A New Dawn Bug Reports and Feedback

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New spice source discovered. Second option at least doesn't actually spawn the spice it just builds the plantation and road.

edit: spice shows up in world builder but not in the game.
 
By right it won't be, unless the system is screwed in the dll.

Use def getUpgradePriceOverride(self, argsList): in CvGameUtils to overwrite the dll.

I guess there's something in the dll; I'll have to look.
 
New spice source discovered. Second option at least doesn't actually spawn the spice it just builds the plantation and road.

edit: spice shows up in world builder but not in the game.

Savegame please, I can't do anything without a savegame and a proper report (rev number, and game data like mapscript, mapsize, handicap, gamespeed, etc). Thank you.
 
Because for BTS, that event only checks for calendar and whether you have 4 different sources of happiness resource.

If there is a reveal tech for spice in AND, unless you modify the python codes, it wont care a hoot.
 
Hi everyone, I hope I am posting this in the right section. I downloaded ROM:AND from the downloads section of this forum and installed it using the given installer by the creators of the mod. Whenever I create a new game or load a scenario there is no UI at all. For those familiar with ROM it is the same result as if you press Alt + I.

I have the latest drivers for my NVIDIA vga, my desktop is a 3-month gaming desktop, so I am quite confident it is not a matter of the specifications of the PC.

In any case, if somebody has solved a similar problem let me know, and, if necessary, I can provide you with the error log and exact specifications of the PC.

Thank you for your time. The mod looks great (I want to play it though :-))
 
I have just come across a major production bug that only seems to occur in Holy cities.

It seems to account for bonuses that are not there, making production jump several fold from one turn to the next. I have had this occur in 2 separate games now - attached are 3 files. The 2 screenshots outline:

A) Normal production for a city at 43 :hammers: when producing research
B) Abnormal bonus production at 227 :hammers: for the same city as soon as I tell it to build a unit (phalanx). Here it highlights production bonuses that should not be there, including overflow of which I had none.

The 3rd attachment is the savefile. To replicate this scenario,

1) Put Sparta in research mode, mouse over the production details in city screen (as in screenshots)
2) Tell the city to build a phalanx
3) Mouse over the production details in city screen to see buggy bonuses

The above can be done in the attached savefile.
 

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  • ProductionBug.CivBeyondSwordSave
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I have just come across a major production bug that only seems to occur in Holy cities.

It seems to account for bonuses that are not there, making production jump several fold from one turn to the next. I have had this occur in 2 separate games now - attached are 3 files. The 2 screenshots outline:

A) Normal production for a city at 43 :hammers: when producing research
B) Abnormal bonus production at 227 :hammers: for the same city as soon as I tell it to build a unit (phalanx). Here it highlights production bonuses that should not be there, including overflow of which I had none.

The 3rd attachment is the savefile. To replicate this scenario,

1) Put Sparta in research mode, mouse over the production details in city screen (as in screenshots)
2) Tell the city to build a phalanx
3) Mouse over the production details in city screen to see buggy bonuses

The above can be done in the attached savefile.

Calculation is correct, it's the method which needs refining. First you get 27 :hammers: base production +60% from bonus: total 43 :hammers:. Then you have 26 Base Production+97 from overflow on the previous turn + 85% from bonus, you get 123+85%bonus which is correctly 227.
I see 2 problems here, but I'm not 100% sure they need both to be addressed or how; first, you build research and this is converted to hammers (97 overflow from previous turn) when you switch building phalanx. In theory, it's correct that this is happening, because you're using your research overflow (translated into :hammers:) and it's the same that would happen if you were building something else requiring :hammers: before that phalanx. Problem is that I'm not sure what "overflow" is for research (and gold and culture). Second problem is that I'm not sure it's correct for bonuses to be applied to overflow: this is because overflow is already a product of bonuses on the previous turn and hence you apply bonuses twice. I'll look into it, thank you.

Edit: I've tested a bit; it's not related to holy cities I think; I've tried again playing a few turns of your game both with Sparta (holy city) and other cities and the problem didn't happen. BUT to make it quick, I turned off city automation. That could be the feature causing this problem; do you have a save some turns before the one you've uploaded? Can you try for me turning off automation in Sparta and seeing if it still happens when Research bar under the city is full (which should lead to research overflow)? A report on this might be useful at least to test my theory. Thank you.
 
45°38'N-13°47'E;12874042 said:
Edit: I've tested a bit; it's not related to holy cities I think; I've tried again playing a few turns of your game both with Sparta (holy city) and other cities and the problem didn't happen. BUT to make it quick, I turned off city automation. That could be the feature causing this problem; do you have a save some turns before the one you've uploaded? Can you try for me turning off automation in Sparta and seeing if it still happens when Research bar under the city is full (which should lead to research overflow)? A report on this might be useful at least to test my theory. Thank you.
Thank you for looking into this :) Indeed the research overflow seems to be the problem (should not be any that I know of and those production bonuses just appear suddenly).

Yes I leave city automation on for the part. I will try your proposed methods tomorrow at some point and get back to you - will do a some checking of production at end of every turn.

EDIT: I have gone ahead and loaded an earlier save. In it I disabled auto production and manually put the city to produce research. 4 Turns later the tech production was about to overflow. On the 5th turn, I switched to build a phalanx and got some overflow (screenshot provided). You can replicate this by loading the save I provided and going to the next turn.

EDIT 2: Sorry the titles are misleading; the save is 4 turns after I started to manually put the city research, the screenshot is 5 turns. You can go to the 5th turn from this save.
 

Attachments

I've tried your save and I see the same problem you're reporting. But if I go on playing, and I build Research and then I switch to anything else when the production bar is almost full, I don't get such a big overflow. Nor it happens with other cities. Are you sure it's not a :hammers: overflow caused by something you were building BEFORE building research and that's been there "on hold" waiting for you to build something different that Research? Does the problem occur for you with other cities or with that same city in other turns as well?
 
45°38'N-13°47'E;12878150 said:
I've tried your save and I see the same problem you're reporting. But if I go on playing, and I build Research and then I switch to anything else when the production bar is almost full, I don't get such a big overflow. Nor it happens with other cities. Are you sure it's not a :hammers: overflow caused by something you were building BEFORE building research and that's been there "on hold" waiting for you to build something different that Research? Does the problem occur for you with other cities or with that same city in other turns as well?
Yeah i'm pretty sure about this. In one turn in that same game in classical era, my gold went from 100 to 2000+ in a single turn just because of overflow from a single city.

I will try an monitor whats happening before this happens again. If I get lucky with saves and happen to save just before a major overflow i'll upload it here promptly :)

EDIT: maybe its because I've been tinkering around with my xml files (speedinfo) as well as erainfo. That could have caused a bug that only I am experiencing. Thus I would suggest to wait to see if others report the same issues in their games.
 
Hi

I'm using AND and I'm having an CTD, apparently randomly after clicking for the next turn. Usually I can load a savegame from previous turns, do something different (make peace with someone, not take the last city of another civ...) and pass the turn when the CTD happens. But after some more turns, the issue appears again.

I attach a savegame, the logs and the dump file.

Thanks a lot!

PythonErr2.log
Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module BugDll
load_module BugOptions
load_module BugConfig
load_module BugCore
load_module BugUtil
load_module BugPath
load_module BugConfigTracker
load_module ColorUtil
load_module BugInit
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
20:11:11 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
20:11:11 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
20:11:11 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
20:11:11 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
20:11:11 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module RevInstances
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
load_module BugHelp
load_module Popup
20:11:11 INFO : BugCore - creating uninitialized mod Core
20:11:11 INFO : BugCore - creating uninitialized mod MainInterface
load_module CityUtil
20:11:11 INFO : BugCore - creating uninitialized mod NJAGC
20:11:11 INFO : BugCore - creating uninitialized mod Scores
20:11:11 INFO : BugCore - creating uninitialized mod CityScreen
20:11:11 INFO : BugCore - creating uninitialized mod Revolution
load_module ReligionUtil
load_module FontUtil
20:11:11 INFO : BugCore - creating uninitialized mod PLE
load_module Scoreboard
load_module DealUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module GameUtil
load_module BugUnitPlot
load_module MonkeyTools
load_module PyHelpers
load_module UnitUtil
load_module ReminderEventManager
load_module SdToolKit
load_module BugData
load_module cPickle
load_module autolog
load_module CvModName
20:11:11 INFO : BugCore - creating uninitialized mod Autolog
20:11:11 INFO : BugCore - creating uninitialized mod Reminder
load_module CvAppInterface
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module AStarTools
load_module CvMADNukesManager
load_module math
load_module RawYields
20:11:11 INFO : BugCore - creating uninitialized mod RoMSettings
load_module CvTechChooser
load_module TechPrefs
20:11:11 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
load_module SpyUtil
load_module BugScreen
20:11:12 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module Buffy
20:11:12 INFO : BugCore - creating uninitialized mod BUFFY
load_module GameSetUpCheck
load_module AutoSave
load_module MapFinder
load_module MapFinderStatusScreen
20:11:12 INFO : BugCore - creating uninitialized mod MapFinder
20:11:12 INFO : BugCore - creating uninitialized mod AutoSave
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
20:11:12 INFO : BugCore - creating uninitialized mod StrategyOverlay
20:11:12 INFO : BugCore - creating uninitialized mod CustDomAdv
20:11:12 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module InputUtil
20:11:12 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
20:11:12 DEBUG: BugEventManager - adding event 'PreGameStart'
20:11:12 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
20:11:12 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
20:11:12 DEBUG: BugEventManager - adding event 'LanguageChanged'
20:11:12 DEBUG: BugEventManager - adding event 'ResolutionChanged'
20:11:12 DEBUG: BugEventManager - adding event 'PythonReloaded'
20:11:12 DEBUG: BugEventManager - adding event 'unitUpgraded'
20:11:12 DEBUG: BugEventManager - adding event 'unitCaptured'
20:11:12 DEBUG: BugEventManager - adding event 'combatWithdrawal'
20:11:12 DEBUG: BugEventManager - adding event 'combatRetreat'
20:11:12 DEBUG: BugEventManager - adding event 'combatLogCollateral'
20:11:12 DEBUG: BugEventManager - adding event 'combatLogFlanking'
20:11:12 DEBUG: BugEventManager - adding event 'playerRevolution'
20:11:12 DEBUG: BugEventManager - adding event 'addTeam'
20:11:12 DEBUG: BugInit - init() called
20:11:12 DEBUG: BugInit - game not fully initialized
PY:OnInit


init.log
Spoiler :
[9994.734] DBG: CIV Init
[9994.734] VERSION: App: C:\Juegos\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe
[9994.734] VERSION: Build: Thu May 14 08:17:10 2009
[9994.734] VERSION: 3.1.9.0 (128100)
[10089.843] VERSION: Mod Loaded: mods\Rise of Mankind - A New Dawn\
[10089.859] DBG: FILE Cat Init


xml.log
Spoiler :
[10099.343] Loading XML file Assets\modules\MLF_CIV4ModularLoadingControls.xml
[10099.343] Load XML file Assets\modules\MLF_CIV4ModularLoadingControls.xml SUCCEEDED
[10099.343] Loading XML file Assets\modules\Formations\MLF_CIV4ModularLoadingControls.xml
[10099.343] Load XML file Assets\modules\Formations\MLF_CIV4ModularLoadingControls.xml SUCCEEDED
[10099.343] Loading XML file Assets\modules\Interface Colors\MLF_CIV4ModularLoadingControls.xml
[10099.343] Load XML file Assets\modules\Interface Colors\MLF_CIV4ModularLoadingControls.xml SUCCEEDED
[10099.343] Loading XML file Assets\modules\Custom Leaderheads\MLF_CIV4ModularLoadingControls.xml
[10099.343] Load XML file Assets\modules\Custom Leaderheads\MLF_CIV4ModularLoadingControls.xml SUCCEEDED
[10099.359] Loading XML file Assets\xml\GameInfo/CIV4PlayerOptionInfos.xml
[10099.359] Load XML file Assets\xml\GameInfo/CIV4PlayerOptionInfos.xml SUCCEEDED
[10099.359] SetGlobalClassInfo (Civ4PlayerOptionInfos/PlayerOptionInfos/PlayerOptionInfo)
[10099.375] Loading XML file Assets\xml\GameInfo/CIV4GraphicOptionInfos.xml
[10099.390] Load XML file Assets\xml\GameInfo/CIV4GraphicOptionInfos.xml SUCCEEDED
[10099.390] SetGlobalClassInfo (Civ4GraphicOptionInfos/GraphicOptionInfos/GraphicOptionInfo)
 

Attachments

Greetings

I really like this AND2 version and here's some reasons:

It's harder to achieve Robotics and therefore produce Mechanized infantry, I like it, it upsets me when an AI make a straight line to robotics and get there so easily

I like all this new minor buildings, it makes the game more diverse

The new wonders and national wonders are great too

But here's some details:

I believe it's still missing a upgrade to Machine gun, maybe a Modern machine gun in Manufacturing :science: is my suggestion

Suddenly from 30 :strength: to 70 :strength: in Mechanized infantry is way too much

Removing AEGIS cruiser, I don't know, I like it, I'd like to get it back again

Still missing a special building for artillery on modern age


A some minus details for other time
Thanks
 
Removing AEGIS cruiser, I don't know, I like it, I'd like to get it back again

AEGIS cruiser wasn't removed; there were 2 very similar units, AEGIS cruiser and Missile cruiser. I've simply merged them, now there's only a missile cruiser (graphically displayed as a Ticonderoga class AEGIS cruiser).
 
45°38'N-13°47'E;12904641 said:
AEGIS cruiser wasn't removed; there were 2 very similar units, AEGIS cruiser and Missile cruiser. I've simply merged them, now there's only a missile cruiser (graphically displayed as a Ticonderoga class AEGIS cruiser).

Yeah I saw that, I liked it when there was 2 different boats, one to transport missiles and another one that can see submarines and stealth boats
it's not like is a big deal, I know they are too similar but it was more diverse.


Oh yeah another thing, it's me or the modern paratrooper is too weak?

Compare to the other units on Modern warfare is too soft, maybe if it gets more :strength: or you can reach earlier it will be better.
 
Bug which resets your customized F1 list, the city management screen, each time you load/start civ. I know i've reported this before and that its not the biggest thing, I just find it really annoying..

C2C fixed this bug awhile back, I can find the revision if you want, maybe its an easy fix? I'd appreciate it!

45°38'N-13°47'E;12794397 said:
If you can find it that would help; the only hint I've found so far was in C2C rev1748 but that was imported a long ago; I guess the problem can't be in CvCustomizableDomesticAdvisor.py because AND2 version and C2C version of this file are almost identical, the only difference being a couple of lines regarding properties (which haven't been imported in AND and shouldn't cause any trouble).

Think this is it.
http://forums.civfanatics.com/showpost.php?p=11258723&postcount=5096
Not sure of the exact revision though.

45°38'N-13°47'E;12795176 said:
That revision was imported a long ago. If you look at the pyhton file in both AND and C2C, they are identical. So either the problem stands in C2C too, or it depends on something else. :(

Edit: I've never tried Custom Domestic Advisor, I'll have a look.

I think I figured out why this was happening by the way. (From memory) In the UserSettings folder there is a folder - CustomDomAdv. When you save your customized domestic advisor in game (F1 city list thingy), it creates a file > CustomDomAdv.txt inside the UserSettings folder.

The problem for me at least, was that this CustomDomAdv.txt needed to replace the default CustomDomAdv.txt that is inside the CustomDomAdv folder.

My solution was just once civ had closed, to replace the default CustomDomAdv.txt from inside the CustomDomAdv folder with the newer CustomDomAdv.txt (customization saved when I last played) that was in the root UserSettings folder. Then this 'newer' CustomDomAdv.txt will become the 'default' and will show up when I next play.
 
I think I figured out why this was happening by the way. (From memory) In the UserSettings folder there is a folder - CustomDomAdv. When you save your customized domestic advisor in game (F1 city list thingy), it creates a file > CustomDomAdv.txt inside the UserSettings folder.

The problem for me at least, was that this CustomDomAdv.txt needed to replace the default CustomDomAdv.txt that is inside the CustomDomAdv folder.

My solution was just once civ had closed, to replace the default CustomDomAdv.txt from inside the CustomDomAdv folder with the newer CustomDomAdv.txt (customization saved when I last played) that was in the root UserSettings folder. Then this 'newer' CustomDomAdv.txt will become the 'default' and will show up when I next play.

Thank you Sgtslick, I think it should be an easy python change then. I'll try and I'll let you know. If it works, it will be in the next revision


Edit: it works, fix will be included in next revision; a bit of python code was missing. Thank you Sgtslick, I had no clue until I've read your post above.
 
I'm getting an error I can't find any information about:

GFC error: failed to initialize the primary control theme.

I've re-downloaded the game probably 6 or 7 times (a few different versions) since Thanksgiving and I keep getting the same error.

Wondering if anyone can shed some light on this issue...as I am not very computer savvy.
The only thing different with my rig (which WAS running the ROM/AND splendidly) was that I downloaded Steam Civ 5 and DirectX 11. Not sure if this would have anything to do with the error, but it didn't show up until after I downloaded Civ5.

Also, I am able to play some other mods, such as PIE's.
 
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