colopedia for Buildings the list of Yields and Bonusses is too long for the tile in some cases.
The scrollbar looks pretty ugly.

Would it be possible to also shift that list a little bit up and also decrease the fontsize so everything fits into the tile again ?

3.) In Colopedia for Terrains the list of available yields is in some cases too long for the tile it is displayed in.
The scrollbar looks pretty ugly.

Would it be possible to also shift that list a little bit up and also decrease the fontsize so everything fits into the tile again ?

4.) In Colopedia for Yields, the list of buildings and bonus according to that yield is in some cases too long for the tile it is displayed in.
The scrollbar looks pretty ugly.

Would it be possible to also shift that list a little bit up and also decrease the fontsize so everything fits into the tile again ?

5.) In Colopedia for Resources, the names of the yields are often pretty long and the text often gets over the right corner of the tile.

Would it be possible to decrease the fontsize so everything fits into the tile again ?

----

Could you please take care of these beauty corrections ? :)
It is probably pretty easy for you to adjust the Colopedia screens. :thumbsup:
I'm having a look at all this right now ! Do you still want Yields to appear in capital letters or not ? (Same question for "COST", "STRENGTH" etc...)
 
Here is a late game save with a bug - the bug occurs when the ship enters the port. The goal was playtesting features, getting achievements etc - the bug was a message saying "Icon size mismatch. 64 Size is only allowed by the city indicator compositor."
 

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Here is a late game save with a bug - the bug occurs when the ship enters the port. The goal was playtesting features, getting achievements etc - the bug was a message saying "Icon size mismatch. 64 Size is only allowed by the city indicator compositor."

Here it is again at begin of turn.



Also, when producing the Colored Cloth, sometimes it will produce the entire capable stockpile regardless the actual production ability. For example, it will produce 80 colored cloth in one go if i use a boat or wagon to put that many in the town. This bug is "fixed" by moving a specialist out of the building and back in, normalizing it's production.
Spoiler :


About the smuggler ships - if you leave it in the port you can filter ships in - then move goods from ship A to the smuggler and circumvent all taxes. Best possible fixes are to make it only work the first turn it enters europe OR to disable moving items onto that unit in europe.
 

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@thadian:

You don't need to post the same bug 3 times. :)
I will take a look at the weekend. :thumbsup:

A few questions:

Which ship causes the problem ?
What resolution are you playing with ?

About the bug with coloured cloth / indigo:

Since it is totally new logic about Multiple Yields Consumed, there might be a problem.
I will check at the weekend. :thumbsup:

About the smugglers cheat:

It would be pretty hard to prevent.
(The ship should be able to load goods in Europe as well.)

Simply don't cheat. :dunno:

Thanks for reporting these issues. :goodjob:
 
i had lag while posting and... ah well. I am playing 1600 x 900, and it was not a ship. I believe it was a resource as it happened at the beginning of multiple turns as well as when i went into port. However, this did not crash the game, and -may- have been due to a typo i made in my texts, which i have fixed. However the bug with the Colored Cloth is definitely reproducible.

My game finally hit its first CTD and came to an end in 1764 - not a bad trial run, and having become familiar with how things work, i have made new achievements understanding this mod plays a little bit differently - for example, the "premium goods" will be good price late game when basic goods have saturated the markets.
 
I believe it was a resource as it happened at the beginning of multiple turns as well as when i went into port. However, this did not crash the game, and -may- have been due to a typo i made in my texts, which i have fixed.

So are you not able to reproduce that bug anymore ?

However the bug with the Colored Cloth is definitely reproducible.

Ok. :thumbsup:

My game finally hit its first CTD and came to an end in 1764

Please activate error logging and attach logs as zip, when you encounter a CTD that is reproducable. :thumbsup:

... understanding this mod plays a little bit differently - for example, the "premium goods" will be good price late game when basic goods have saturated the markets.

Yes, this mod is supposed to play different. :)
(It would be boring if all mods played the same.)

But I also simply did not have time for playtesting and proper balancing yet.
This is not the final version.
We are still in a phase of improving, balancing and finetuning. :thumbsup:
 
Furniture Factory has
Spoiler :

<YieldModifier>
<YieldType>YIELD_SALT</YieldType>
<iModifier>50</iModifier>
</YieldModifier>
<YieldModifier>
<YieldType>YIELD_SPICES</YieldType>
<iModifier>50</iModifier>
</YieldModifier>


as yields...
 
Furniture Factory has
Spoiler :

<YieldModifier>
<YieldType>YIELD_SALT</YieldType>
<iModifier>50</iModifier>
</YieldModifier>
<YieldModifier>
<YieldType>YIELD_SPICES</YieldType>
<iModifier>50</iModifier>
</YieldModifier>


as yields...

Oops. :mischief:

Could you change that and commit the corrected version to SVN please ? :thumbsup:
(I wouldn't be able to do that before Friday night.)
Code:
<YieldModifier>
	<YieldType>YIELD_FURNITURE</YieldType>
	<iModifier>50</iModifier>
</YieldModifier>
 
I have a very heavy bug (got it at giant and gigantic maps):

After 100 - 150 rounds I get the message "the files could not be compressed" when the game tries to make autosaves. The message leads not to a crash but no savegame is made respectively the savegame which is made leads to a crah if you want to start it afterwards....
 
Well, we should try to isolate the crash. Do you have some log files that i could look at? I need to get more experience opening logs and shooting them anyway. Is there a place where i can set logs to record automaticly at game startup? Im a little new to dealing with logs but i know what to look for because i know what doesn't look like everything else around it, i just don't know how to initiate recording.
 
No, I had to install the game new and forgot to activate the logs. Otherwise I had posted them here. ;)

I just wanted the team to know about this bug. Maybe other team members have the same bug?

You can activate the log files in a file (config.ini or colonization.ini?!). I will have a look at the correct name of the file this evening.
 
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