Beta & Bug Reports

Status
Not open for further replies.
Beta .22 - Smokehouse tooltip reads TXT_KEY_BUILDING_GRANARY_HELP.
Beta .22 - The Pyramids reads Cost: 150, Culture: 1, GE Points: 1. There's no description of its other benefits. Colossus has the same problem. In the tech tree, many Wonders do not describe what they do. The Great Wall does, however.
Beta .22 - Water Mill tooltip reads Cost: 120, Maintenance: 2, and Production: 1. It lists no other benefits. The Civilopedia lists it as gaining +2 food, also.
 
Anyways, I've been having a problem with many of your beta builds concerning conquering. After conquering a city, the city loses 2 pop but when entering the city view screen, the # of citizens working tiles is always 2 more than it says it should. Also, if a puppet puts a citizen into a merchant slot, the slot doesn't light up to indicate so, but the city is receiving GPP so I'm assuming there is actually one in there.
That's very interesting, thank you for pointing it out! It means there's a bug with the game's default "ChangePopulation" function. I could probably figure out what the bug is if we had access to it... hmm... I'll check to see if "SetPopulation" works or is bugged too. I use that function for controlling population loss when a city is captured, since the only variable we have access to is a percentage modifier.

Units receive a defensive penalty on open terrain as part of the vanilla game. It used to be -33% and I reduced it a few months back. :)

Great scientists were bugged in a few versions of the beta when I was combining Seek/Alpaca's great scientist mod with Balance - Research. The reason was file order was important for Seek/Alpaca's mod, and I wasn't entirely sure what order it should be, which was causing problems. They're working properly now:

attachment.php



@doktorstick
Thank you, found and fixed the smokehouse problem.

The errors you're describing with the watermill and pyramids are really puzzling. It seems I'm starting to get into the territory of "bugs that can't be reproduced" because it's working on my system. I have no explanation other than possibly some sort of cache issue with temporary data messing things up on your system. If you have LiveTuner open when you load your save and hover over a tooltip, do any error messages display through that process?

attachment.php
 

Attachments

  • Great Scientist.JPG
    Great Scientist.JPG
    53.2 KB · Views: 252
  • WatermillPyramids.JPG
    WatermillPyramids.JPG
    41.9 KB · Views: 289
@Thal: I'll have to try to that late(r) tomorrow. I deleted my cache and then clicked "enable" in this order: CivWillard, Hover Info, InfoAddict, Tectonics, Emigration (new for me), Tech Diffusion, Balanced Mobs, WWGD (new for me). I tried re-nuking the cache to no effect. In addition to LiveTuner (new to me), I'll try reinstalling v22 when I get back to it.
 
The order mods are selected in doesn't make a difference, though the order they're installed in does. That's actually probably the issue! I hadn't thought of it before, but everything would always work for me because the most recently installed mod gets precedence, and I build the project often so it's always the most recent.

In Civ we can't easily alter the load order with third-party tools like in Oblivion/Fallout, and the tools for modders to control this in modbuddy were not finished.

I'll check for common files between mods and see if I find anything, thank you. :thumbsup:


===========
I found an instance where Attila's and Cope's mods were altering the same file, though it was minor and shouldn't have caused any real problems. Cope had unit names appear on the bottom-right tooltip for the strategic view (this was the source of seeing units through fog of war) while Attila hid the tooltip. I went with the second option for now.

I've double-checked the readmes and organized the folders, everything is in its proper place now. I'm very satisfied with v2.0.23 beta and will likely release it as v2.1.0 public tomorrow morning unless something major comes up.

After that's done I'll release the separate unofficial-patch-only version. I do plan to continue offering that one as a standalone pack in the foreseeable future. It'll contain the auto-tooltip system that makes most of the rest of the unofficial patch's bugfixes obsolete, in addition to the other UI-fixing mods. Basically a version with no gameplay changes (for people interested in combining it with different gameplay-altering mods).
 
The order mods are selected in doesn't make a difference, though the order they're installed in does.

I'll check for common files between mods and see if I find anything, thank you. :thumbsup:

Just a quick question here: When you say "Installing", does that mean, the order in which you copy the directories to the mod directory?

i.e. I downloaded 2 archives, one containing your "Balanced combined" directory with all your mods, and one "mod X" directory which contains a different mod. Should I unpack mod X first to the MODS directory and after that unpack your mod?

And if I want to add a new mod later on, should I remove all mods from the MODS directory and start unzipping/moving the directories one by one again, leaving yours for last?


btw. I too had the granary txt problem and the pyramids tooltip problem (was using .20), but I am also having a problem where it seems the work rate increase of 33% from the culture effect isnt working, it just says 25% in the tooltip. Wil try to fix that now with .23 and deleting all mods and moving only .23 to the MODS directory.

also, in .20 you still had other external mods in the archive, in .23they are gone, is this intended, and should I add them myself, or are they now somehow included in the different balance mods?

edit: RE: my last question. I noticed they are now located in the unofficial patch directory.

One final question, You added an underscore to the _NotificationPanel.xml file, should this be removed when you use that file to combine all other NotificationPanel.xml changess from other mods, or should I leave it there (presumably to make sure it is loaded first?)
 
Basically yes. The game loads mods in the order they were installed to the directory. Moving a mod folder out+in doesn't appear to change this load order, but moving a folder out and using the "Install" command ingame DOES appear to alter load order (from what I've seen others say in the past).

If you think there might be a conflict, it's easy to check: in the Mods folder, do a search for *.* and see if there's any two lua or xml files with the same name. This usually means there's a conflict, which you can ask me about.

The granary problem was due to me referring to a text key I'd deleted because of adding the new auto-tooltips. I changed it to no longer refer to that key.

I moved the other mods to the unofficial patch folder because they all depend on one another now to some extent - the automatic tooltips system crosses most areas of the user interface. Everything in the unofficial patch is either A) bugfixes or B) user interface fixes.
 
Thanks for the reply. Everything seems to be working now EXCEPT for the Policies. I am not sure what has changed since v1, but I use to have +33% worker rate, but now it's back to +25%. Also, as far as I can tell, everything else in the trees has reverted back to vanilla as well (f.e. I now see "New cities start with 2 citizens, which is different from what v1 said"?

EDIT: I just checked the readme file in v2, it seems a lot has changed since v1 and so has the 25%/33% change (which was removed, too bad). I'll go cross-reference against the changes in the readme and see if everything matches
 
I changed that policy back to vanilla's 25% when I revamped the Liberty tree in general, buffing several others instead.

The easiest policy to check is second down on the left side of the Liberty tree, which now gives 2 free workers. If it doesn't do that (in tooltip and/or effect) there's a bug I need to find. :)
 
I changed that policy back to vanilla's 25% when I revamped the Liberty tree in general, buffing several others instead.

The easiest policy to check is second down on the left side of the Liberty tree, which now gives 2 free workers. If it doesn't do that (in tooltip and/or effect) there's a bug I need to find. :)

Okay thanks. I checked and it does give 2 free workers, and all the other changes work as well :-)

Another bug I found with .20 and several other mods enabled, was that the tooltips for improving tiles by workers always had the "Fortify" tooltip info displayed, so instead of the "Farm improvement" with turns to completion etc, it showed "Fortify, fortify this unit to etc etc...". It did this for all improvement actions.

Probably was a compatibility bug, and I'm now installing/activating everything one by one to see when/if the bug shows up.

Spoiler :
This is my mod list, installed/activated from first to last:

(maps, ui, misc, ai, major, balance)

PerfectWorld3

Mod List (addin)
CivWillard
InfoAddict
AgS - Resource Info Panel
Improved Notifications

Random Events
Satellites Reveal Map
Emigration
TreeGrowth

AI Equalizer
WWGD

City-State Diplomacy Mod
R.E.D. modpack

Thals Balance Mods - Combined (v 2)


EDIT:

Well, after using the above mods (and install order), the Tech Tree seems to be messed up again. First, I no longer see the correct tooltip info for the Pyramids (and a lot of other buildings/techs as well). However, I do see the new Technologies for the City-States Diplomacy Mod, so it might be that that mod has now overwritten the TechTree, even though I installed/loaded your mod last.

The worker actions now show the correct tooltips (turns in decimals, nice).

Mods that seem to work so far (I can see their respective ui panels or ingame changes):

:) Mod List (addin)
:) CivWillard
:) InfoAddict
:) AgS - Resource Info Panel
:) Improved Notifications

:confused: Random Events
:) Satellites Reveal Map
:confused: Emigration
:) TreeGrowth

:confused: AI Equalizer
:confused: WWGD

:( City-State Diplomacy Mod - Minor issue: Messenger has spearmen unit graphics, though I had this issue before and was never able to fix it
:) R.E.D. modpack

:( Thals Balance Mods - Combined (v 2) - Tooltips seem to be messed up, possibly CSDM compatibility issue

EDIT 2:
disabling/removing CSDM, clearing cache and starting a new game didn't fix the TechTree/Tooltup issues. Does this mean there is a different conflict, or do I need to reinstall all mods again?

EDIT 3:

If you think there might be a conflict, it's easy to check: in the Mods folder, do a search for *.* and see if there's any two lua or xml files with the same name. This usually means there's a conflict, which you can ask me about.

I think I found the bad guy here. It could be WWGD. I noticed it changes InfoTooltipInclude.lua, the same file as the unofficial patch updates to use your new tooltip system. I did a diff view and it seems the author of WWGD made some more changes unrelated (though documented in his forum topic) to the actual purpose of the mod, so I'll go ahead and remove that file, here's to hoping this will solve the problem.

Also, I noticed 4 different NotificationPanel.lua files in there mods: Improved Notifications, Random Events, Emigration and TreeGrowth. So there might be a conflict here, but I did notice that TreeGrowth works, so this might not be an issue after all.

Also, Improved Notification had a Lib.lua file, same as your "Seeks FRB" included mod. Since yours only added text to the one used in IN, I removed the IN one.

Another one, InfoAddict and your "Seeks FRB" both have SaveUtils.lua, with different content and different versions at the top. Should I leave both or remove the oldest version (which is in the InfoAddict folder).

Edit 4:

It seems the above actions have solved most of the issues. I think especially WWGD was causing the tooltip issues. I managed to re-enable CSDM and those mods are now working correctly. The only issue I now noticed is the "Improved Notifications" mod, which works only half. It does show up the options panel in the "DiploCorner" menu, but the notifications (expanded borders, growth of cities above 5) don't show up. Since I did see the TreeGrowth notifications show up before, I expect I loaded that one last and it overwrites all other NotificationPanel.lua changes. I guess I'll go diff-check the files and combine them into one file, to see if that works but I don't think this is a "Balance - Combined" issue anymore, so everything works perfectly in your mod, thanks!
 
Okay after testing, removing and enabling mods I can now say that

1. Your mod works correctly, which is great!
2. TreeGrowth works but overrides all other NotificationPanel.lua files
3. Random Events has incorporated "TreeGrowth" since v7, but doesn't work at all (probably due to latest patch?)
4. Emigration has exactly the same NotificationPanel.lua as "Random Events" but this mod also doesn't work (a city which was starving didn't make the citizens emigrate)
5. Improved Notifications works but also overrides all other NotificationPanel.lua mods
6. All other mods listed in my previous post work correctly in that specific order.

Looking forward to the public release!
 
First I want to say thanks for this mod, couldnt play without it.
Anyway I was playing with beta22 and noticed I couldnt pillage. The button was missing!
 
It's working with .23. FWIW, I don't use an "Install" button when I'm dropping the unpackaged .7z contents into the MODS directory. After I put your new stuff in, it shows up as disabled and I have to enable it.

I had always assumed the act of enabling the mod caused it to write the DB updates for that mod. Oh well.

Edit Redux - I cut my previous edit because I didn't have enough coffee in me. :blush:
 
This is probably a one-off, but a humorous one, playing with v20: Oslo, my far-off ally, had a pikeman wandering around near my war zone with medieval England. By the end of the game he had four modern units filling tiles where my borders didn't connect. One blocked my road to the capital, so I had to buy it to move it.
 
I am using version .19. Noticed that the "Protect City State" button on the CS Windows isn't there.

I am using CSDM. Not sure if this is due to that mod.

Also was confused by the fact that I could see and mine Iron after discovering it but had no notification that I had any until after Iron Working was completed.
 
Also was confused by the fact that I could see and mine Iron after discovering it but had no notification that I had any until after Iron Working was completed.

I think this was originally due to siege also needing iron and so if you get access to it at BW you could then beeline to mathmatics to get catapults without knowing how to use IW. But now that they no longer need Iron maybe it could be changed so that it shows you have iron as soon as you have a mine on it because swords are the only thing using it early game. Not that it makes a big deal but I agree that it is kind of annoying.
 
I remember hearing that the SRs only show up at top when you can build a unit that uses it.
 
Yes that is what happens... but it was confusing. I was actually going to try and trade some because I had 6 early on before Iron Working was complete. No big deal. Just confusing because the mechanic had never worked like that before.
 
I didn't have time to post again this morning because I had to sprint off to a tennis tournament. I narrowed down the tooltip problem to the WWGD v3 mod. When I enabled it, lost tooltips to things like the library (but not aquaduct). When I disabled it, all tooltips operated properly. I can test more tonight if need be.
 
actually my GS UI problem persist even with .23 :S

GS UI works fine for me in .23, but I noticed that there are several mods that cause problems. Do you use Tech Diffusion? That one caused a lot of trouble for me (especially tooltips not working).

The Tooltip on Opera House does not fully work (TXT_...HELP)

One minor thing... don't know if that was even altered by Combined mod, but when I kill a barbarian near a CS it shows +5 :c5influence: in notification, but actually I get +15.
 
Status
Not open for further replies.
Back
Top Bottom