Beta Testers Needed!

As to the sea creatures, those are the only graphics we have. Oh, and sea serpents, or what is now belive to have been seen as sea serpents exist. Many of the stories also involved whales..... Also the most dangerous creature in Africa, after humans, is the hippo but we don't have any of them either. (I need some sleep!)

Yeah I would be happier if it was a Giant Squid, Sperm Whale (Like Moby Dick) and a Great White Shark. Those are not only more realistic but plausible. Alternatively maybe a saltwater croc or killer whale.
 
Because it is sorta big bug, can you provide a hotfix for it now? Don't want to waste time growing cities if it is this hard by accident.

Hotfix would break saves, so not really a point. 2.6 RevDCM is done, however, so RoM 2.8 should be coming out, where I will release beta8. You are playing a beta after all.

Hi Afforess, nice you found this food-thingie!

and about your question: No, i've only installed 2.8beta + your newest beta, nothing more or less... I don't know if there are any other folders corrupting the game, like /my documents/games/beyond the sword etc.

And the thing is the red and unhealthy faces are shown to nearly every building, but don't count - the actual value it shows is correct (i really like the feature about showing the math what a certain building will bring).

one more question: do you know about the city defense values mentioned? was 10% at beginning, now as city grows and i have national courier system its 30%, but it looks as if it should be 55% (outpost=15%, walls=30%, national=10%). Do only larger cities get this full bonus or is it something else?

The happy, healthy face problem is really strange, as I don't see it on my machine. I install every one of my beta's on a clean RoM, just like you do, to test for last minutes errors too. I'm suspecting it's some not properly updated files with BULL, and that, along with the missing text will be fixed my 2.8's release. (I hope.)

I will look into the walls issue.
 
Also, RE: Defense bug

I have fixed it. It resulted from me looking at the code earlier, seeing if I could make defense go negative (Standard BTS, defense is always positive), but gave up after realizing what it entailed. However, I forgot to put some functions back together, one of which was the primary defense one. (my bad.)

It is fixed as well now.

Any other major bugs?
 
I am not sure this is part of your stuff as I have been doing some testing of Early Buildings by generalstaff with it.

Edit: I am actually getting this with and without early Buildings. I get a CTD occasionally without and more often with.

Edit 2: it got very bad - a CTD every other turn - then I destroyed the two barbarian cities on my boarders and no more CTDs. That is until another barbarian city became on my boarder.
 
I am not sure this is part of your stuff as I have been doing some testing of Early Buildings by generalstaff with it.

Edit: I am actually getting this with and without early Buildings. I get a CTD occasionally without and more often with.

Edit 2: it got very bad - a CTD every other turn - then I destroyed the two barbarian cities on my boarders and no more CTDs. That is until another barbarian city became on my boarder.

Your right, that is bad. Can you give me a save, the logs just say that the CvGameCore was crashing... not very helpful.
 
I will get you one tomorrow, its my bed time now:). The CTDs peak in the late classical and then disappeared again in the renassiance.

Yes, I can confirm that. Funny, as I thought it was my system and I wondered very much why it was more stable later on, after classical - as I thought the more complex game the more CTD... perhaps its the CAR coming into play then?

Btw. the CTDs were not reproduceable, reloading autosave always made it past the critical turn.

Edit: I don't use Barbciv anymore and I play without barbs on Earth Map (which I like best), as they often gave CTD and crowded the already filled land too much in earlier RoMs.
 
Attached is a save and the logs. Can't see anything in the logs myself and I can continue the game from the save without a problem.

Edit: forgot to say only modmod besides your beta7 is my holyshrine mod which makes holy shrines world wonders again.
 
One more small bug I found:

I was Arabia and had Hinduism. Unfortunately all others on Eurasia had another religion. They all came upon me with a few turns in between. When I made peace with Egypt, it redeclared war again 1 or 2 turns later, supposedly bribed in by some other enemy of mine. That happened several times. The peace treaty period at least for AI seems to be corrupted, at least when they get bribed for DOW.
 
One more small bug I found:

I was Arabia and had Hinduism. Unfortunately all others on Eurasia had another religion. They all came upon me with a few turns in between. When I made peace with Egypt, it redeclared war again 1 or 2 turns later, supposedly bribed in by some other enemy of mine. That happened several times. The peace treaty period at least for AI seems to be corrupted, at least when they get bribed for DOW.

Now that is bugged. I haven't touched AI logic, so maybe it's an issue with using Beta 2.6 RevDCM code. Jdog already reworked the AI war logic again since beta7, so maybe he already fixed this. If it shows up again in beta8 complain loudly.
 
Found a bug, the Gladiatorial School obsolete and Prereq tech's were mixed up, so it was obsolete before it was available. I have fixed it for beta8.
 
In a continuing streak of good news, my Sports modmod, adding 10 new techs, 19 new buildings, and 3 new promotions is done and will make the beta8/1.4 final release.

Thanks for all the Ideas HydromancerX, this is my largest XML modmod yet.
 
In a continuing streak of good news, my Sports modmod, adding 10 new techs, 19 new buildings, and 3 new promotions is done and will make the beta8/1.4 final release.

Thanks for all the Ideas HydromancerX, this is my largest XML modmod yet.

Awesome! :D Are there really that many techs?

No, thank you! Without your generosity of doing my requests I would probably not be trying to come up with new ideas for RoM like the Sports Mod. In short thanks again for originally doing the Zoological Buildings (as well as other requests you have done and plan to do).

And so no one feels left out thanks to GeneralStaff for doing my ideas for the "Early Buildings". And of course big thanks to Zap for making RoM and all the other modmoders who make such awesome modmods around here.
 
Edit: I am actually getting this with and without early Buildings. I get a CTD occasionally without and more often with.

This sounds like the exact same CTD I've been experiencing from time to time, though loading autosaves makes me able to continue.

I'm playing on 2 different OS's and so far playing on my Vista laptop did not create CTD's.


Oh, I'm not Beta Testing, playing Japan on Ghengis Kai GEM(modified by RoM team & customized game rules) with RoM v2.71 and Afforess Modmod pack v1.351.
 
This sounds like the exact same CTD I've been experiencing...with RoM v2.71 and Afforess Modmod pack v1.351.

RoM 2.71 has CTD's issues that have been fixed in my beta's and one of them actually got put in UP, by me.
 
I also have the problem of +unhappiness and +unhealthy from almost all buildings, even though they don't really give the modifier. I have deleted my RoM folder 2 times and reinstalled/re-downloaded your beta and 2.8beta, still to no avail.

Maybe there's a setting or something else somewhere that is causing this problem? Or as was said earlier and wait until 2.8 is released with your new version to see if the problem is fixed?
 
I also have the problem of +unhappiness and +unhealthy from almost all buildings, even though they don't really give the modifier. I have deleted my RoM folder 2 times and reinstalled/re-downloaded your beta and 2.8beta, still to no avail.

Maybe there's a setting or something else somewhere that is causing this problem? Or as was said earlier and wait until 2.8 is released with your new version to see if the problem is fixed?

I think its a gamefont problem. I'm going to try to quash it once the real 2.8 comes out in a few days. Not all players seem to have the problem, which makes it harder for me to track down, but I think it's because of BULL changes...
 
I have a couple bugs to report for Beta7:

One is a Python exception, (screenshot in attached thumbnail)

This one pops up at random, once when moving infantry, and in this screenshot, a naval stack. Hitting ok on the python exception does nothing. It just sits there, breaking the game. Both times I've encountered this problem it's the same files and lines being reported.

The other bug involves the city screen. When I double click on a city, it takes a few seconds for the city screen to appear. It's an even longer wait trying to use the city editor in worldbuilder. I only see this problem in modern era or later. There is also a hesitation when issuing multiple build orders with the shift key, again only in modern era or later.

Never encountered these errors with your previous beta builds. The only other modmod I have installed is ANM 2.1, which I've used with your previous beta builds with no problems.
 

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I have a couple bugs to report for Beta7:

One is a Python exception, (screenshot in attached thumbnail)

This one pops up at random, once when moving infantry, and in this screenshot, a naval stack. Hitting ok on the python exception does nothing. It just sits there, breaking the game. Both times I've encountered this problem it's the same files and lines being reported.

The other bug involves the city screen. When I double click on a city, it takes a few seconds for the city screen to appear. It's an even longer wait trying to use the city editor in worldbuilder. I only see this problem in modern era or later. There is also a hesitation when issuing multiple build orders with the shift key, again only in modern era or later.

Never encountered these errors with your previous beta builds. The only other modmod I have installed is ANM 2.1, which I've used with your previous beta builds with no problems.

The python exception and slowdown of moving units is the fault of Lead From Behind, a modcomp I merged in for beta7. They found the bug that caused the python exception, and I already have it fixed for beta8.

As for longer times to load the city screen, I don't know.
 
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