Pre-v36 Bugfix List

Thunderbrd

C2C War Dog
Joined
Jan 2, 2010
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Ok, so I've compiled a list of the bugs I will be looking into. This is not a comprehensive list of all bugs I saw reported but rather the list of those I feel I can do something about. There are, for example, matters regarding trade quirks... I'm not touching trade with a 10' pole for a while to come. So that didn't get on the list.

Still, feel more than free to look over the list and let me know if I may have missed something you're aware of and awaiting a fix on and I'll let you know if its something I can do something about.

This is what I will try to get done between now and a v36 release but I'm going to have to really prioritize here because in reality getting all of this taken care of may take a very long time.

  1. TXT_KEY_UNIT_TAMED_JAVA_RHINO

  2. Building tag SpecialistYieldChanges isn't working properly for at least the great wall. I tested the tag in action and it works just fine. Mind... I didn't test specifically with the Great Wall but the tag should work either way so if someone still sees it not working with the Great Wall, then I need the save that shows it. Took some hours to setup a test on this.

  3. If "unit 1" attacks a stack where "unit 2" defends, and "unit 2" withdraws from the battle, "unit 1" will not loose movement points.Fixed.

  4. Neanderthal Warrior needs to be made bAlwaysHostile

  5. It seems that when I give a ship the Transport Troops promo, it gets the ability to transport missiles instead. I do have ships that have been promoted to transport troops, but it seems I can no longer create such. This is tough to fully check up on but it SHOULD be fixed (for units being promoted now). There were multiple small issues here, prereq adjustments and a little original coding mis-thinking.

  6. What happens when barbarians are at the border and the border moves to where they are because a city collects enough culture? (Leak in new Great Wall logic that should be patched up.)This is not so easily fixed. The code that checks units in new territory looks only for the standard causes for validation. That's not the big problem... the problem is writing a whole new evaluation as to what plots are valid and which ones aren't for just this one moment and then resetting it. I suggest we keep things as they are and consider it to be that as such wall segments are being rebuilt, the barbs may get an opportunity to get through the reconstruction zones... which is basically what is happening anyhow.

  7. Merging units that has build up promotions leads to a combined unit that can move with, in the extreme, all the the different build up promotions without loosing them. If build up action is used again and you move the unit, the system will act as normal (build up prom. get removed).

  8. Figure out how we can identify a great commander from a great general within the span of the outcome mission system filters.Leave for after release.

  9. Streamline which tags get evaluated in buildup promotion evaluations. There's a number of time consuming checks being made that can be avoided there.Did some of this a while back.

  10. The Armoured Car does not count as a military unit for adding happiness to a city under Martial Law.

  11. There is something wrong with the healer line. I am in the late Renaissance but the best healer I can build is the Wise Woman. I used to be able to build the Apothecary.

  12. Remove the replacement of the Dream Simulation Center and the Dream Propaganda by the Dream Visualizer.Pretty sure this was taken care of by another team member.

  13. Please check the Capuchin Crypt Wonder as it can never be built. It needs Bones but they aren´t available anymore at that time. Either prolong the availability of Bones or remove the requirement.

  14. XP display issues - not everything is showing on the XP help when selecting units for training.

  15. Bug on Option Slower Levelling (More XP needed).
    When training a unit you get to see how many XP it will be ready with, and a number and a stare representing how many levels that will be.
    Well, it still shows how many levels as if the Slower Levelling was not used, i.e. when getting 5 xp it states 2 stars/levels (@2 and @5) but it is only 1 (@4).
    This may have been a larger bug in general. The AI might be relying on this calculation now and then for certain determinations.

  16. research values do not get reset upon regenerate map.

    How to replicate:
    -start a game (in my case large map/deity/nightmare)
    -settle in place. You now get 11 research points/turn
    -regenerate map. Settle in place. You now get 21 research points per turn.

    Seems like the classic type of bug of not setting variables to zero before
    starting a calculation.
    Thanks to Alberts2 for fixing this!

  17. Composite Bowmen no longer update to Bellybow or early crossbow. Last night, prior to 8191 update, my composite would upgrade to Belly. I just got early crossbow after the update.

    Is this intentional that Composite can't upgrade to either belly or early crossbow now?(at least figure out if this is or is not intentional and what's going on here.)


  18. Test what happens when hostiles overlap - can one attack the other when one sees the other? Now that this can happen I need to know more about the dynamics and any potential problems this may be causing - this is a step in the direction of working out a solution for law enforcement vs local criminals.Answer: nothing happens and at the moment there is no dynamic allowing an attack to be made - to check the next step in the project I need to generate a new 'attack same plot' mission to test if there are any problems with such an activity. I can imagine I may have to automatically make it operate like a quick combat regardless of options so as to not have some really funky graphic effects from this. Regardless, this is a next cycle task from here.

  19. it should be possible to build forts in mountains (and possibly more to do with accessing animal resources on peaks.)Leave for after release.

  20. when I conquer a city from a more advanced civ, having buildings I can't build yet, these remain there and all are fully functional. (not having tech should disable the building until the tech is unlocked.)

  21. Option for Great Doctor and other Healer types to come from GMP point earnings.Leave for after release.

  22. bNoBadGoodies tag is not working for sea goody huts.Leave for after release.

  23. I moved a gatherer on to the mountain, which had Obsidian. I built a trail path and stone tools workshop, my city was next to the mountain.

    However, I did not get the Obsidian resource in my city. (The resource should be available to the city at this point imo - maybe improving a peak with a route and an improvement should make it workable before mountaineering.)
    Corrected I believe.

  24. there is an issue with ranged assault, in that it cannot be used against hostile units while they are in 'friendly' territory other than your own

  25. hidden nationality units can attack adjacent ship when trying to enter transport ship at same tile.

  26. Druidism (and possibly others) may not be founding properly when working with vanilla religious option settings. I suspect this is a run the save and find that an unknown opponent got to it in the same round which is faking the player out to think he should be founding it but we'll see.

  27. Is it intentional that units with hidden nationality (HN) can influence cultural borders when attacking from inside a foreign city at units standing at an adjacent tile? (It is not really right, IMO, for HN units to influence culture from battle in any situation without a dedicated mission to such a covert operation.)

  28. Hint says: "Click Ctrl for advanced combat odds"; but that just removes the whole odds window? (I don't know if I can isolate this or not but I'll be looking into it.)

  29. Setting "Attacker Health Bars" to alternate and "Defender Health Bars" to Never/normal will, in shift view, show both attacker and defender health bars (Again, I have no idea what these settings are and may have violated some kind of rule they are supposed to follow as a result of unfamiliarity but due to same unfamiliarity it may be difficult to resolve or even replicate but I'll try to figure it out anyhow.)

  30. "Total Defence Modifier" mostly show insane numbers like -1200% (negative number?) and such. (Not sure what the total defense modifier IS really but I'll look into it.)

  31. When i am at 6000 b.c. the PC makes the hero KRUM 5x times. But the pre requisites to make the hero are to distant in timeline, they make the hero too early and 5 times. I think its something wrong. (Yeah, it would be wrong for a unit that's supposed to be limited to one appearance in a whole game to be built more than once in any situation. - confirmed problem is not in xml, which means this may not be easily debugged without catching a round where they will train one where the round can be replayed and always get the same result - at this point it can be evaluated in the code. Otherwise it will have to be found in the code logic itself which would be very hard to do. This is not a problem with the unlimited national units option as the unit is not a nationally limited one but is globally limited instead. Probably not going to be resolved before release as I'll need to capture this one as it happens, knowing its about to. Might be easier than I think though... if it's happening with Krum, it should be just as capable of happening with any global unit.)Leaving til after v36.

  32. With limited religions/divine prophets on AI tends to go after each and every religion, thus falling bad behind in other techs. Something needs to be done with them valueing those techs. (I've looked into something like this before and have some commented out old attempts to sort some better AI on this out - I think that's what it involves anyhow... either way this does need addressing at some point.)DH's World Tech mod will resolve this but he'll be finalizing after v36.

  33. Paved roads and railways are normal, the problem is only with roads (mud paths seem to be fine too). And the cost is not exactly zero, but it's only after about seven tiles that the unit's move entitlement is reduced, and then only by 0.1 or so. NOTE: I need a savegame that shows this issue!

  34. Units that haven't been updated with the new heals as unitcombats aren't healing at all in (unknown if its some or all situations.)

  35. Also there does not currently appear to be any source for Tools resource, without which mechanical 'healers' (beyond the Cartwright) aren't buildable. So how far away is a source for Tools? (Either find a building that should be generating 'tools' or take tools out of the prereqs for these units.)

  36. I know of an infinite loop situation in UNITAI_COUNTER. I think there's still one in Naval Assault. Possibly more. Usually these are caused by a final return out of the determination process without a resolution (aka, someone - probably me - didn't realize they needed to have the unit skip turn first before returning true to a process determination.) Counter is complex enough that this proved a bit tough to find. What I think I'd like to do to make this easier to track down is put an assert stop before 100 attempts that doesn't then short circuit the unit's attempts to move so that I can go through a few cycles of the unit's attempts to track down where the problem lies. This should make it rather easy to debug really.

  37. I have a stack of Bandit Horsemen which I want to move into the fort but they wont move to the plot to the west of them which is next to the fort. All the territory is mine and all units there are mine. Note: Surely this is with the 'No ZoC' option being off... And it may have to do with the way the game is processing visibility of the HN unit and applying it to ZoC.

  38. Boats on auto explore will try and heal next to land units that are damaging them. They stay there trying until they sink.Alberts2 says all kinds of ranged attacks aren't included in danger evaluations but is too big a project to resolve pre v36 release.

  39. The map script Three Planets probably wont work crashing to desk top. There is something wrong with the way the terrain graphics interact. If you use the older alternate terrain graphics it will probably work. Not sure with the newer alternate terrain graphics. We are trying to figure out why. (Maybe Sparth can look into this too as it may be something he can figure out and resolve easier than I can?)

  40. The Mangrove terrain feature is the cause of the various grain resources and others sometimes looking like swamps. It is being looked at but is basically a complete mystery. (Maybe Sparth can look into this too as it may be something he can figure out and resolve easier than I can?)

  41. I am having trouble using the TechYieldModifiers tag for Building Infos. (Interesting correlation to a similar tag not working... might be something far more sweeping in this issue.) EDIT: Did Alberts2 recently fix this?

  42. On start of a new game an error message about duplicate unit naming shock something.

    a)Have no unit selected. Click on an empty plot and leave the pointer hovering over it. Press the alt button. The message/python error box pops up

    b)Alternately have a bunch of units that can be upgraded. Select one. Press the alt button and click on the upgrade button to upgrade all units of that type. After the upgrade is done the message/python error box pops up.


  43. Make sure the fix for city attack stack building doesn't need further tweaking - it very well may depending on how unit AI's are set in many cases. More adjustments have been made and it appears to be just about right for now. There's lots of room for some improvements but much deeper project based improvements. In working with the current AI structure primarily, what we have seems to be effective for them currently.

  44. Make sure that the fix for factory improvements is working and that there isn't further need for evaluating in the code what is going wrong there.

  45. Then catch up to the bugs reported since this was compiled.

Tha's what I got so far. Anyone on the team may feel free to resolve anything here they think they can help with. I'm sure this isn't the full comprehensive list either - I suspect more will come to light by the time I've worked this list. This just helps me to make sure I get to things in the most appropriate order and manner possible and keeps me on a track which will make doing so more efficient in the coming weeks.

As much as if anyone notices things being overlooked, I'm just as interested in if anyone notices something here that no longer appears to be a problem.
 
[*]The map script Three Planets probably wont work crashing to desk top. There is something wrong with the way the terrain graphics interact. If you use the older alternate terrain graphics it will probably work. Not sure with the newer alternate terrain graphics. We are trying to figure out why. (Maybe Sparth can look into this too as it may be something he can figure out and resolve easier than I can?)


[*]The Mangrove terrain feature is the cause of the various grain resources and others sometimes looking like swamps. It is being looked at but is basically a complete mystery. (Maybe Sparth can look into this too as it may be something he can figure out and resolve easier than I can?)

I look at both of these errors in this week but IRC three planets bug was strange and I cannot in past redcreate him. Anyway Ill check again this map.
 
Thanks Sparth!

I'm probably leaving everything for after today as well. Nothing here is so high priority that I"m panicking though there's a few that should be addressed right away.
 
1. already fixed

8. making it a different unit would be better in my opinion as it would allow different art as well.

19. was more about towers and making choke points than getting at resources. See my comments in the other thread about resources in peaks.

21. Requires the python fixed in the User Interface code.

new 42. On start of a new game an error message about duplicate unit naming shock something.
 
1. already fixed

8. making it a different unit would be better in my opinion as it would allow different art as well.

19. was more about towers and making choke points than getting at resources. See my comments in the other thread about resources in peaks.

21. Requires the python fixed in the User Interface code.

new 42. On start of a new game an error message about duplicate unit naming shock something.

1) Cool... thanks for that.
8) If you can put together the unit I can try to figure out how to declare it a commander correctly - I'm not sure exactly what the switch is at the moment.
19) What happens if we simply include peaks for fort improvements then? Does this cause problems? Given the massive workload here can you look into that?
21) No python should be required... you haven't had to do anything with python for Great Military People yet have you? The system is handled in dll/xml purely so far as I am aware.
42) Can you give a little more detail of how to replicate and what the problem is exactly?

Also... you did have a bug report about something wrong happening with the help displays and with a proper replicating savegame I may be able to look deep enough into it to sort it out. I didn't include that because otherwise I'm pretty lost on that one.
 
21. The other specialists (population) give points towards great people. There is no healer population specialist available because I can't get it to show in the correct place in the city screen.

42. Start new game. The message pops up before the civ splash screen or the one saying enjoy the game.

43a. Have no unit selected. Click on an empty plot and leave the pointer hovering over it. Press the alt button. The message/python error box pops up

34b. Alternately have a bunch of units that can be upgraded. Select one. Press the alt button and click on the upgrade button to upgrade all units of that type. After the upgrade is done the message/python error box pops up.
 
21. The other specialists (population) give points towards great people. There is no healer population specialist available because I can't get it to show in the correct place in the city screen.

42. Start new game. The message pops up before the civ splash screen or the one saying enjoy the game.

43a. Have no unit selected. Click on an empty plot and leave the pointer hovering over it. Press the alt button. The message/python error box pops up

34b. Alternately have a bunch of units that can be upgraded. Select one. Press the alt button and click on the upgrade button to upgrade all units of that type. After the upgrade is done the message/python error box pops up.
21) This is about a previous discussion we had a while back regarding xp healers are now getting from giving healing support and having that (by option) add progress to the Great MILITARY People for a corresponding great healer type - this means Doctors, Engineers, and Scientists in this case.
42: ok... will look into it.
43: since these are reported via python errors I may have a tough time sorting it out but I'll take a look and see what's happening in the dll processing at these junctures.
 
Regarding 43:

Pressing Alt throws the Python error only on the main map and/or if a city is selected, in the city screen it is working fine.
 
20. when I conquer a city from a more advanced civ, having buildings I can't build yet, these remain there and all are fully functional. (not having tech should disable the building until the tech is unlocked.

This is not a real Bug just a player opinion. There is a setting in the Config files that has been set so that when you conquer an Advanced Civ city you should have a good possibility of receiving New Tech(s). But that setting has been turned down too low.

We've gotten away from how Civ IV and BtS vanilla handles these situations. You Wanted to Conquer Adv Cities to Gain tech advancement as well as real estate.

So now you have statements like #20 which are not well thought out.

JosEPh
 
Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0

in the ini
Thanks... I just wanted to make sure.
This is not a real Bug just a player opinion. There is a setting in the Config files that has been set so that when you conquer an Advanced Civ city you should have a good possibility of receiving New Tech(s). But that setting has been turned down too low.

We've gotten away from how Civ IV and BtS vanilla handles these situations. You Wanted to Conquer Adv Cities to Gain tech advancement as well as real estate.

So now you have statements like #20 which are not well thought out.

JosEPh
Regardless of how much research you get towards a tech you don't have that the enemy does when you conquer a city (which I have not seen be low by any stretch of imagination yet) this is still an issue isn't it? The basics of this bug report was that buildings in a conquered city that require a tech you don't have shouldn't work... I tend to agree. That's not to say that taking on that civilization hasn't helped you tremendously towards getting those techs most likely.
 
40. Mangroves

A solution to this may be for someone to make a new one using the jungle graphic but removing some of the trees. Sort of how the savanna was made from the forest graphic.

edit: new 44 Birds are still ignoring the XML on what terrains they can move especially ocean.
 
Thanks... I just wanted to make sure.

Regardless of how much research you get towards a tech you don't have that the enemy does when you conquer a city (which I have not seen be low by any stretch of imagination yet) this is still an issue isn't it? The basics of this bug report was that buildings in a conquered city that require a tech you don't have shouldn't work... I tend to agree. That's not to say that taking on that civilization hasn't helped you tremendously towards getting those techs most likely.

That's a tough one actually.... I think, for some buildings it doesn't make sense at all to disable them. Remember, if you conquer a city, the population is still your enemies. Once riots and stuff are over, they will continue their work: Coopers still make barrels, teachers still teach kids in school, researchers go back to their labs...
 
That's a tough one actually.... I think, for some buildings it doesn't make sense at all to disable them. Remember, if you conquer a city, the population is still your enemies. Once riots and stuff are over, they will continue their work: Coopers still make barrels, teachers still teach kids in school, researchers go back to their labs...

Agreed. It doesn't make sense at all for these building to go "dark". Conqueror's would make Sure that these type advancements were kept going so His Empire could master that "art/craft" too.

So I still disagree T-brd, this type of reasoning just "does Not compute". :crazyeye:

JosEPh :)
 
Agreed. It doesn't make sense at all for these building to go "dark". Conqueror's would make Sure that these type advancements were kept going so His Empire could master that "art/craft" too.

So I still disagree T-brd, this type of reasoning just "does Not compute". :crazyeye:

JosEPh :)

So if your nation doesn't know how to make barrels, they will still go back to work making them after your new city has been captured? You're actually suggesting that by going to war and capturing a city you would automatically by default now have all the technology that city has. From some realms of logic this does make sense but from a game perspective it's terrible.

So the whole thing about gaining the vast majority of a tech you don't have that your enemy does each time you capture a city is intended to strike a balance between the two.

We can assume either the barrel maker was killed in the city capture or has been detained for questioning regarding his strange unheard of profession and in the meantime is not available for service until his knowledge has at least been extracted for the benefit of the rest of the nation.

Birds are still ignoring the XML on what terrains they can move especially ocean.
Debugged last week and proven to work at the time. Check the xml! I got the impression there were a lot of creatures that were simply left undefined that may end up causing false bug reports.
 
So if your nation doesn't know how to make barrels, they will still go back to work making them after your new city has been captured? You're actually suggesting that by going to war and capturing a city you would automatically by default now have all the technology that city has. From some realms of logic this does make sense but from a game perspective it's terrible.

So the whole thing about gaining the vast majority of a tech you don't have that your enemy does each time you capture a city is intended to strike a balance between the two.

We can assume either the barrel maker was killed in the city capture or has been detained for questioning regarding his strange unheard of profession and in the meantime is not available for service until his knowledge has at least been extracted for the benefit of the rest of the nation.

Debugged last week and proven to work at the time. Check the xml! I got the impression there were a lot of creatures that were simply left undefined that may end up causing false bug reports.

I'm sorry but your whole "leap" in logic took it to the extremes. You can "assume" any thing you want and make it sound plausible. That's Not what I or Faustmouse said or suggested.

Point is that #20 is not really a bug and should be removed from the List, However you may want the "logic" to flow. It's a nitpick over playstyle. Lighten the load of the List or not, your decision. <shrug>

JosEPh :)
 
I'm sorry but your whole "leap" in logic took it to the extremes. You can "assume" any thing you want and make it sound plausible. That's Not what I or Faustmouse said or suggested.
1) You have not pointed to where you feel I'm leaping and since I don't believe I am I can just take that comment to be grasping at straws... an argument that we should discount my proposed logic without giving any counter-proposals or arguments made to discount it.

2) Since we're debating, why would you think I would or expect me to offer up the same point you or Faustmouse made? Of course I'm going to make points that see it from the other perspective.

3) It is not about assuming anything and making it sound plausible, it's about establishing game balancing factors and finding ways to understand why its necessary from a more logical perspective of real world activity. The game is slightly more important than accuracy of the model so if its imbalancing or unfair that's probably more important (slightly). And is it fair to have a bank operate in your nation when you don't even know banking yet? The main point being you and mouse made arguments to say it made sense to discount this as a bug whereas I can see cause to see it as a bug.

4) In reality it's just a flat out grey zone. This I can admit thanks to the perspectives you and mouse shared which I had not considered. I personally think its really strange that your buildings that are based on techs you don't have continue to work. That flat doesn't make sense to me at all but you've given some logical arguments where I felt none existed previously.

5) Given this is a realm of dissension however, I'm quite happy to make this as low a priority as this list contains and to consider it entirely optional and up for further discussion before doing anything with it. As you say... it would lighten the load ;)
 
[*]The Mangrove terrain feature is the cause of the various grain resources and others sometimes looking like swamps. It is being looked at but is basically a complete mystery. (Maybe Sparth can look into this too as it may be something he can figure out and resolve easier than I can?)

I think we have problem with wheat resource model, not with mangrove. Please check Civ BTS wheat model and wheat model from C2C.
And jungle model cannot be edited without 3D program. All trees are in one model. Still I can try change jungle textures if you want guys. Maybe will be ok.
 
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