Beta & Bug Reports

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Hello, first of all, thanks for this mod :)

I also have a bug to report (v4.15 beta):
Runtime Error: [string "\Users\xxx\Documents\My Games\Sid Meier'..."]:298: attempt to get length of global 'cityList' (a nil value)

Happened the turn after i built my 5th city. When i view any city now, i just shows me the 5th city I've built and I'll get the error message.
 
Not sure what this problem is but I was using beta 14 at the time, just the unofficial patch. I also had CivWillard and Info Addict installed.
I had previously met Monty and this time I assumed he wanted something...



however the screen was just black where any writings should be. Also it seemed to be frozen and I couldn't close the screen. I went into task manager and it said Civ V was running ok. I'm not sure if it was doing that or pressing the esc key but eventually it cleared back to the game as normal.

I did not have the tuner running at the time, sorry.
 
Not sure what this problem is but I was using beta 14 at the time, just the unofficial patch. I also had CivWillard and Info Addict installed.
I had previously met Monty and this time I assumed he wanted something...



however the screen was just black where any writings should be. Also it seemed to be frozen and I couldn't close the screen. I went into task manager and it said Civ V was running ok. I'm not sure if it was doing that or pressing the esc key but eventually it cleared back to the game as normal.

I did not have the tuner running at the time, sorry.

it happened to me too, but it got unfrozen after isabella came up, she was "zoomed" but fortunately the interface was there
 
I've attached a version of UP_General.lua with some extra debug text to hopefully track down the problem.
The debug is bugged. :) I got lots of nil value errors, including "attempt to call global 'GetModdedScience' (a nil value)", which I would guess is related to the ":10: attempt to index field 'TBM' (a nil value)" errors at the beginning.
 
The debug is bugged. :) I got lots of nil value errors, including "attempt to call global 'GetModdedScience' (a nil value)", which I would guess is related to the ":10: attempt to index field 'TBM' (a nil value)" errors at the beginning.

I got those errors when load old gamesave too.
It seems that gamesaves are not compatible form ver4.14 to ver4.15,
it looks like it will initial some new tables(?) when creating game.

Maybe new game is needed for testing ver4.15.
BTW load AutoSave_Initial_0000 BC-4000 that created in ver4.14 still got those errors.
 
@Torvald
Just normal copy-paste (ctrl+c and ctrl+v) works for me from the tuner on windows 7. I hadn't rounded food display yet I think in 4.14, tell me if things are working better in 4.15.

@Moaf
Thanks for that helpful error report, I found and fixed the bug for 4.16. :goodjob:

@Xink
That diplomacy bug is frustrating, because I never altered the diplomacy screen, so I don't even know where to look to find the problem. It's somewhat random too - when I start a new game and get an AI to offer me something everything works perfectly fine. If I reload a bugged game it works perfectly fine. No errors display in the tuner. It's a PITA to track down. :lol:

I'll try and do some needle-in-a-haystack searches today to hopefully find the error.

@Borya
The roads-to-CS bug was introduced in patch .135 I think a few months ago (in vanilla), and is in the C++ part of the game they have not yet given modders access to (unfortunately).

@SSgtDuke, kaomarket
Well, just don't worry about it then. In 4.15 I did a significant rewrite of how variables are initialized which should hopefully eliminate problems like that in the future. :)

====================

I have a question for everyone doing testing...

If you're using 4.11 or later have you encountered units with promotions displayed over their head that shouldn't be there? (Ie units with the wrong promotions displayed)
 
Thal...

Some more information for you on the diplomacy window bug....

I met America and they asked if I wanted to be friends. We agreed and they replied "wonderful".

A few turns later I met the Romans for the first time and so that ended fine.

Then the Siamese leader opened up a dialog with me but no writing appeared and so I alt and tabbed to look at the tuner and then back to the game with numerous pressing of the esc key I got the brief screen of Washington flicker up with a message saying "That will do".....

NotificationPanel: Notification: nil 0
NotificationPanel: Unknown Notification, Adding generic 67
NotificationPanel: GenericFinger Title TextControl: 5701BD70
LeaderHeadRoot: Handling LeaderMessage: 0, Welcome! Rome is honored by your presence.
UnitFlagManager: DEBUG: SHOW Washington Warrior PROMOTION_SENTRY
UnitFlagManager: DEBUG: SHOW Washington Warrior PROMOTION_SENTRY
UnitFlagManager: DEBUG: SHOW Washington Scout PROMOTION_SENTRY
UnitFlagManager: DEBUG: SHOW Washington Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: SHOW Washington Scout PROMOTION_SENTRY
UnitFlagManager: DEBUG: SHOW Washington Scout PROMOTION_IGNORE_TERRAIN_COST
DiscussionDialog: Handling LeaderMessage: 12, That will do.
UnitFlagManager: DEBUG: SHOW Edinburgh Warrior PROMOTION_DRILL_1
UnitFlagManager: DEBUG: Init Bucharest Warrior
UnitFlagManager: DEBUG: SHOW Rio de Janeiro Archer PROMOTION_BARRAGE_1
UnitFlagManager: DEBUG: SHOW Genoa Archer PROMOTION_BARRAGE_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_SURVIVALISM_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_SURVIVALISM_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: Init Barbarian Spearman
UnitFlagManager: DEBUG: Init Barbarian Archer
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: SHOW Bucharest Warrior PROMOTION_DRILL_1
UnitFlagManager: DEBUG: SHOW Bucharest Warrior PROMOTION_EMBARKATION
InfoAddictHistoricalData: INFO: loadPlayerDataTable() from 59 to 60 took 0.0020000000004075s to complete.
InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.016999999999825s
InfoAddictCivRelations: INFO: Total time to build political view: 0.0039999999999054s

Nowhere in the above can you see this...



but he appeared between meeting Rome and then that flash of a response by Washington and yet he is not accounted for within the above logs.
Washington's late response could it have been a conclusion to our previous friendship meeting where he had replied "wonderful" and then should have added "that will do"...?

Some information PRIOR to the event and logs posted.....


UnitFlagManager: DEBUG: Init Askia Settler
UnitFlagManager: DEBUG: Init Askia Spearman
UnitFlagManager: DEBUG: Init Harun al-Rashid Settler
DiscussionDialog: Handling LeaderMessage: 26, Let us plant the seeds of a bright future by making a Declaration of Friendship to the world. What say you?
DiscussionDialog: Handling LeaderMessage: 12, Wonderful.
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: SHOW Washington Warrior PROMOTION_SENTRY
UnitFlagManager: DEBUG: SHOW Catherine Scout PROMOTION_IGNORE_TERRAIN_COST
DiscussionDialog: Handling LeaderMessage: 12, Ahhh, I've noticed that you've become friends with America. Glad to hear if it. I'm already on good terms with them myself.
UnitFlagManager: DEBUG: Init Monaco Archer
UnitFlagManager: DEBUG: SHOW Genoa Archer PROMOTION_BARRAGE_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_SURVIVALISM_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: Init Barbarian Spearman
NotificationPanel: Notification: Barbarian 10
NotificationPanel: BarbarianFinger Title TextControl: 57003250
UnitFlagManager: DEBUG: Init Barbarian Galley
UnitFlagManager: DEBUG: Init Barbarian Galley
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Scout PROMOTION_IGNORE_TERRAIN_COST
InfoAddictHistoricalData: INFO: loadPlayerDataTable() from 57 to 58 took 0.00099999999974898s to complete.
InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.011000000000422s
InfoAddictCivRelations: INFO: Total time to build political view: 0.0039999999999054s
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: DoDoFResearch
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: GiveMinorCivAllianceRewards()
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: DEBUG: Gao: 13 +0
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:298: attempt to get length of global 'cityList' (a nil value)
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
NotificationPanel: Notification: Diplomacy 41
NotificationPanel: DiplomacyFinger Title TextControl: 570183A0
NotificationPanel: Notification: Diplomacy 41
NotificationPanel: DiplomacyFinger Title TextControl: 57019260
NotificationPanel: Notification: MetCityState 5
NotificationPanel: MetCityStateFinger Title TextControl: 5701BD70
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: DoCheckNewBuildingStats
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: BalancePromotionsAllUnits()
UnitFlagManager: DEBUG: SHOW Alexander Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: Init Bucharest Warrior
UnitFlagManager: DEBUG: SHOW Rio de Janeiro Archer PROMOTION_BARRAGE_1
UnitFlagManager: DEBUG: SHOW Genoa Archer PROMOTION_BARRAGE_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_SURVIVALISM_1
UnitFlagManager: DEBUG: SHOW Harun al-Rashid Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: Init Barbarian Spearman
UnitFlagManager: DEBUG: Init Barbarian Brute
NotificationPanel: Notification: Tech 1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG: SHOW Bucharest Warrior PROMOTION_DRILL_1
UnitFlagManager: DEBUG: SHOW Bucharest Warrior PROMOTION_EMBARKATION
InfoAddictHistoricalData: INFO: loadPlayerDataTable() from 58 to 59 took 0.00099999999974898s to complete.
InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.010999999999967s
InfoAddictCivRelations: INFO: Total time to build political view: 0.0030000000001564s
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: DoDoFResearch
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: GiveMinorCivAllianceRewards()
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: DEBUG: Gao: 15 +0
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:298: attempt to get length of global 'cityList' (a nil value)
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
UnitFlagManager: DEBUG: SHOW Bismarck Warrior PROMOTION_SHOCK_1
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: DoCheckNewBuildingStats
\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\UP - Event Registration: INFO: BalancePromotionsAllUnits()
UnitFlagManager: DEBUG: SHOW Alexander Scout PROMOTION_IGNORE_TERRAIN_COST

What does the number mean following the LeaderMessage - if it represents each Civ then there is a problem there.

Hope that helps :)
 
A new game again with build 17 and a cleaned cache...

Darius wanted a chat but had nothing to say...



many esc button presses and then this came up...



then the game would work as it should.

The "very Well" that Napoleon is seen saying in the above screen was NOT shown before when I last met him and he was the last person I spoke to prior to the Darius blank screen coming up. However it is logged as being shown in the Tuner...

LeaderHeadRoot: Handling LeaderMessage: 0, Greetings. I am Napoleon of France. I have little time for idle pleasantries; what brings you here?

then...

DiscussionDialog: Handling LeaderMessage: 12, Very well.




The leader message shown in the Tuner when the Darius / Napoleon issue appeared is...

LeaderHeadRoot: Handling LeaderMessage: 0, Great to see you again. Do you come with news, or perhaps an offer?

So I think that the last message about news and an offer belongs to Darius that is not shown due to the Napoleon delayed response message failing to appear when it should and instead pops up when the next leader needs to chat or respond.

This happened the last time with build 15.

I have uploaded the entire Tuner log of this game, started from the beginning.
 

Attachments

That's the real puzzling part... there's no errors or messages directly related to diplomacy.

Code:
UnitFlagManager: DEBUG: Init Monaco Archer
UnitFlagManager: DEBUG: SHOW Genoa Archer PROMOTION_BARRAGE_1
Things like this are about unit promotions. If you're not encountering any issues with promotions you can hide these messages by changing this:

Unofficial Patch\Flag Promotions\UnitFlagManager_addin.lua
logger:setLevel(LOG_DEBUG)
- to this ->
logger:setLevel(LOG_WARN)

The "cityList" errors were in some code to distribute maritime food, a problem I fixed in the latest beta build.

I think the only solution is for me to sit down and learn the diplomacy code, then trace through it to find where the error is. I suspect it's some sort of vanilla bug that I brought to the forefront with an unrelated change.
 
Better Japanese City Names (v 1)
CivWillard (v 1)
InfoAddict (v 10)
Smarter TechTree Pipes (v 1)

Those are the only mods that I'm using, which have not changed in quite a while. Along with...

Thals Balance Mods - Combined (v 4) - build 17

which contains...

Unofficial Patch
Balance DLC - Inca Spain (which I have enabled as I have the DLC)

this, for me, has only been a problem in the last few builds of this beta. I am not using any of the balance mods and previous to the last few builds I can't remember it ever happening. IIRC (but might not be correct) when the Unofficial patch had the elements such as UI and Notifications etc is when I started to notice this issue, but I do appreciate other work was, and has, since been done. I'm not suggesting that those two have any influence on the issue it is just that I noticed them when I was deleting the "balance" aspect of your mod as it gets updated.
 
Better Japanese City Names (v 1)
CivWillard (v 1)
InfoAddict (v 10)
Smarter TechTree Pipes (v 1)

Those are the only mods that I'm using, which have not changed in quite a while. Along with...

Thals Balance Mods - Combined (v 4) - build 17

which contains...

Unofficial Patch
Balance DLC - Inca Spain (which I have enabled as I have the DLC)

this, for me, has only been a problem in the last few builds of this beta. I am not using any of the balance mods and previous to the last few builds I can't remember it ever happening

What are Smarter Tech Tree Pipes?

And is the Balance - DLC enabling something we need to do manually in order to have those two civs work in synch with the mod?
 
Thal,

Thanks for reminding me about ctrl-c and ctrl-v to capture LiveTuner info; I was trying to use the mouse right-click method, which was not working.

OK, was playing version 4.15 beta today and the game went well until turn 185. When a barbarian got close to my capital, the targeting bullseye lit up. However, even after bombarding the barbarain unit, the targeting bullseye did not go away.

Then, the next turn, the production que finished at my capital, but then froze. It would not let me choose anything else to build, and the choose production message would not go away from the right-hand part of the screen. This meant the game was frozen and would not advance to the next turn.

Tried reloading the turn, several times - did not help; also cleared the cache folder - also did not help. However, clearing the cache folder introduced a new weird screen display for production, mostly blank, though.

Here are the two screenprints I took, plus some LiveTuner info I captured.
 

Attachments

  • 4.15 beta Screen Print Production Glitch.gif
    4.15 beta Screen Print Production Glitch.gif
    345 KB · Views: 72
  • 4.15 beta Screen Print Production Glitch-2.gif
    4.15 beta Screen Print Production Glitch-2.gif
    194.1 KB · Views: 107
  • LiveTuner Info v4.15 beta.doc
    LiveTuner Info v4.15 beta.doc
    56 KB · Views: 83
@Thal,
wouldn't it be possible to just disable the route-quest in globalaidefines.xml (QUEST_DISABLED_ROUTE) until fireaxis fixes it?
 
Cultural Diplomacy policy doesn't seem to increase happiness from luxury resources from city states. Is this another hard-coded bug?
 
Using .14 I believe. Also having the Diplomacy issue. I have tuner running but can't figure out how to get anything out of ot. Sorry...

What I noticed was that I was at war with Sully. He aksed for peace I tried to reply but screen stuck. I hit Esc and got through it and a pic of Monte appeared. Next time someone asked me for something the same deal that Sully asked me for was the default screen shot I saw.

So it seems to me that the old deal is not being removed from the memory for some reason.
 
@Txurce
The DLC component is basically part of Balance - Terrain Improvements. It makes terrace farms upgrade at the same techs as regular farms. There's no way I know of to automatically detect if a player has a DLC installed, so the file must be activated manually.

@Xink
It's helpful to know the problem is isolated somewhere in the unofficial patch. I'm working at figuring out where exactly it might be.

I'll add "Smarter TechTree Pipes" to eliminate a possible compatibility issue (TechTree.lua is modified in the patch). It wouldn't cause the diplomacy problem but would be the source of other problems.

@Torvald
There was a bug in that beta build with maritime citytate food distribution, which would cause the problems you describe. It should be fixed in the current beta build.

@Moaf
Thank you for pointing out that the broken quest can be disabled, I've done so now.

@Borya
I didn't realize there was a problem with that policy, I'll check into it. :)
 
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