[Religion and Revolution]: Bugs and Todos

@SeppL:

A problem like yours had often been related to Special Characters in the User Name.
(When the mod was installed in /MyGames)

If you currently installed the mod in /MyGames, please try to install the mod in here:

<Installation Path of Colonization Game>\Mods\
(If Folder \Mods does not exist, please create it.)

So the full path to the mod should look like this:
<Installation Path of Colonization Game>\Mods\Religion_and_Revolution

On my machine for example:
C:\games\Colonization\Mods\Religion_and_Revolution
 
A problem like yours had often been related to Special Characters in the User Name.
That makes no sense whatsoever. I don't question your word for it, but I really don't see how it can mess up GameFont.tga like that. If the path is broken, I can imagine the game using vanilla GameFont, but RaR uses vanilla characters meaning at least the city names should work.

Whatever. We know a workaround, which works even if the cause of the problem is weird and unknown. At least that's better than the opposite (knowing the cause but no solution).
 
Hello,
I am trying to start a new game with a smaller map until the gigantic map problem gets worked out, but after the mod loads and I go to play game I get a CTD.

I can load previously saved games no problem, but starting a new game gets a CTD.

Any ideas...?

Thx
 
Any idea why i am getting Europe prices when going to port royal? The prices i am getting for goods is the Europe price instead of the one for Port Royal even if the port royal price is showing in the goods boxes on the page.
 
Same text on either option:

Nobles and citizens are following the example of their King.
Demand for our colonial goods is raising (should be spelled "RISING").

The first option should have the following text:
"Nobles and citizens are following the example of their King.
Demand for our colonial goods is DECLINING"

The second option should have the following text:
"Nobles and citizens are NOT following the example of their King.
Demand for our colonial goods is RISING"




 
Okay here's on that hasn't been reported. When I try to attack a french ship my man'o'war goes to a strange screen, and music and the game locks up. Fortunately, alt-tab works.

I've attached a copy of the savegame and note the problem occurs in the turn following the savegame.
 

Attachments

  • De Saa 2014-10-04 AD-1573-January.ColonizationSave
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This has probably been designed as a feature but I did not yet find out how to use it - and in my case it is only causing a slow UI:

I am playing on a gigantic map, having about 50 colonies with imports and exports set for all goods in each city, so I have a huge amount of possible trade routes. I do not manage my transports individually but set them to automatic, so everything works fine - except the following

On Europe/Africa/Port Royal screen, each time I click on "Sail to the new world", I have a delay of about one minute until the selection dialog appears. I could track the problem down, it is because somehow trade routes are evaluated to display the dialog (although I did not find out for what this is useful as the corresponding column was empty for me all the time).
Commenting out these two lines in Cv[Europe,Africa,PortRoyal]Screen.py (sailToNewWorld function) eliminates the delay:
Code:
screen.setTableColumnHeader("DialogTable", 2, u"    <img=%s size=16></img>" % "Art/Interface/Screens/TradeRoutes/ExportImport.dds", 64)
and
Code:
screen.setTableText("DialogTable", 2, iI, self.getTradeRouteIcon(pCity, pTransport), "", WidgetTypes.WIDGET_GENERAL, -1, -1, CvUtil.FONT_CENTER_JUSTIFY)
I also changed the table columns from 3 to 2 some lines above.
 
Nice find. Looking at the code, it looks to me like the problem is self.getTradeRouteIcon. That function does in fact loop all traderoutes, but it doesn't do it efficiently. It could be improved by the following:
  • Write it in C++ instead of python
    Python is much slower and shouldn't be used for CPU intensive tasks
  • stop the loop once the answer is known
    The question is if num exporting traderoutes > 0. We know this to be true once we find the first one. No need to loop the rest.
  • figure out a way to avoid looping all traderoutes
    Perhaps export to Europe cache in CvCity
Thinking a bit about this, I think the simplest solution is to count the number of traderoutes exporting to Europe. Add/remove modifies by 1 and the check is if it is different from 0. That will totally eliminate the need for looping and the existing GUI code will be virtually instant.

EDIT: I just noticed another bug. From the look of it, it looks like city -1 is export to Europe, which complies just fine with vanilla. However now it is also export to Africa and Port Royal. By design, the traderoutes can't tell those 3 places apart. Should automated trade only go to Europe or should we actually do something about this? I figure we might run into problems elsewhere if we start using -2 and -3.
 
On Europe/Africa/Port Royal screen, each time I click on "Sail to the new world", I have a delay of about one minute until the selection dialog appears. I could track the problem down, it is because somehow trade routes are evaluated to display the dialog (although I did not find out for what this is useful as the corresponding column was empty for me all the time).
I also changed the table columns from 3 to 2 some lines above.
Well, this is the icon column from what I remember. So you'd likely see an image of a port on hovering over the corresponding trade route. Perhaps your machine is slow? Never encountered this issue on my comp. although i don't remember ever having 50 colonies... (prob max around 30-35). Could the issue be low RAM causing a paging issue to slow down the image loading?
Anyway, congrats for your fix!
EDIT: I just noticed another bug. From the look of it, it looks like city -1 is export to Europe, which complies just fine with vanilla. However now it is also export to Africa and Port Royal. By design, the traderoutes can't tell those 3 places apart. Should automated trade only go to Europe or should we actually do something about this? I figure we might run into problems elsewhere if we start using -2 and -3.


@Nightinggale - Those ID's definitely look wrong. No one has looked into automation for PR and Africa so it has not yet been removed. I guess if\when that is worked on, the id will be changed. -2 is taken by "Anywhere_City_Id" which is a dummy placeholder so -3 and -4 can be used. Good find.
[*]stop the loop once the answer is known
The question is if num exporting traderoutes > 0. We know this to be true once we find the first one. No need to loop the rest.
If these icons are preloaded to show the preview, in that case this is evaluated on hover and therefore we need a value for each row. So stopping the loop after the first item will not work.

[*]Write it in C++ instead of python
I don't know if this is practical since it appears to be an icon fetch that needs to be inserted into the python generated screen. A better approach (although not trivial) is to multi-thread the icon loading as a background task, so the "sail to new world" screen is not held up by the image load. Anyway, this is definitely not a common bug, so it is doubtful if this will be changed.
 
Well, this is the icon column from what I remember. So you'd likely see an image of a port on hovering over the corresponding trade route. Perhaps your machine is slow? Never encountered this issue on my comp. although i don't remember ever having 50 colonies... (prob max around 30-35). Could the issue be low RAM causing a paging issue to slow down the image loading?
Anyway, congrats for your fix!
Thank you :)
Actually I have to point out that the issue should not be my machine (Core 2 Duo 2,26Ghz/4 GB RAM/Win 7 64-bit) and that it is probably not a paging issue. (almost no HD activity during the delay)

Colony preview is also not the problem, the delay is maybe 2-5 seconds if I activate it. The column I disabled is apparently meant to show something about trade routes at the destination port but it did not show anything useful to me even before I disabled it...

Ok, maybe I should tell that apart from having > 50 colonies, I have exports/imports set on all goods in every colony. I apply a standard setting in every newly founded colony and then adapt it when I need more tools/stone or raw materials etc. in the colony later on. So the number of (automatically generated) trade routes is probably > 1000.

Many tasks that evaluate trade routes are very slow (eg. setting specific trade routes for a wagon train/ship) - but I am able to avoid all of them but this one.
I would suggest disabling this column if it cannot be changed to better performance with a decent amount of work. For a person without programming knowledge it is not obvious that this delay is caused by the amount of trade routes and he/she might get annoyed.

----

I noticed some other things maybe worth mentioning:

  • There was one more really slow thing that could be caused by something else: Clicking on "revolution" (declaring independence) caused a delay of ~5 minutes before the cut scene was shown. Is maybe the royal fleet evaluated somehow? (Royal fleet is about 800 for each unit ...)
  • Turns are also much slower now after declaring independence - for maybe 2 minutes nothing happens (except from turning mouse pointer), then I see the first enemy move.
  • The AI (other European nations) does not seem to consider health: When I conquer cities (even big ones, up to 80 citizens) I seldom (or never - don't know ...) encounter health buildings.
  • When one of my cities is conquered by an enemy, I get a popup saying something like "If all your citizens leave a colony, it will be abandoned ..." as if I had abandoned the colony. I don't know if it just the wrong message or a wrong trigger being activated.
  • There is also a long delay when one of my cities is conquered - at least in independence war, I don't know if it was like this before. Maybe trade routes again? Where do I find the code for this case so I can look it up?


After all, a gigantic map on epic speed and highest difficulty seems to be a good stress test for the mod and the engine itself. ;)
 
Probably explanation is pretty simple:

Alternative A:

1) RaR has reactivated Alliances.
2) 2 Nations in an Alliance share Founding Fathers

So if a Native Nation is allied with a European Nation, it will also share that Nations FFs.

Alternative B:

Some wild messing around with Worldbuilder Saves and Custom Games.
(Theoretically possible. Actually I had seen it already.)

Alternative C:

Wild modmodding.
(Trying to have Natives work like Europeans.)
 
Alternative A:

It's the first game where the team with William Penn has been named for the native nation. :p

Thanks:)
 
Hi there, I'm using R&R 2.2 and I've got a really strange problem which is a little hard to describe. If I click on a unit and then click on the destination, later if I decide after a turn or 2 I want the unit to go somewhere else when I click on it, the unit does not respond. What does respond is a unit in the nearest city!

Same thing with a ship coming from Europe - I cannot alter it's course until it arrives in its destination.

I've attached a save game where I sent two scouts together then decided I wanted one to be trained as a fisherman - no luck turning him around and I can't train a cannon. :(

I have this problem as well. Only it's often a nearby non city canon that responds and it happens more often than Beetlebug describes. It happens on many sleeping units that cant be waked up. I guess it could be the nearest non - profession unit that responds.
 
Have you tried clicking on the cancel command on the icon bar first?
 
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