[Religion and Revolution]: Bugs and Todos

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.

Yes this is introduced in this mod ... see my comments from Mod Development thread, page 44, post #880 (sorry I don't know how to do links).

A few issues:

#Capturing / Escorting Treasure:
- I have sent a few treasures off to see how far they get without capture - the answer is not far, all of them have been grabbed by natives in about 3 turns (this isn't a problem, just a comment).
- When escorting treasures back with my scout (with a long move path). About every 5 turns or so the scout and treasures become separated, and the path needs to be reset. Perhaps this is because the scout tries to go over a peak, or into a dark/goody area, but the treasure tries to go around it. Not sure if we can do anything about this, or if we want to?
- My scout cannot capture other European treasures, presumably they would have to be a dragoon to do this. But can they still scout if they are a dragoon? Plus I don't think many players would have spare guns to arm their scouts at the start of the game. Would we consider letting a scout attack/capture a rival treasure or would this be too much of a change (i.e. once scouts can attack will they attack everything?).
- Probably the biggest issue is that I have never seen an AI scout escorting their treasure (or any other AI unit escorting their treasure). I still see AIs' Treasures wandering around unaccompanied, and if my experience is a guide I presume they are usually captured by natives quite quickly. Have we coded any encouragement for AI to protect their treasures? If we haven't, or this isn't working, then this mechanic is penalising European AIs (they won't get any treasures) and helping native AIs (they will get a lot more free gold from captured treasures), and also making trade with natives more beneficial (natives have a lot more gold to spend).
- If the objective of this change was to limit the advantage to the first scouts and share the treasures around, then I don't know if this is working as intended. The first AI scouts still race around opening up all the goody huts, then lose the treasures to the natives, so there is still not much for later nation's scouts.

I think the balancing has changed a bit since so this is a bit less likely to happen, but making it a matter of luck, or dependent on the desire of the local tribe to raid, doesn't really change my concerns.
It's also confirmed that human's scout can defend/escort a treasure, but cannot capture it back (or capture someone else's treasure), unless they are at war with whoever has the treasure.
 
...a European unit with Huron nation flag.

Genreally we could introduce nation specific UnitArtStyles for Native treasuers or one new UnitArt for Native treasures.
But I really don't know, if it is worth the effort. :dunno:

Yes this is introduced in this mod ... see my comments from Mod Development thread, page 44, post #880 (sorry I don't know how to do links).

Treasures generally being able to be captured by Natives is not introdruced by this mod.

What was introduced, is that Natives will go on raids for treaures, if your relationship to them has fallen below the attitude that is the "Raid Threshold" (every Native Nation got a specific one).
Raids don't need a declaration of war.

Also introduced by us, was that Native treasures are transferred into gold, once they reach a Native city.
(Before, treasures were pretty much useless for Natives ...)

I think the balancing has changed a bit since so this is a bit less likely to happen, ...

Yes, Natives will only hunt your treasure, if the attitude towards you has dropped below "Raid Threshold".
Also, AI has been improved a little, so AI treasure make it back to AI cities with higher chances.

It's also confirmed that human's scout can defend/escort a treasure, but cannot capture it back (or capture someone else's treasure), unless they are at war with whoever has the treasure.

This is still the same as in Vanilla.

No European Unit on land can attack another Civ, without having a war declared.
However, this might change in later releases, when we introduce Robbers (which have hidden nationality).
 
Genreally we could introduce nation specific UnitArtStyles for Native treasuers or one new UnitArt for Native treasures.
But I really don't know, if it is worth the effort. :dunno:

I think it is. I have already some ideas how to create a unit style.
 
Hi folks,

something is currently wrong with the city management.

The images for church and city hall (and maybe further) are not correct:



Version: 204

Edit: Fixed
 
Edit: Fixed

What caused the problem ?
I really cannot think of anything we did, that could be responsible for that. :confused:

Edit:
I will check SVN revision history, to find the reason for this. :thumbsup:

Edit 2:
Ah ok, it was probably some test changes for Sacrificial Altar and Totem Pole, that were not cleaned up. :)
(Revision 150)

Edit 3:
I have checked the corrections from Schmiddie and all other entries for building graphics.
Everything should be correct now. :)
 
Ok, here is another bug.

The Hurons have declared war. Something is wrong with the icons showing the warrior near the cities.

Maybe it is caused by our new warrior buttons...

 
I don't know why the button.dds files of the natives don't work 100%. I put them into the atlas.dds - now it works correctly.

I have uploaded the fixed version.
 
I have uploaded the fixed version.

Great. :thumbsup:

Edit:

I know, why it did not work properly:

it was
,Art/Interface/Buttons/Units/Inca.dds
instead of
Art/Interface/Buttons/Units/Inca.dds

This sometimes causes problems, if not made correct.
(References to single images in the art folder of our mod should be made without using ",".)
 
Today I had my first ctd. How can identify and post the logs?

They should be in the _Civ4Logs folder, but I'm not sure if you had logging turned on. To make sure it saves logs you can use the following steps:

In the Colonization folder there's a file CivilizationIV.ini . To set the game to save logfiles: open this file in TextPad, search for [DEBUG], then set the following lines equal to 1 as shown below, then save it.

PHP:
; Create a dump file if the application crashes
GenerateCrashDumps = 1

; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

In the Colonization folder there's a _Civ4Logs directory, after turning logging on, it should create logfiles there that you can read and upload after any crash. On any crash it will also give you the option to generate a crashdump file, which I think can be looked at in the compiler.

Also try to keep any savegames or autosaves from before any reproducible crashes, and you could upload those.

It would be good if everyone testing the game can know these steps so information about errors can be recovered, maybe this should be in a sticky post somewhere?
 
BTW, some other convenient options you can set in CivilizationIV.ini are:

Directly load this mod and skip intro movie:
Spoiler :

; Set to 1 for no intro movie
NoIntroMovie = 1

; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Religion_and_Revolution

Setting it to disable file caching will make sure it always loads the current version of mod files when starting; this will prevent confusion when you update the mod but it might be loading outdated files from the cache.
Spoiler :
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1

HidePythonExceptions = 0 will show messages for any python errors. To find possible crashes there is also an autorun feature you can use where the game will autoplay many turns. In the 2071 mod I had to do that to find CTDs that occurred in the late game which were rare but very frustrating for players.
Spoiler :
; Set App on Auto-Run
Autorun = 0

; Set to 1 for no python exception popups
HidePythonExceptions = 0
 
Today I had my first ctd. How can identify and post the logs?

Usually a savegame would be useful. :)
Although until I get time to analyze it, the savegame would probably not work with the current mod anyways.

Let us finish the open implementations of Release 1.
Then we will have several weeks with tests and bugfixes only.

Until we have finished major implementations and savegames are stable, analyzing bugs / CTDs is incredibly difficult. :(
(Unless somebody finds a concrete reason right away.)

Also, please give more information. :)
(Please do not simply tell "I had a CTD.".)

1. Were you able to load a save and continue playing ?
2. Does it always crash in the same round ?
3. Are you able to identify a certain action of yourself or AI that could cause the CTD ?
4. Which revision of the mod is it ?
...
 
Thanks orlanth, You are correct. Logging was turned off.

Also, please give more information. :)
(Please do not simply tell "I had a CTD.".)

That is absolutely clear. I just wanted to get some infos how to get infos before I tell you more.

By the way. I started a new game...also a ctd... I will try to find out why.

1. Were you able to load a save and continue playing ?

No. The ctd applied always when AI makes its turn

2. Does it always crash in the same round ?

Yes. No further playing possible.

3. Are you able to identify a certain action of yourself or AI that could cause the CTD ?

not yet.

4. Which revision of the mod is it ?

Version: 207
 
Ok, I will check. :thumbsup:
(I will postpone the work I have started for economy and first try to fix this bug.)

Edit:

I simply cannot load this save.
Thus I stopped to try to analyze it.

@Schmiddie:

Reason for my problems are, that you named your mod something like "R & R aktuell Test".
I tried to rename the mod and thus be able to load your save, but it simply doesn't work.

@team:

Please call the mod that you are playing / testing Religion_and_Revolution as it is in our SVN and nothing else. :thumbsup:
If everybody calls the mod differently and even uses special characters and blancs in the mod name,
it gets enormously annoying for me to rename the mod again and again, to try to get a save loaded. :(
 
@Schmiddie:

Did you make a complete export of the mod from SVN before starting your tests ?
(To make sure, that you are playing exactly the current version.)

@team:

Does anybody else also experience CTDs with the current version of our mod ?
 
Ok, that is a good point. I will name the mod as you described.

And yes, I made a complete export!

Ok, don't analyze this save. I have activated the logs. If I have another ctd we can analyze it then.
 
Great. :thumbsup:

Edit:

I know, why it did not work properly:

it was
,Art/Interface/Buttons/Units/Inca.dds
instead of
Art/Interface/Buttons/Units/Inca.dds

This sometimes causes problems, if not made correct.
(References to single images in the art folder of our mod should be made without using ",".)

It tried it without the comma, but it also didn't work...therefore I used the atlas
 
Here is another funny bug.

Don't know if it is worth to find out why...but one of my British Soldier was sighted fighting with the Danish enemy as I sieged the Danish colony... interesting is, that the unit made exactly the same movements as the Danish Infantry unit. The soldier did not just only stand there...

In the end this is no bug?:eek:

 
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