1.22 released!

I believe the event shown in the screenshot isn't working quite correctly. It's the one that can trigger when you have city ruins within your borders, and I think the secondary effect (a chance for extra :science: if you pay some :gold:) is supposed to be towards the same tech as the automatic free :science:.

Also, I'm getting the constant crashing after entering the Renaissance again. I've appended the crash log for the last one, which happened immediately after loading the save (so it *shouldn't* be an MAF).
 

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  • Crash Log.zip
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I believe the event shown in the screenshot isn't working quite correctly. It's the one that can trigger when you have city ruins within your borders, and I think the secondary effect (a chance for extra :science: if you pay some :gold:) is supposed to be towards the same tech as the automatic free :science:.

That's how it works in BTS too.

Also, I'm getting the constant crashing after entering the Renaissance again. I've appended the crash log for the last one, which happened immediately after loading the save (so it *shouldn't* be an MAF).

That's a music crash. Post the saved game if you can, I'll see if I can replicate it.
 
Here it is. Exact same state it was in when it crashed.

I played about 10 turns with no crashing, then stopped. However, toggling music on and off caused it to crash, sometimes at least, and with a similar report to the one you posted. So there's definitely something wrong with audio in the Renaissance era. Not sure what though, as I've made minimal changes to audio in HR. Most likely culprit is one of the leaders or religions having bad music defines, but I'm not seeing anything obvious, and neither seems to be relevant to that particular saved game.

I'll keep experimenting, but I suggest switching off music (the 'No Sound' toggle beneath the music volume slider) in the meantime.
 
Not sure. I think the regenerate option is meant to disable after a turn or so. That's the way it was in BTS, I don't know if Platyping has handled it differently in his World Builder, Anyway, I don't recommend using it because some game setup code isn't run during a regenerate.

Just discovered! There is a Regenerate Map button within the Worldbuilder!
 
1.22.3: I get the following bug:

RuntimeError: unidentifiable C++ exception

File "DynamicCityNaming", line 268, in disableCity

File "DynamicCityNaming", line 337, in selectCity

File "CvEventManager", line 1867, in onCityBuilt

File "BugEventManager", line 336, in _handleDefaultEvent
 
1.22.3: I get the following bug:

RuntimeError: unidentifiable C++ exception

File "DynamicCityNaming", line 268, in disableCity

File "DynamicCityNaming", line 337, in selectCity

File "CvEventManager", line 1867, in onCityBuilt

File "BugEventManager", line 336, in _handleDefaultEvent

Did that occur when you founded a city, or was it the AI? Please post a saved game from just before it occurred.
 
Did that occur when you founded a city, or was it the AI? Please post a saved game from just before it occurred.

Sorry. It has happened several times, never when I founded a city. And, now I can't remember when it happened. I also don't know how to save logs of these things ... I'll be more careful to save next time.
 
I've found what causes early Barbarian Caravels, some faulty logic in my Tribal Islands code. Will be fixed for 1.23.
 
Right-clicking on a Corporation icon in the Tech Advisor generates the error message shown in the first screen-shot. (I think this may have already been reported and corrected for the next version a while back. But since I'm not sure, here it is again.)

Corporations now founded by Great Doctors appear to still generate Great Scientist :gp:.

And finally, Tenets are being listed under the Civic Upkeep entry on the Financial Advisor (albeit at zero cost).
 

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  • Great Scientist Points?.jpg
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  • Tenet Upkeep?.jpg
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The F11 info Screen

I see Buildings Built but not Buildings Current, as is the case for Improvements. Buildings Built is not very helpful. Can it be changed so that it shows Buildings Current (or both)?
 
Right-clicking on a Corporation icon in the Tech Advisor generates the error message shown in the first screen-shot. (I think this may have already been reported and corrected for the next version a while back. But since I'm not sure, here it is again.)

Not on my todo list, so either hasn't been reported before or I neglected to record it. Added now. Not quite sure why this error is occurring, something bizarre is going on.

Corporations now founded by Great Doctors appear to still generate Great Scientist :gp:.

Oops. Will fix.

And finally, Tenets are being listed under the Civic Upkeep entry on the Financial Advisor (albeit at zero cost).

The F11 info Screen

I see Buildings Built but not Buildings Current, as is the case for Improvements. Buildings Built is not very helpful. Can it be changed so that it shows Buildings Current (or both)?

I'm trying to review/redesign one or two advisor screens with each new version. Not sure which I'll tackle for 1.23 yet, but your suggestions for these are noted.
 
In the attached save, I founded a second religion, and got a Python Exception


Traceback

CvScreenInterface line 592 in update
CvWonderMovieScreen line 173 in update
CvWonderMovieScreen line 139 in update

RuntimeError: unidentifiable C== exception



I don't know how to make screen shots or where to find logs of such things. Someone please advise me of how to do these things (Windows 7).
 

Attachments

"Completion of the [Holy Crock, a Wonder] required the sacrifice of -1 population in Godawfulville."

That should be "+1 population", I believe.
 
In the attached save, I founded a second religion, and got a Python Exception


Traceback

CvScreenInterface line 592 in update
CvWonderMovieScreen line 173 in update
CvWonderMovieScreen line 139 in update

RuntimeError: unidentifiable C== exception

Ugh, I hate that type of error. Tricky to isolate. Thanks for the saved game, I haven't had a chance to look at it yet but hoping to this weekend.

I don't know how to make screen shots or where to find logs of such things. Someone please advise me of how to do these things (Windows 7).

The logs should be in ~My Documents/My Games/Beyond the Sword/Logs/ or similar. Logging needs to be enabled in your CivilizationIV.ini first (see Troubleshooting thread for how to do this).

"Completion of the [Holy Crock, a Wonder] required the sacrifice of -1 population in Godawfulville."

That should be "+1 population", I believe.

Will be fixed in 1.23.
 
Hmm, I think that I unknowingly screwed up the installation of the Patch 3 back when it was issued. Then I couldn't know whether or not I had installed it correctly. Would it help to issue versions with labels such as 1.22.1, 1.22.2, 1.22.3?


I was definitely getting 3 maximum Missionaries on a Huge map. Perhaps the Mapsize codes go from 1 to 8 and not 0 to 7?

I would personally advocate for the MaxMissionaries formula to be
MaxMissionaries = Mapsize or
MaxMissionaries = Mapsize + 1 (depending on the MapSize codes)

I think that I am seeing 4 Missionaries on Massive size. Can you please advise me as t where I can find the Python code so that I can tinker with it myself.
 
The Pedia states that the current version of the Pyramids allows cities to `grow' whilst building Workers or Labourers. I believe that the mechanic is that surplus food is both retained and converted to hammers. So, a city that has 4 surplus food gets 4 free hammers extra when building Workers and Labourers.

1. Can the mechanic please be explicitly mentioned in the Pedia?

2. If I am not mistaken, `grow' means that the granary stocks can increase but that the population can't once the granary is full. To take full advantage of this requires micromanagement --- wait until the granary is full, stop building Worker for one turn, then restart after the city grows.

3. The city building a Worker then has a white circle, which is confusing. Can that circle be made green? Also, if Workers, why not Settlers?

4. The Domestic Advisor wrongly claims that all cities building Workers are `Stagnant'.
 
I build a Shaman in a city that has a Great Temple. My Shaman has 2/2 XP. That sounds like a bug but it leads to an idea.

Is it possible to design a mechanic to give promotions to Missionaries? Promotions such as `run faster', `use twice', `never fail', or `can swim' come to mind.


Edit: Now I discover that I also get 2/2 XP Workers. Maybe they can work harder for me after promotion to foreman.
 
I think that I am seeing 4 Missionaries on Massive size. Can you please advise me as t where I can find the Python code so that I can tinker with it myself.

In the file HR_Religion.py, search for 'getMaxReligiousUnit()'. The algorithm is in that function.

The Pedia states that the current version of the Pyramids allows cities to `grow' whilst building Workers or Labourers. I believe that the mechanic is that surplus food is both retained and converted to hammers. So, a city that has 4 surplus food gets 4 free hammers extra when building Workers and Labourers.

1. Can the mechanic please be explicitly mentioned in the Pedia?

2. If I am not mistaken, `grow' means that the granary stocks can increase but that the population can't once the granary is full. To take full advantage of this requires micromanagement --- wait until the granary is full, stop building Worker for one turn, then restart after the city grows.

I actually don't understand the mechanic very well myself, been meaning to read up on it. The Pyramid's effect is borrowed from one of Platyping's projects.

3. The city building a Worker then has a white circle, which is confusing. Can that circle be made green?

Circles on the map? I'm unable to make changes to those, unfortunately.

Also, if Workers, why not Settlers?

Too powerful that early in the game.

4. The Domestic Advisor wrongly claims that all cities building Workers are `Stagnant'.

Yeah I need to fix this. Will do once I've got a better grasp of how the mechanic works.

I build a Shaman in a city that has a Great Temple. My Shaman has 2/2 XP. That sounds like a bug but it leads to an idea.

Is it possible to design a mechanic to give promotions to Missionaries? Promotions such as `run faster', `use twice', `never fail', or `can swim' come to mind.


Edit: Now I discover that I also get 2/2 XP Workers. Maybe they can work harder for me after promotion to foreman.

Non-military promotions could be interesting. I know Platy and others have made components like this. I'll fix the bug for now though.



No progress on that error you posted earlier unfortunately. However, it might be the same one that's happening in multiplayer a lot. This is good because fixing stuff like this in single player is considerably easier.
 
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