Solving Bugs

@vizze
That's a vanilla bug we can't fix with mods.

@bladex
Do you have any other mods installed? Problems like that usually happen because of incompatible mods.
 
@vizze

@bladex
Do you have any other mods installed? Problems like that usually happen because of incompatible mods.

a few but their all vanilla compatible so they should be fine? what ones would cause it?

tech satellite reveals map v5
units herdsman v3
map rotate start positions v3
ui map pins v8
advance missile mod v4
new resource buildings v1
sniper mod v5
beyond the future v1
tiny death robots v1
building: goldsmith v1

also not really a bug but there's lagg when your in the city screen when you click something to build afterwards there's a 2 sometimes 2.5 sec delay before you can select something else the same goes with the queue and selecting specialists etc and tiles to work on.
 
  • tech satellite reveals map v5
    This is obsolete; it was added to vanilla several years ago.
  • ui map pins v8
    This is part of vem, so including a second copy would cause problems.
  • beyond the future v1
    I think this is one of those major mod packs, so it would probably cause issues.
  • tiny death robots v1
    building: goldsmith v1

    These should be okay, but I don't know for sure.
  • units herdsman v3,
    map rotate start positions v3
    advance missile mod v4
    new resource buildings v1
    sniper mod v5

    I don't know what these do.
 
i've used beyond the future in previous versions with no problems. any idea why there is lagg though in the city screen? no lagg on other mods.
 
G+K, Civ V Unofficial Patch (Beta) (v 13)

I'm getting a nasty UI bug: suddenly autotooltips are getting corrupted: only few last lines or nothing (i.e. "Error!") is displayed.

It happens because GetHelpTextForBuilding from InfoTooltipInclude returns
Code:
[ICON_FOOD] Food: +1 on  [ICON_RES_WHEAT][ICON_RES_BANANA][ICON_RES_DEER]
instead of
Code:
GRANARY[NEWLINE]----------------[NEWLINE][ICON_PRODUCTION] Cost: 60[NEWLINE][ICON_GOLD] Purchase: 5.8x[NEWLINE][ICON_GOLD] Maintenance: 1[NEWLINE][ICON_FOOD] Food: 2[NEWLINE][ICON_FOOD] Food: +1 on [ICON_RES_WHEAT][ICON_RES_BANANA][ICON_RES_DEER]
(or something like that, and sorry for lack of screenshots - i can provide if needed)

After some expensive debugging i found a quick-and--dirty fix:
just disable the check at line 536:
Code:
if MapModData.Fields.Buildings == nil then
For some reason this table is getting corrupted or w/e, didn't found it out yet.
 
After your post i looked a bit at this file and find this:

-------------------------------------------------
-- Initialize MapModData.Fields
-------------------------------------------------
--if MapModData.Fields == nil then

--log:Info("Initializing MapModData.Fields")

MapModData.Fields = MapModData.Fields or {}
MapModData.Fields.Units = MapModData.Fields.Units or {}
--MapModData.Fields.Buildings = MapModData.Fields.Buildings or {}

Is the last line ok? I think the "MapModData.Fields.Buildings" is not initialized because of the "--".
I know from my experience that the most bugs are such things, and a "," or similar to much etc., and it's difficult to detect them.

Sorry if i am wrong, i am no lua programmer, only use my brain if something views logic or not... :)

EDIT: Forget it, i tested it and get no buildings shown at all! :crazyeye: Yep, as i said i am no lua programmer and should such problems better let be worked by the professionals.^^

Btw. it is very good work that the mod will be adopted so fast to the expension! :thumbsup:
 
Code:
MapModData.Fields.Buildings	= MapModData.Fields.Buildings or {}
this line means something like: if the table isn't present yet, create a new empty table with that name.
i assume it wouldn't help: the table is getting "corrupted", it's not deleted completely, so uncommenting this line wont have any positive effect (and you can't change only this line - you will need to do something for proper initialization of the table later)
 
I'm getting an issue where apostrophes (') in the AI's diplomacy text appear as quotation marks (") instead. It doesn't seem to affect every line though, oddly enough. I've also tried fiddling around trying to fix it, but nothing seems to work.

Also, you might want to fix it so that the word Ally and its different forms (Allies, Alliance, etc.) are entirely lower-case. It's pretty much a two second job anyway, but it's little things like this that get to me more than anything.

I realize that Extra Diplomacy Text isn't actually your mod and all, but it doesn't seem that Putmalk is going to fix the typos anytime soon.
 
Welcome to the forums skillface! :thumbsup:

Firaxis tends to capitalize certain phrases, and "Declaration of Friendship" was capitalized, so I followed the same pattern for "Ally."

I'm looking through the diplomacy text and it appears to use ' apostrophes in the files. Is there a specific example of a line which should be an apostrophe but is actually a " quotation mark?
 
Welcome to the forums skillface! :thumbsup:

Firaxis tends to capitalize certain phrases, and "Declaration of Friendship" was capitalized, so I followed the same pattern for "Ally."

I'm looking through the diplomacy text and it appears to use ' apostrophes in the files. Is there a specific example of a line which should be an apostrophe but is actually a " quotation mark?

Hmm I just think that Ally and its other forms look better in lowercase, but it's easily fixed with Notepad++ on my side I guess.

As for the apostrophes turning into quotation marks, I know it shows up in the text files as apostrophes but for some reason the game seems to convert some of them into quotation marks for some odd reason.

I've attached a couple of screenshots to give you an idea of what it looks like, but it's a little more widespread than this of course. Some sentences show up perfectly fine though. It's not limited to specific leaders or anything either from what I can tell.

Only mods I have running are G&K Unofficial Patch and Infoaddict, though it does it even with the Unoffical Patch by itself. Renaming or removing Diplomacy.xml and ExtraDiplomacyText.xml fixes the issue, but then you're stuck with the default diplomacy text.

Also would anyone happen to know what's up with the dodgy textures on some leaders? That stuff is just downright annoying.
 

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Oh duh, I just realized what the problem is. The ' apostrophe is a special character in xml, so I must use the "'" identifier. I'll fix that right away. Thanks for reporting this! :goodjob:

I'm relatively certain the texture problem is a vanilla/vanilla-expansion bug. Civup/vem doesn't alter leader artwork.
 
I hope this is the correct place to report a couple of bugs/issues with G&K version of UP (this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=75620160).
  • Follower Belief "Religious Centers" doesn't work. It's supposed to provide +2 Happiness from Temples when having 5+ followers in a city, but the Happiness bonus is not provided. This is a major issue imo.
  • When having build certain Wonders like Neuschwanstein, the added bonus for Castles (in this case) doesn't show up in the building yield in a Build menu overview. Not sure if this is because the bonus is not provided (like first bug above!) or if this is just a UI issue.
  • There is a general lag when selecting a new building task, whether this is selected in town or from the 'choose building' menu when ending turn. If you use the choose building link at turn and then select a building and then click the link again too fast it will open the same city building que instead of moving to next one which can be a bit confusing (albeit not a major issue).
  • Number of turns to finish building will show up wrong in the build menu. Sometimes it will say 3 turns in the menu, but then when you exit town it will say 4 turns. The difference seems to be 1 turn when it happens from what I noticed.
  • Above mentioned apostrophe issue also happens for me.
 
Thalassicus, thank you for making this mod. Your latest version seems bugged to me. All of a sudden my city screen doesn't show the correct values for production, food, gold, etc. Here's what happens: If I change the city focus from default to production for example, the values on the left do not update.

I only noticed this in the latest version. Could it be bugged? I downloaded your mod ingame by subscribing, by the way. Your mod is the only one I have installed, and this is the UP mod for G&K, if that wasn't already clear.

This happens both on savegames from earlier versions of your mod, and in new games on version 42 (beta).

If I mouse-over food, production, gold, etc. it shows the correct base values, but the total values don't update if I change what tiles I work. The production window doesn't update either (turns left, production per turn). The top bar (turns till new tech, gold per turn, turns till new policy, etc) does update.

Thanks again for all your work. It is greatly appreciated. Hope I provided enough information for it to be of use.
 
Thank you for your answer mystikx. However, when I opened that file in Notepad++, I see that the line has already been disabled by adding to dashes (--). And I just did a clean mod install, so this is something Thalassicus has done.

And my suspicion was just confirmed - I removed those two dashes, and now it works again(!). I was sure this had worked in previous versions. With version 42 beta, if I don't remove those 2 dashes the city screen doesn't update at all. Looks like an unintended side-effect of a temporary workaround to me.

Edit: I just read your post again, mystikx, and realized that I probably misread it. Anyway, it works now and I'm happy at least. :)
 
I posted late at night. So it wasn't as clearly written as it needed to be. Long as somebody could decipher it. ;)

The way that bug works (it appears) is that apparently the yield tables are being called too often to update and causing lag, for some players. Some point in between where the yield tables update when there are still changes to the yield calculations because of actual tile/specialist production but where the tables aren't called too frequently would be helpful for those players.

I'm guessing that one reason it lags on building queues is that units and buildings and wonders can all have different production modifiers and that calls the yields up each time a change is made.

As long as we're on the subject, it would probably be useful to determine how many players have the lag bug in the first place. If it's not very many, then the default mod release should probably not include this fix until it is nailed down more thoroughly. Then the fix can be preserved for those who need it.
 
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