Beta & Bug Reports

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i recently posted a text problem about this mod, during this time thought a little bit about the reason and tried erasing every folder one by one in the unofficial patch folder and find out that Atilla Mods triggering the problem, i'm only posting this message if it helps anyone who will face with the same issue, and wanted to let you know the source of it because you really tried to help me Thal. Great work, keep it up. Lol.
 
I found two issue about maritime food.

When city grows up by maritime food, food won't affect by "Food Stored" capability.
Such as 39/44 food now, 15 food from terrain, pop eat 12 food, 3.2 food from maritime CS,
food will be set to 1/51 next turn, without food stored 40%(From aqueduct).
(1 food instead of 1.2 is for city:GetFood() return integral.)

Pop -1 due to starvation will happens before maritime food.
When the city's pop will -1 in the next turn if without maritime food,
pop still -1 in the next turn, then city receive maritime food.
(Happened when city just grows up, and I replaced some farms with trading posts.:()​


And I found some bugs in v4.19 about maritime food.
Tuner print those info.
\Balabala...\Unofficial Patch\UP - Event Registration: INFO GiveMinorCivAllianceRewards()
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 67 +8.512
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 76 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 79 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 82 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 85 +16

Those info are printed by \ Unofficial Patch \ UP_General.lua, line 228, at function GiveMinorCivAllianceRewards()
for k,v in pairs(GetRewardsFromMinorCivs(majorCivID, true)) do
local city = majorCiv:GetCityByID(v.ID)
logger:debug(city:GetName()..": "..city:GetFood().." +"..v.food)​
But v has no ID field, v.ID gets a nil value,
for unknown reason GetCityByID(nil) returns the Civ's first city.:confused:

After I changed to GetCityByID(k), tuner print info become
\Balabala...\Unofficial Patch\UP - Event Registration: INFO GiveMinorCivAllianceRewards()
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 67 +8.512
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Vijayanagara: 37 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Mumbai: 65 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Pataliputra: 24 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 76 +16
The for loop gives one extra food(bold),

By print k, I found its come from the "Total" table,
in UP_General.lua, line 373, at function GetTotalRewardsFromMinorCivs().
MapModData.TBM.MinorCivRewards[majorCivID].Total = {}

Maybe check k ~= "Total" in function GiveMinorCivAllianceRewards() will help.
(Why GetCityByID("Total") will return the Civ's first city, without any error msg...:eek:)
 
Same problem as the others: blank diplomacy screen. I'm beginning to think this is an InfoAddict bug can anyone confirm that?
Really hope a solution can be worked out soon.
 
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.

That's very odd, I'll investigate it.


@kaomarket
Thank you for pointing out the maritime issue with city growth, I've fixed it by adding a check for buildings that store food.

I'll change the maritime-food-giving part to 'turn end' instead of 'turn start' which should solve the order issue of starvation vs food so the food is given first.

Thank you for the immensely helpful bug report about the GiveMinorCivAllianceRewards function.
 
I tried the thing you said about the compability with WWGD and it worked for the tooltip :)

But I've noticed another bug. Maybe it's just me missing something again, but the unitpanel won't show. I'm using your recommended mods except CivWillard and Hover Info.
I tried a lot of thing, removing some mods and loading the savegame again, and loaded it several times with the same mods, as I started it with, to see if it was random or something.
Then I tried removing the Unofficial patch -> Seek FRB -> UnitPanel from the folder, loaded again and then it worked perfectly!

So there must be a compability bug or something? :confused:
 
Could you do a search in your mods folder to see if there's anything else modifying UnitPanel? (just check for a second copy)

Nope. Can't find anything (With limited skills though).

Okay, just noticed the small command section in the far left of the unit panel is gone. I just took a quick look before eating, noticed the unit panel was back and posted my earlier comment. I realized the command panel was gone as soon as I started playing again...
 
Hover Info is now included in the Unofficial Patch - if you have it loaded as a standalone as well, maybe that's causing the issue.

EDIT - you said "except info addict and hover info", so never mind. What are the recommended mods? Free Research and Liberation Boost are not compatible, so that would be the culprit if you have that loaded up.
 
Hover Info is now included in the Unofficial Patch - if you have it loaded as a standalone as well, maybe that's causing the issue.

EDIT - you said "except info addict and hover info", so never mind. What are the recommended mods? Free Research and Liberation Boost are not compatible, so that would be the culprit if you have that loaded up.

I got liberation boost on, so that might be why, thanks :)
And I said civwillard and hover info, but whatever :P

EDIT: I just checked and I can't find hover info in the latest beta combined (4.22)... Don't know what to conclude from that really... :S
EDIT 2: Now I play without liberation boost and with hover info and it works perfectly, thanks :)
EDIT 3: Okay, I'm getting tired of all these edits... Now it all shows properly except that when I click a promotion nothing happens, which means I'm pretty much stock in my game... *sigh*
 
Liberation boost is totally broken for reasons beyond anyone's understanding just yet.
 
I just (finally!) ran a quick test with the name of the "lib" file (and all references to it) changed, and it seemed to do the trick: had no Unit Panel problems when running in conjunction with Liberation Boost, anyway. In the UP version of FRB the lib.lua doesn't exist, I'm not sure what Thal did with it - moved it or what. I tried commenting out the references to "lib" in the other files but that didn't work.

Project attached with changed file names for Thal and/or Sneaks.
 

Attachments

For anyone encountering freezes at the diplomacy screen, please head over to the thread here.

@KeyCey1995
Hover Info is included in the unofficial patch... it's what shows 'turns remaining' for workers as they build things. It's such a small mod it didn't need its own folder, but based on your feedback I've now included a folder called "Hover Info" explaining this.

The thread information is only updated for general releases, not the beta, since the beta tends to change often and I'd end up spending hours each week updating threads. ;)

I'd recommend only using these mods for the beta:

Or for those encountering the diplomacy freeze, try with only these mods to see if the problem goes away:

 
I just (finally!) ran a quick test with the name of the "lib" file (and all references to it) changed, and it seemed to do the trick: had no Unit Panel problems when running in conjunction with Liberation Boost, anyway. In the UP version of FRB the lib.lua doesn't exist, I'm not sure what Thal did with it - moved it or what. I tried commenting out the references to "lib" in the other files but that didn't work.

Project attached with changed file names for Thal and/or Sneaks.

So it was something as silly as the lib.lua name after all.
 
I moved Alpaca's utilities (lib.lua, diplocorner) to an independent folder within the unofficial patch so it's easier to identify, because multiple mods use his tools. I did the same for Sneaks' custom notifications and Why's SaveUtils. :)
 
I moved Alpaca's utilities (lib.lua, diplocorner) to an independent folder within the unofficial patch so it's easier to identify, because multiple mods use his tools. I did the same for Sneaks' custom notifications and Why's SaveUtils. :)

Perhaps in future iterations the file should be renamed "library" or somesuch. Seems a lot of people play (or want to play) with Liberation Boost.;)
 
Perhaps in future iterations the file should be renamed "library" or somesuch. Seems a lot of people play (or want to play) with Liberation Boost.;)

ClassUtils would probably offer a better name, as the most important function of the file is to allow for classes.
 
I just put the author's name in front of files like that, AlpacaLib.lua, ThalsUtilities.lua, etc. It's very unlikely for two people to accidentally have the same file or variable names this way. :)

I also put component prefixes in front of anything in the combined package to reduce the problem... and since file names can have spaces while variables can't, it mostly eliminates the issue.


@KeyCey1995
The readmes, recommended mods list, and Balance - Combined thread, Combat thread, etc are only updated for general releases (4.0, 5.0, etc). I document beta changes in the Beta v4.X - General Discussion thread. This is so I can spend more time modding and less time documenting, all the info on the beta in one place. :thumbsup:
 
Started a new game tonight using v4.22 beta, and encountered the attached glitch where the city food display was still messed up, showing too many digits.

Also ran into a problem with diplomacy. Was at war with Songhai, and he offered a 10-turn peace treaty. However, when I accepted, the diplomacy screen froze. The only way to move forward was to hit the escape key, which cancelled my acceptance and left me at war. Did not have LiveTuner running this time, though, so don't have any error messages to post just yet.

As background, I did start the game with my cache folder cleared, and all other mods physically moved out of the mods folder into a separate storage folder, just to ensure there was no accidental interference.

Will resume my game now, with LiveTuner running in the background. Will post the LiveTuner info if the diplomacy freeze occurs again.
 

Attachments

  • 4.22 beta Food Display Overflow.gif
    4.22 beta Food Display Overflow.gif
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If you're encountering freezes at the diplomacy screen, please head over to the thread here for that issue.

Could you do a search in your mods folder for "ProductionPopup.lua"? I set the food display with the following line, so if the TBM file is active it will display a maximum of 2 decimal places. The only ways I know this wouldn't occur are if mod data is lingering from an earlier version, or another mod is overriding the file.

Code:
Controls.Food:SetText( "[ICON_FOOD]" .. Round(ModdedFoodDifference(city),2) );
 
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