Beta & Bug Reports

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Hi, I got a problem with your mods.

All the buildings you've changed are missing their tooltip. When I move the courser over them it just tells the maintaince, production and name.
Example:

Circus
Production: 80 (or something)
Maintaince: 2

And then nothing else.
I'm running with your ultimate mod and WWGD, that's all...

Hope you can help me, your mods are the only reason I'm playing the game anymore.
 
Trying a new Pangea game (build 18) with a cleaned cache and mods as noted before. After a few turns I saved the game then it crashed from trying to reload it. The game was started and saved with build 18. The crash (not done this before) was a runtime error...

\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\Seek FRB\DiscoverMission: Warning: cache not shared.
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Credits: Header type not found.
 
Trying a new Pangea game (build 18) with a cleaned cache and mods as noted before. After a few turns I saved the game then it crashed from trying to reload it. The game was started and saved with build 18. The crash (not done this before) was a runtime error...

\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\Seek FRB\DiscoverMission: Warning: cache not shared.
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Credits: Header type not found.

I've had my share of runtime freezes. I don't think it has anything to do with the mods (other than mods adding layers of calculations to the vanilla engine).
 
Ever since I have bought the game on the day of its release I have not experienced a crash yet, this was the very first one.
I will continue to play to see if the diplomacy issues occur or not.

I have noted the crash and the report from the tuner in case it is of value to Thal.
 
@KeyCey1995
I have a few questions to help narrow down the problem...

  • Are you playing v4.0 from the mod browser / civfanatics download, or are you playing a beta version?
  • Have you tried clearing your cache?
  • Are you playing a version of Civ other than the English one? (might be a translation bug)
@Xink
Those sort of error messages are typical when the game is closing, but it's always helpful to check, so thank you. I tried these steps to reproduce the problem:

  1. Started a new game.
  2. Ended turn 5 times.
  3. Saved the game.
  4. Reloaded from the save.
Everything worked okay, so I suspect it's just one of the vanilla game-loading bugs.

Generally you can ignore the following error messages...

These occur whenever exiting a game (even in vanilla) and aren't really errors... just the game is stopping stuff so some variables are gone:

  • attempt to index global 'Game' (a nil value)
  • attempt to index global 'MapModData' (a nil value)
These occur whenever my utilities file is checking for mods that aren't installed:

  • File Error: Emigration.lua
    Runtime Error: Error loading Emigration.lua.
  • File Error: ModList.lua
    Runtime Error: Error loading ModList.lua.
  • File Error: ScriptDataManager.lua
    Runtime Error: Error loading ScriptDataManager.lua.
  • File Error: StringUtils.lua
    Runtime Error: Error loading StringUtils.lua.
  • File Error: TurnSwitcher.lua
    Runtime Error: Error loading TurnSwitcher.lua.
  • File Error: UnitOverview.lua
    Runtime Error: Error loading UnitOverview.lua.
  • File Error: liberationboost.lua
    Runtime Error: Error loading liberationboost.lua.
 
You can get rid of ModList and Emigration from your InGame. Whys updated ModList and I am just about done updating Emigration. ScriptDataManager also no longer needs to be loaded via InGame.
 
I'm playing v 4.0 from the mod browser ingame, english version and there's nothing in the cache except 5 database files and 2 empty folders...:)

EDIT: I've now tried the beta mod, and the funny thing is that I don't have any problems with that one. The tooltips are showing just fine... And it looks great ;)

EDIT 2: Played the beta a bit and found a bug: The queue isn't working correct. It only shows the thing you are building, but the production are still saved on the things you build before, they just aren't shown.
Don't know if this is a known bug, but just wanted you to know anyway...
 
Thal,

Am still seeing some city display screens where the food production numbers are showing too many digits, which covers up and obscures the hammer production numbers.

This occured while playing v4.17 beta, plus remained after clearing the cache folder and installing the newer v4.18 beta version. Not all of the screens are bad, though. Enclosed is a screen print showing which display has the glitch and which display looks okay.

Have also had difficulty today with the game doing a crash to desktop four times, which is more often than normal. Will go back now to latest savegame and if it crashes again, will post the LiveTuner info.

P.S. Thanks again for all your hard work.
 

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Thanks, looking at those screenshots I finally realized it's the production panel that was messed up, not the city view. It's a vanilla bug I've now located and fixed (they didn't round the numbers before they're displayed).

Thank you for the debug output, I'll keep an eye out for anything that might cause your crash issue (didn't spot any bugs in the output).
 
Started another game (these games are purely for testing purposes of the diplomacy issues) using 4.18 using a Pangea map with lots of Civs so I get to chat etc with them all more often. As yet I have not seen any of the diplomacy screen issues that I previously reported.

I have since repeated this with the latest (at the time of writing) 4.19 beta build. Again using a large Pangea map I will continue testing but as yet all has been well, this game I would like to continue to its conclusion as I am hoping the diplomacy issue has now been resolved.
 
Diplomacy bug is still there....

I met Washington and he asked me for open borders and I agreed.

Then I met Isabella....



and it just froze (some considerable time) on her blank window until numerous esc presses concluded the previous conversation with Washington.,..



This was the second time it happened since my last post but I did not have screenshots of it occurring the last time.

To confirm...

New game with the beta 19 build using just the Unofficial patch and my previous noted mods. The cache was cleaned prior to starting the game and the Unofficial patch was the last mod selected.
 
Yeah that happened to me as well.
Following output in lua before the bug happened (don't know if those lua logs are really helpful):

##
...
UnitFlagManager: DEBUG Init Ramesses II Archer
NotificationPanel: Notification: Diplomacy 41
NotificationPanel: DiplomacyFinger Title TextControl: 4E8BEB80
NotificationPanel: Notification: WarOther 25
NotificationPanel: WarOtherFinger Title TextControl: 4E8BF680
UnitFlagManager: DEBUG SHOW Ramesses II Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG Init Ramkhamhaeng Horseman
UnitFlagManager: DEBUG Init Napoleon Archer
##

As Xink described, there were two dialogues with 2 differents leaders at the same time open, after pressing escape the dialogue behind was closed.
Lines after pressing escape:

##
...
DiscussionDialog: Handling LeaderMessage: 12, Very well.
UnitFlagManager: DEBUG Init Sidon Archer
UnitFlagManager: DEBUG Init Helsinki Pikeman
...
##
 
Agree with you Moaf. In post #248 you will see the entries in bold of the output from the tuner as the error occurred for me on previous occasion.
 
I've started a thread for the diplomacy bug here.

KeyCey1995, I just realized... did you see the compatibility note about WWGD + this mod?

Known compatibility issues with v4.0:

If using the "What Would Gandhi Do" mod:
  • Action: Rename "InfoTooltipInclude.lua" from the WWGD folder to "_InfoTooltipInclude.lua"
  • Reason: I've included the important parts modified by the WWGD mod in the Unofficial Patch version. With the automatic tooltip system in the Unofficial Patch, I've begun a complete rewrite of the tooltip code. This is a work in progress I've completed for building tooltips, and will extend to units, promotions, etc. The auto-tips system solves all current and future tooltip typo errors, and will eventually allow automatic translation of most mods into all languages.
If you encounter other mods modifying this file, please post about it in this thread and I'll see what I can do.
 
The :c5production: cost per city effect is unchanged from vanilla. I don't think I can alter the effect to ignore puppets, costs are mostly on the c++ side of things.

On the other hand, national wonders should not require the prereq building in puppets... if that's the case it's a bug.
 
No kidding, guess I never noticed because it was so minimal before and I'm playing a game with ~40 puppets this time.:p

By the way, this mod is getting truly epic; I haven't been posting because I can't stop playing!:thumbsup:

EDIT: I think I thought that Puppets didn't increase NW's hammer costs because the popup for Choose Puppet says "doesn't increase empire costs for National Wonders" - perhaps that should read "...empire costs for National Wonder requirements".
 
Had a minor issue yesterday with some naval units playing as England with the public download. *This may just be a vanilla issue*, but it may be related to the ironclad upgrade path. The destroyers that I had as ironlcads first had 8 move upon upgrade (after naval tradition + naval movement UA). Destroyers I produced in cities had 10.
 
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