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Old Sep 14, 2009, 07:35 AM   #1
Ahriman
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1.5 Feedback

Starting up the feedback for the new version.

Fatal Python error on turn 2 (see picture).

Clicking through it 20 times makes it disappear, but it immediately reappears a second or so later.

Save attached as well.

*edit*
tried a few more starts, it seems to be the scout thopter that is causing this problem.
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Last edited by Ahriman; Sep 14, 2009 at 08:37 AM.
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Old Sep 14, 2009, 08:35 AM   #2
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I still suggest we remove surface from being built on flatland; with turbines and solar farms, we no longer need them, and the AI has a tendency to just go slavery and mine everything, and slavery is a bit too strong early game with mines on every tile.
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Old Sep 14, 2009, 08:40 AM   #3
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Does this happen on every game? If so then the install seems broken for you. I will back up my area, download the install exe and play from that.

Has anybody else on this thread downloaded? Did you have this problem or not?

What do you mean by "related to the scout thopter"? Do you mean, if you start as a civ which starts with a scout thopter then this problem appears, but if you start as another civ which does not have a scout thopter then it is OK?

Presumably the unit itself works, because the AI players would have them, even in games when you don't. If you have a game where you have no thopter, please ctrl-Z display the whole map and find an AI scout thopter to confirm. Then you might try giving yourself a scout thopter using WB and see if the problem starts happening.
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Old Sep 14, 2009, 08:42 AM   #4
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Originally Posted by Ahriman View Post
I still suggest we remove surface from being built on flatland; with turbines and solar farms ... Did you add improvement construction on polar terrain?
One side benefit of having the bug spreadsheet is that all the unfixed bugs are listed there. I apologize for not fixing every item you have reported.
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Old Sep 14, 2009, 08:51 AM   #5
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It may be unrelated to the scout thopter; it seems like it might be related to trying to move into a desert tile.

So I'm guessing there is a bug in the height-adjustment system?

Yes, the bug is happening every game, though I have only tried a few so far, as soon as a unit tries to move into desert tiles; whether worker or thopter.

Quote:
One side benefit of having the bug spreadsheet is that all the unfixed bugs are listed there.
Sorry, forgot to check the sheet. My bad.
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Old Sep 14, 2009, 09:16 AM   #6
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Here's another example; try moving the worker NE of castle caladan onto the desert to go mine the spice.
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Old Sep 14, 2009, 09:28 AM   #7
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You don't have to send more testcases. It happens all the time, regardless of what unit you move, if either the original plot or the destination plot is a desert. I have verified that this happens with my original installation so it is not an installer problem. I have verified that it happens without the fpk file so it is not that either.

All I can say is, it does not happen in autoplay, and it has been a while since I have manually played a game. I will try backing out my recent changes until I hit something, but there is no GUI change which I have made.
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Old Sep 14, 2009, 10:02 AM   #8
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Somehow the way that I build the dll is not correct. I have had this problem with the Fury Road mod; I updated it to 3.19 locally but it had a weird problem with the shader. I did not figure it out so I did not release it.

I have dropped back to the dll sent by koma13 on Sept 12. This does not contain any of my sdk fixes but it does allow the game to actually work. If you go back to my 1.5 release note, you will see I have changed some fixes to orange color, which are my local sdk fixes.

@ ahriman, if you have the install from koma from Sept 12 and you can do it, please pull out the dll file (only) from that and write over the 1.5 dll. Does this solve your problem? If you do not have the rar or you cannot easily pull out the dll, I have uploaded just the working dll to this link. Please confirm this is working for you.

@ koma13, in the 1.5 release I have put all the sources. I have also kept my broken dll separately at this link. Could you please confirm that whenever you move a unit to/from desert using my dll, that you get this alert? Could you please confirm that with your dll, this problem does not occur? And finally, could you try building a dll from the sources in the 1.5 release and see if *you* build *my* sources, whether it works? If your compile works, I will give up sdk compiling forever.

I have uploaded a modified 1.5 with koma's dll to the download database so the download is available again.
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Old Sep 14, 2009, 10:17 AM   #9
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@ ahriman, if you have the install from koma from Sept 12 and you can do it, please pull out the dll file (only) from that and write over the 1.5 dll. Does this solve your problem? If you do not have the rar or you cannot easily pull out the dll, I have uploaded just the working dll to this link. Please confirm this is working for you.
I quit Civ, downloaded the file at this link, unzipped it into the BtS/Mods/Dunewars/CvGameCoreDLL folder, loaded Dunewars, and reloaded one of my saves from above, and still got the same error.

I tried starting a new game, and still got the error.

I do find that the error happens for the first time in a game when I first try moving a unit into desert tiles.

Next, I will delete my dunewars mod folder, and redownload your modified 1.5 and test.
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Old Sep 14, 2009, 10:19 AM   #10
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I quit Civ, downloaded the file at this link, unzipped it into the BtS/Mods/Dunewars/CvGameCoreDLL folder
Confusingly, cvgamecoredll.dll does not go into the cvgamecoredll folder. It goes into the assets folder. You will see a file with this name already there; please copy over the old file.
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Old Sep 14, 2009, 10:25 AM   #11
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Well, I just renamed the old mod folder (to backup) downloaded your new modified 1.5; that seems to be working fine.

Do you want me to delete the new one, go back to the old one, and try installing the cvgamecoredll.dll into the assets folder?
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Old Sep 14, 2009, 11:06 AM   #12
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Do you want me to delete the new one, go back to the old one, and try installing the cvgamecoredll.dll into the assets folder?
Thanks for the confirmation. I do not think there is any further experimentation I'd like you to do; I would really like koma to try building my sources, to see if my build environment is working or not.

Thank you also for the first post onto the modpack thread; please do put future discussion onto the modpack thread instead of here, to attract more new players due to an active visible thread.
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Old Sep 14, 2009, 11:29 AM   #13
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please do put future discussion onto the modpack thread instead of here, to attract more new players due to an active visible thread.
I can do that, but are you sure you want to move everything from this forum into the thread? It could get messy.
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Old Sep 14, 2009, 12:52 PM   #14
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Quote:
Could you please confirm that whenever you move a unit to/from desert using my dll, that you get this alert?
Confirmed.

Quote:
Could you please confirm that with your dll, this problem does not occur?
Confirmed.

Quote:
And finally, could you try building a dll from the sources in the 1.5 release and see if *you* build *my* sources, whether it works?
I compiled your source code and getting the same error message as with your dll when entering desert terrain. I think there is some error in the sources.

KO1: I spotted a sandworm in polar coast terrain.
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Old Sep 14, 2009, 01:59 PM   #15
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I can do that, but are you sure you want to move everything from this forum into the thread? It could get messy.
I would like to have "1.5 feedback" in the modpack thread. We should maintain the "incremental patch" thread for developer discussion of staging patches and new versions. We should maintain the other special purppose threads for example on the unique abilities of the various civs.

So, if a detailed discussion starts on the modpack thread, we can recommend to use a new/existing thread here for more details. But having an active thread in the modpack forum will attract more people.
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Old Sep 14, 2009, 02:00 PM   #16
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I compiled your source code and getting the same error message as with your dll when entering desert terrain. I think there is some error in the sources.
I do not know if that is good news or bad news. None of the changes I made have anything to do with help strings. I will back-out my changes one at a time to see what I find.
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Old Sep 15, 2009, 03:35 PM   #17
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GREAT mod. The only thing I think should change is possibly the strength of blade men. It should be reduced as (with Infantry) you attack a city and you start w/ an advantage...
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Old Sep 16, 2009, 06:37 AM   #18
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Well, its similar to vanilla swordsmen vs archers, except swordsmen don't ignore city walls. Maybe drop the bladesmen down to strength 5, and increase their city attack bonus to 20%?
6*1.1 = 6.6 -> 5*1.2 = 6
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Old Sep 16, 2009, 09:30 PM   #19
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I do not know if that is good news or bad news. None of the changes I made have anything to do with help strings. I will back-out my changes one at a time to see what I find.
There's alot of weird hard coded stuff in the help string manager in the dll. If something it expects isn't there it might crash. It's been a long time since I messed with that code in my GNH mod, but I remember being surprised at all the functionality there that wasn't in the XML.
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Old Sep 17, 2009, 09:17 AM   #20
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Some of the offworld trade requirements are still strange; in the early midgame I was able to buy a heavy scorpion, dragonfly hornet eagle thopter and suspensor cruiser. This when my highest level tech was tier8 (see savegame).



Also, the "launch" button and message is too small; this should be much more obvious, new players could easily miss it, I noticed it only because I knew to look for it.
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