Bug Thread for Latest Version of WHoC

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
Messages
6,366
Location
Western Australia
LATEST VERSION: WHoC 0.03b

just a few things id like you to keep in mind when reporting bugs:

1. I would really appreciate it if you didnt 'chat' in here, if you find something you'd like to discuss, open a new thread if there isn't already one :)

2. Please specify which version and patch number you are using.

3. If you get any XML Errors, please take a screen shot and post in here (to take a screen shot simply press the 'print screen' button on your keyboard and paste it into any image editing program, such as paint)

4. If you are noticing an issue please make sure you have python popups enabled so we can see what the real error is. To enable python popups in your CivilizationIV.ini change:

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

To:

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

5. When you Make a comment or suggestion, write your initials and a number.

So for eg, I will make bug reports PL1, PL2, PL3, ... etc.
This can make it much easier to keep track of and refer to various issues.


Thanks, and happy Civving :D



Bug List (updated up to post 20 of Download thread)
  • HA1:
    Spoiler :
    Same error as karigaut, and solution :

    GFC Error: failed to initialize the primary control theme

    Special note : in the Beyond the Sword folder, I found an error file ThemeParseLog.txt, saying :




    (note : French hour).

    I went looking for .thm files, and found that the Civ4.thm file in the Resource folder of the mod contains includes to folders in the Fall Further mod !



    So if you don't have that mod installed, the warhammer mod won't start. Setting the includes to the Warhammer mod solves the problem :

  • KG11 – no defenders in greenskin barbarian cities... I just walk in and take them
  • KG12 – Should I be able to build bands of Shades... they start with Druchii promotion after all.
  • AH44
    Python error when I go into promotions in Civilopedia.
    Spoiler :



  • AH46
    Religion foundings are messed up. Obviously we don't yet have the shrine founding in the mod, but it seems like they don't even work how it appears they should work (founded in vanilla-fashion when appropriate techs are researched), corruption and salvation seem to be founded too early (or maybe its just the beeline to philosophy, I will check some more).
    Also, obviously the racial blocks aren't included yet either (Tilea founded Ancestor gods).
  • AH49
    I observe the 2 scouts + warrior start with other factions.
    Can you not reproduce this?
    I wonder if its related to difficulty level (I'm playing Emperor).
  • AH52
    Newly built light cavalry in a city with a stable did not actually start with any free xp.
  • AH53
    XP rewards from combat seem very high: I got 3.96 XP from killing a skeleton with a light cavalry.
  • AH54
    Light cavalry promotion options are missing; maybe there are no promotions made available for shock cavalry class? The only option was "shrouded", which surely shouldn't be a normal promotion upgrade option, whatever it is.
  • AH55
    Playing as Brettonnia, I could build both Hedgewizard and Warlock (any civ should get one or other or neither)
  • AH56
    Similarly to stables issue, axemen and spearmen shouldn't require barracks. Barracks just boosts them (free xp).
  • AH57
    Slavery gives bonus beakers; it should give bonus hammers.
  • AH58
    Magic promotions are not properly tied to their techs. I built a warlock and he was offered a huge array of promotions.
    Spoiler :


  • AH59
    We need to think more about the archery range/barracks buildings.
    I would suggest that barracks be for melee, and archery range basically be a barracks for missile, and stables for chariot and shock/missile cav.
    Then we can have bowyers, training yard and hippodrome as training buildings (and quality bows).

    Whereas current implementation has barracks required to build archery range, and giving bonus to melee and archery, and then archery range as just training.
  • AH60
    Troll has wrong unit art (as well as wrong icon art).
  • BD2 The tooltip for Marauders says +1409025448xp from combat.
  • BD8 there are 2 buildings called "hunting lodge", 1 from Nature Lore, the other from Monster breeding
  • BD9 Adding a Tanner to a construction queue causes a CTD. No error messages with either or these.
  • BD11 Adding a Machinists Workshop to a construction queue causes a CTD. No error messages with either or these.
 
I got a bunch of XML errors when I first booted up the game, This problem has been already confirmed at the download thread. I noticed several UI bugs, such as the mana bar button and the mana bar is still attached, the armaggedon counter is still around as well, is this also confirmed?
 
With 0.04: I get an XMl load error,

Tag: ERA_END in Info class was incorrect.
Current XML file is xml\technologies/Civ4TechInfos.xml

and then again (like 50 error messages) for Civ4LeaderHeadInfos.xml

Easy to fix?
 
AH61 As noted before, Seadragon cloak is available with no requirement as a selectable promotion. It shouldn't be selectable, it comes as a starting promotion on a couple of units, thats it.

AH62 Advanced Doctrines 3 tech doesn't require Advanced Doctrines 2 (was available at game start).

AH63 Palace reduces war weariness -10% in all cities? Why?
[Also, gives +1 hammer and +12 commerce. Intended? In vanilla its just ~8 commerce, right? This will need testing.]

AH64 Herbalist building should require nature lore tech.

Ah65 slave unit is buildable. Should not be buildable by any civ (generated through capture only).

BD9 (placing a tanner in build queue causes CTD) still present. I'm guessing its art (the tanner has a pink square).
 
Easy to fix?

bollox. yeh its just a missplaced file i think (it was fixed before but somehow got broken again unfortunately)

AH61: i need to make Seadragon cloaks req. tech TECH_NEVER.

AH62: something that should have been fixed before. not sure what happened there. easy fix.

AH63: Palace effects will be variable when we add Civ UB Palaces. please suggest balanced palace placeholder stats untill then :)

Ah65: I need to make slave req. Tech TECH_NEVER as well.

BD9: All buildings with pink buttons appear to cause CTDs for some reason hmm
 
AH63: Palace effects will be variable when we add Civ UB Palaces. please suggest balanced palace placeholder stats untill then

I don't see a strong need for UU palaces, that can get really hard to balance. I suggest you just remove the war weariness and otherwise leave it the same for now.

BD9: All buildings with pink buttons appear to cause CTDs for some reason hmm
Maybe we can give them placeholder art that is identical to something else?
 
NH1: (v0.04)
similar to AH44, got a python error when i go to "Effects" in the civilopedia.
Spoiler :


NH2: (v0.04)
similar to AH44, got a python error when i go to "Races" in the civilopedia.
Spoiler :


NH3: (v0.04)
got a sound error:
"Could not find the file Sounds/Soundtrack/Ancient/gotterdamerung."

the file in the folder is named "gotterdammerung.mp3" 2x m
Spoiler :


NH4: (v0.04)
python error as i founded the "Words of the Old Ones" (as empire) as the movie screen appears.
Spoiler :


NH5: (v0.04)
Herbalist building has "unnormal" effects listed.
i.e. +1165660016%:food:
Spoiler :


NH6: (v0.04)
python error appears everytime when i close the civics screen.
Spoiler :


NH7: (v0.04)
first time building a "settler" displays the "tutorial first time build help popup" for "Adept" units
Spoiler :


NH8: (v0.04)
python error that cant be removed (have to kill the game here), when i build a "Hedgewizard".
Spoiler :

hedgewizard unit appears as "red bubble" (missing textures?) in town.
Spoiler :


update: after reloading that savegame and building this unit again i didnt got the python error this time and could even move that red bubble unit around...

NH9: (v0.04)
the "warfare" technology sometimes uses the "normal" warfare icon and sometimes the "destruction religion" icon. (noticed the change after i researched "ancient lore")
Spoiler :

Spoiler :
 
OR1: There are two techs that show up as "Never" in pedia, the Slave and cloaks already require one of them but this apparently doesn't work (is one of these TECH_DEFAULT?). For nonbuildable you can just set the unit cost to -1.

got a sound error:
who"Could not find the file Sounds/Soundtrack/Ancient/gotterdamerung."
NH3 fixed: oops.. rather than reupload that entire soundpack I'll attack a quick XML correcting that.
 
AH66
Built a stable and then a light cavalry (as Brettonnia); light cavalry does not actually get any experience.

*edit* part of the problem may be a lack of promotions available to the shock cavalry unit class.

I got the ability to get "shrouded" when I killed a unit, but no normal promotions.
They should have combat, flanking, shock/cover/ etc. promotions available.

AH67 Remove shrouded promotion.

AH68 Metal casting tech reveals coal; this should be at steel.
No coal-based industry in medieval technology...

AH69 Besieger promotion should not be selectable. It should be available only from the Besieger leader trait; applied free to siege units.

AH70 City raider trait promotions gives +30% city attack, should be +15 or 20%. We are using normal civ combat=10% level promotion strengths, not FFH's combat = 20% level promotion strengths.

I suggest:
City raider 1 = + 15% city attack
City raider 2 = +20% city attack
City raider 3 = +20% city attack, +10% vs melee.
 
AH71 Many promotions missing.
For starters:
Cover 1 = +20% vs ranged units, +20% vs missile cavalry units. Requires combat 1 or drill 1.
Cover 2 = +20% vs ranged units +20% vs missile cavalry units. Requires cover 1.
available to: melee units, ranged units.

Shock 1 = +20% vs melee units, requires combat 1 or drill 1.
Shock 2 = +20% vs melee units, requires shock 1.
available to: melee units, shock cavalry units.

Formation 1 = +20% vs shock cavalry units, +20% vs chariots. Requires combat 1 or drill 1.
Formation 2 = +20% vs shock cavalry units, +20% vs chariots. Formation 1.
available to: melee units, shock cavalry units.

Flanking 1 = +10% withdraw chance.
Flanking 2 = +10% withdraw chance. Requires flanking 1.
Flanking 3 = +15% withdraw chance. Requires flanking 2.
Sentry 1 = +1 sight range. Requires flanking 1.
Sentry 2 = +1 sight range. Requires sentry 1.
Available to: shock cavalry, missile cavalry, recon units.

Others missing:
Bombardment abilities: Accuracy 1, 2.
Collateral damage 1, 2, 3.
Nature lore promotions, combat boosts vs beasts/animals (recon only).
Forester/guerilla/etc. terrain improvement (recon only).
Ranged bombardment boosters from Fall Further or Orbis.

We should add in all the promotions from the old mod. (see attached)
The spells will need a lot of them.
Do they have to be reformatted at all for any new FF tags?
 

Attachments

  • CIV4PromotionInfos.rar
    23 KB · Views: 354
AH 72
Mobility promotion should not be freely selectable. If its selectable as a level-up at all, it should require ~combat 5.
Non mounted/recon units should not be very mobile.

AH 73
Market building doesn't give +25% gold, it should.

Smugglers port building (if we keep it) should require Undercouncil vote.
I suggest we remove it entirely.

Also, remove all references to crime rate. Thats a FFH feature that really didn't work.
 
AH74
Bronze working should not reveal iron; leave that for metal casting.

AH75
Bloodbowl stadium should not give beakers! (It currently gives +20% beakers).
Happiness, war weariness reduction only.

I also don't think it should give training. I don't really like training that much as a mechnaic, I don't think we should use it too much; the AI doesn't use it very well.

AH76
Waystone building too expensive (85 hammers!)
Its a monument substitute (early culture), it should be maybe 40 hammers.
Inn building feels too expensive too (250 hammers). Maybe 180 would be reasonable.
 
NH10: (v0.04)
after a few researchs (empire) i get a python error when i open the research screen.
also it doesnt update researched techs in green anymore.
(techs i see in green are:
mineing, fishing, roads, warfare, archery, hunting, animal husbandry, agriculture, calendar, crafting, mysticism, ceremonical burial, magical talent.
so maybe as i researched one of the following techs it messed up.)

python error:
CvScreensInterface, line 103, in showTechChooser
CvTechChooser line 76, in interfaceScreen
CvTechChooser, line 693, in updateTechRecords

(but maybe my 3 deleted XML techs are causeing this? LINK-> click me )


NH11: (v0.04)
merchant town specialist has wrong bonus numbers. (causeing the town to generate like -23000 gold and quite messing up the economy)
 
AH67 Remove shrouded promotion
Just a note that a PROMOTION_SHROUDED tag needs to stay in since its one of the hardcoded tags that gets loaded by the FF DLL via GlobalDefinesAlt (Shroud of Esus mechanic), trying to remove the define could cause errors. Could make it just an invisibility effect promotion that's not choosable by experience, given only by a spell or Nox Noctis like Wonder.
 
Just a note that a PROMOTION_SHROUDED tag needs to stay in since its one of the hardcoded tags that gets loaded by the FF DLL via GlobalDefinesAlt (Shroud of Esus mechanic), trying to remove the define could cause errors. Could make it just an invisibility effect promotion that's not choosable by experience, given only by a spell or Nox Noctis like Wonder.

Ok, just make it unselectable by experience for now.
 
AH77
Another thought:
Is it possible to merge the "terrain attack" and "terrain defense" tags: are there "terrain strength" tags?

For example, rather than "-20% forest attack, -20% forest defense" we could just have "-20% forest strength".

The list of terrain modifiers on cavalry units is really just far too long, and is visually very unsightly. This change would halve it.

AH78
I think that horselord giving mobility promotion on cavalry doeson't properly capture the feel.
Brettonnian knights aren't about mobility, they're about devastating charges.

So, as an alternative, can I suggest that the Horselord leader trait gives all shock cavalry and missile cavalry units a "Horselord" promotion, instead of the Mobility 1 promotion.

Horselord promotion could give +10% withdraw chance, +10% grassland attack and +10% plains attack. Or something similar.
 
NH12: (v0.04)
culture border tooltip displays two different names.

when you move the mouse over a field in culture borders where you dont have a line of sight from units in, the tooltip down left for who owns that culture area is different then when you move teh mouse to an area where you have line of sight from one of your units.

i.e.
woodelves display "Asrai" when in line of sight and "Athel Lorien" for areas with no line of sight.
tilea displays once "Tilea" and for the other "Tilean"
also "The Empire" and "Imperial"

it seems to use the civ name for culture with no line of sight.
better check all civs for this, i guess it happenes with all atm.
 
NH12: (v0.04)
culture border tooltip displays two different names.

Does this happen in vanilla, or FF? Worth checking. It seems like an engine issue, that mouseover text in different places uses different forms of the faction name.

Seems pretty harmless anyway, I vote we ignore it for now.
 
little update:
NH11: (v0.04)
merchant town specialist has wrong bonus numbers. (causeing the town to generate like -23000 gold and quite messing up the economy)

NH5: (v0.04)
Herbalist building has "unnormal" effects listed.
i.e. +1165660016%
here are screens of NH11.



but now after "orlanths era_end xml patch" the merhant seems to give the correct +3:gold:

and i noticed that the numbers on the herbalist changed, from the wrong ones in the NH5 screenshot to new wrong ones that influence the bard this time.
and after building that herbalist and adding a bard (added a brothel in the worldbuilder to the town) the bard got messed up values of course.



so just as little update... NH11 might have been fixed already (or somehow was caused by something else).
and NH5 still has wrong numbers.
 
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