[Religion and Revolution]: Bugs and Todos

I think this is already a problem of the vanilla version, isn't it?

It might be, but maybe it is a bug we introduced. :dunno:

We will find out. :thumbsup:
(When we enter Pre-Release-Testing-Phase where savegames should be stable.)
 
Hi Guys,

I can't get the latest version of the mod to load. I cleaned out all the files from mygames folder and then re-exported the R & R folder (which is what I normally do). I did this twice with same result. Is anyone else having problems?

I could load an older version of the mod (from last week) OK. So I suspect it is the latest batch of SVN files, but if no-one else is having problems then maybe not?
 
I could load an older version of the mod (from last week) OK. So I suspect it is the latest batch of SVN files, but if no-one else is having problems then maybe not?

Schmiddie had accidently introduced a bug in one of the XMLs when uploading graphics for Denmark.
Things like that happen. :)
But I fixed it.

Could you please get a fresh export of the current version of the mod and try again. :thumbsup:
(I uploaded a new version 2 hours ago.)
 
Can you make a screenshot?

I think this is already a problem of the vanilla version, isn't it?

Yes sorry for confusion Schmiddie, that was the point I was trying to make - that these problems came with Vanilla (probably related to caches getting full) and so still persist in later developments and mods.

The graphic misloads I was referring to was when backgrounds go streaky or a ship suddenly is only masts or bright green - again from Vanilla and fixed by exiting and reloading the savegame file. Not a problem with a graphic file itself.

I don't report anything as a bug that is fixed by reloading the savefile.
 
No problem, I guessed that it was such form of misloads.

I remember that it is the art of programming of colonization which produces these problems (something with the cache I guess).
 
Hi guys, I just realized that we are still missing many English pedia texts. :(
(It is stuff that was added in TAC.)

Could somebody please take a look into
CIV4GameText_Colonization_Pedia.xml
and write some for the missing ? :thumbsup:

It does not have to be translations of the German texts.
Simply take something from Wikipedia or write something of your own. :dunno:

TXT_KEY_CIV_MAYA_PEDIA
TXT_KEY_CIV_TEHUELCHE_PEDIA
TXT_KEY_YIELD_COCOA_PEDIA
TXT_KEY_BONUS_COCOA_PEDIA
TXT_KEY_PROFESSION_COCOA_PLANTER_PEDIA
TXT_KEY_UNIT_COCOA_PLANTER_PEDIA
TXT_KEY_CONCEPT_EVENTS_PEDIA
TXT_KEY_UNIT_WHALE_OIL_COOKER_PEDIA
TXT_KEY_PROFESSION_WHALE_OIL_COOKER_PEDIA
TXT_KEY_BUILDING_WHALE_OIL_HOUSE_PEDIA
TXT_KEY_YIELD_WHALE_OIL_PEDIA
TXT_KEY_YIELD_WHALE_BLUBBER_PEDIA
TXT_KEY_CONCEPT_WHALING_PEDIA
TXT_KEY_UNIT_NATIVE_MERC_PEDIA

If you want to write a text here, please tell the TXT_KEY so people won't be working on the same texts and efforts would be wasted.
 
Ok, I finished those texts except for
TXT_KEY_CIV_MAYA_PEDIA
TXT_KEY_CIV_TEHUELCHE_PEDIA
which I will let Colonialfan write.

Thank you. :goodjob:

I guess, I can also translate these last 2 pedia texts. :)
 
For Version 155:

#Basecamp image
I think the basecamp image at the start of a settlement is picking up a native image by mistake.
BaseCamp0000.JPG


#AI sporning missionaries?
I noticed a few AI french missionaries wandering around a very long way from their home nation, and having passed many native villages without creating a mission. I am not sure what they were doing, but I don't recall seeing this before. Have we done anything to cause this?


#Event - captured city wanting to return to old nation
I got the event box where the citizens want to return to their old nation, and selected the examine settlement option. After exit the settlement, I got an FF offer event box, but never saw the citizens wanting to return box again.
This is one of the reasons I suggested using a background image to our event boxes in another thread, to make sure we close them out properly before the coding reverts back to vanilla event boxes.

#Captured City settlement screen overlays:
I think there is some sort of glitch in the settlement screens when you capture another european nation's city. When I capture a city and I am given the option to examine settlement - the scoring overlay is still visible on the right hand side of the settlement screen. Usually the scoring is only visible on the map screen.
Also for the duration of the period the captured city is static (e.g. 5 turns), I get an overlay of a few ghost figure outlines from the settlement screen tiles appearing on the map screen - although these wouldn't come up in a screen shot. They disappear on reload, but appear again whenever I look at the captured city settlement screen while it is in that frozen period.
 
For Version 155:

#Basecamp image
I think the basecamp image at the start of a settlement is picking up a native image by mistake.
View attachment 317995

Version 155 is very long ago... :lol:

Ok...seriously... I have used the picture for test purposes and have already changed it back. So, there is no problem...
 
For Version 155:

It does not really make a lot of sense to post bugs from versions that are more than 20 revisions old. ;)
If you notice something like that, please verify if it exists in the current revision before posting a but report. :thumbsup:

Posting bugs from old revisions, that are already solve, will not help us. :)

I noticed a few AI french missionaries wandering around a very long way from their home nation, and having passed many native villages without creating a mission. I am not sure what they were doing, but I don't recall seeing this before. Have we done anything to cause this?

So you are saying that AI is not creating missions at all ? :confused:
(Because sometimes I have seen missionaries wanderig around a while in TAC and Vanilla, too.)

I got the event box where the citizens want to return to their old nation, and selected the examine settlement option. After exit the settlement, I got an FF offer event box, but never saw the citizens wanting to return box again.
This is one of the reasons I suggested using a background image to our event boxes in another thread, to make sure we close them out properly before the coding reverts back to vanilla event boxes.

You are talking about Python/XML events here, right ?
(Not DLL-Diplo-Event. With DLL-Diplo-Events, this problem should not be possible.)

The background image itself will not help at all, with the problem you describe.

Also I would not like to have thes gigantic background images for tiny events.
(This would definitely be very annoying to players really soon.)

I think there is some sort of glitch in the settlement screens when you capture another european nation's city.

Never heard of that. :confused:
But this is definitely not caused by our coding.
 
@team:

We are currently having problems with the new Smuggling Ship graphics.
But we are working on it. :)
(Bugs regarding the graphics of this ship do not need to be reported. :thumbsup:)

Edit:

It is fixed. :)
 
What was the problem?

I am not sure. :dunno:

I think you had renamed the .kfm and .nif.
(So it would fit to the ArtDefine in XML.)

I really don't know why, but this caused civilopedia to throw Python-exceptions.
I restored the original .kfm and .nif (from transfer) and adjusted the ArtDefine in XML.
That solved the problem. :)
 
I guess, I can also translate these last 2 pedia texts. :)

Ok I did the English pedia texts on Maya and Tehuelche.
But I realized, that we really still have some work to do considering texts.

First priority is of course to have at least all English texts completed.

@team:
So please everybody (who is currently not busy) help finding and writing missing English texts. :)
(Please then post here the TXT_KEYs you are working on. :thumbsup:)
 
Posting bugs from old revisions, that are already solve, will not help us.

So you are saying that AI is not creating missions at all ? :confused:
(Because sometimes I have seen missionaries wanderig around a while in TAC and Vanilla, too.)

You are talking about Python/XML events here, right ?
(Not DLL-Diplo-Event. With DLL-Diplo-Events, this problem should not be possible.)

The reason I posted the Version number was so that no one would waste time looking at something they had already fixed.

The AIs are creating missions, and I am aware missionaries wander a bit. What was very unusual here was that the French were at the very south of a huge map, but the missionaries were at the very north point coming back south. I think it would take them around 50 turns to walk up there - past lots of native villages that they didn't create missions in. It was like the AI was using them as some sort of explorer.

I don't know the difference between coding for events. A box pops up with options - in this case that the city inhabitants want to go back to their former nation. One of the options is to examine settlement, then it doesn't go back to the event box after exiting settlement.
 
Screen shot of ghost figures from settlement screen appearing on map screen as mentioned above
 

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The reason I posted the Version number was so that no one would waste time looking at something they had already fixed.

That is ok.
Please before posting a bug, simply get the newest revision and check if it is in there, too. :)
If not, then don't post a bug-report. :thumbsup:

It was like the AI was using them as some sort of explorer.

That already happened in vanilla occasionally.

A box pops up with options - in this case that the city inhabitants want to go back to their former nation.

That is one with the Python/XML event system.
In a DLL-Diplo-Event, you actually have a Diplomacy-Screen.
(You are talking to a leader then.)
 
Screen shot of ghost figures from settlement screen appearing on map screen as mentioned above

Are you trying to assign colonists a profession although the city is still in unrest ?
(If yes, then simply don't do that.)

It seems similar to an old (already solved) problem I once had with Multiple-Professions-Per-Building.
(A modcomp from Androrc, which we included for later use and which will become very important in Release 2.)

Or does that bug really appear only from looking into the city that is at unrest ?

Maybe Anrdorc could take a look, when our savegames are more stable and he got some time. :thumbsup:
 
Huron Indians attacked my treasure



I couldn't find the discussion about the feature that Indians may attack treasures without defence, but is it correct that the treasure will not be destroyed but captured by the Indians? It looks a little bit strange...a European unit with Huron nation flag.
 
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