Beta Testers Needed!

This happens when there are too many resources in the game. IDK why there is a limit to the number of resources, but in ROM, all but one has been used up, and Early Buildings modmod adds one more. You need to remove a resource for the bug to go away.

Yeppers that was the problem, i just had to remove the Early Buildings folder.

But is there any ways to have just the buildings then withOUT the resources added into the game?:rolleyes:
 
Yeppers that was the problem, i just had to remove the Early Buildings folder.

But is there any ways to have just the buildings then withOUT the resources added into the game?:rolleyes:

You can probably go through the XML and cut out the pottery resource. It's only referenced a few times.
 
OK, more info on the ranged bombardment and limited religions bugs.

Ranged Bombardment:
As OS79 and I both found with beta4, something is interfering with the RevDCM bombardment options.
I just tried a clean re-install of ROM2.8, followed by a clean install of the beta5 (downloaded yesterday, so it doesn't have the latest changes).

I started a new game in the Renaissance era, built a catapult and a trebuchet, and neither one of them gets a ranged bombard option, nor do they give attack support.

Here's an update for the Ranged Bombard Bug, It got broke in RevDCM 2.61. It's nothing I did, but thanks for the heads up, as I am reporting this to them right now. They might release a minor patch to fix it.

No, more research indicates it's something I changed. Bug hunting, oh Yeah! :rolleyes:
 
Afforess, I noticed when browsing the Civlopedia that the Grove seems to have the wrong button:
Spoiler :
attachment.php

(Please excuse the crappy .jpg compression.)

The Art define for the building is referencing the correct column in your Afforess_atlas.dds, but it is looking one row too high:
Spoiler :
attachment.php

(I'm using 1.50beta5 btw). Should be an easy fix, changing a single number in the art define XML. Now, hop to it! :p
 

Attachments

  • GroveProblem.jpg
    GroveProblem.jpg
    123.1 KB · Views: 261
  • Atlas.jpg
    Atlas.jpg
    214.7 KB · Views: 297
Good Catch! I caught a few Atlas errors myself before release, but this one slipped me by. Stupid Atlas... It took an hour to create too.

Also, you can see that there are icons for unreleased modmod's in it. I abandon projects occasionally. (Incredible, I know), and remnants get left behind. I believe there are icons for two separate abandoned projects in my atlas... A Psychology modmod and A Metro Station modmod...
 
I appear to have found a memory leak, which may have causing users to have issues with lots of graphics, or playing for a long time. I'm actively investigating it.
 
Afforess, I am still playing with beta2 and peaks only cost one movement point.:crazyeye:

Peaks only cost 1 movement if you've researched cartography.

Otherwise, you're just whining about Civ4's movement system. I subtract 2 movement, but if the unit only have 1 movement, it just stops on the peak and continues on next turn.
 
I appear to have found a memory leak, which may have causing users to have issues with lots of graphics, or playing for a long time. I'm actively investigating it.

I've watched the RAM usage on the game just go up, up, up, while I'm sitting there watching my unit blink & not interacting with the game at all...so I bet it's a memory leak, but figured it was an .exe issue :-)

I'd be seriously impressed if you found the cause!! :D
 
Here's an update for the Ranged Bombard Bug, It got broke in RevDCM 2.61. It's nothing I did, but thanks for the heads up, as I am reporting this to them right now. They might release a minor patch to fix it.
I thought I would let you know that Ranged Bombard is working for me in beta2.
 
The Bandit Footpads are extremely bothersome. Naturally at that early in the game I can ill afford their maintenence costs, but the barbarians not having to worry about such things build nothing but footpads after a certain amount of time, which can't be countered by any unit.
 
Got this error? Then a crash

Traceback (most recent call last):

File "CvScreensInterface", line 983, in forceScreenRedraw

File "CvMainInterface", line 3273, in redraw

File "CvMainInterface", line 3772, in updatePlotListButtons

File "CvMainInterface", line 3849, in updatePlotListButtons_Common

Spoiler :
Code:
if ( not bHandled ):
					screen.hide( "InterfaceUnitModel" )
					bHandled = True

				screen.moveToFront("SelectedCityText")

			elif ( CyInterface().getHeadSelectedUnit() ):
				screen.addUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit().getUnitType(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )
#				[B]screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL,[/B] CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )
				screen.moveToFront("SelectedUnitText")
			else:
				screen.hide( "InterfaceUnitModel" )
		else:
			screen.hide( "InterfaceUnitModel" )

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
 
Out of curiosity, is there a way to stop the MPLog.txt from being created? After so many turns in a game the darn thing grows to be outrageously huge. I'm talking about going from 0MB to over 650MB! I delete the file after I finish and I notice that my memory happens to skyrocket after a while in game. If I didn't delete it, I'm sure it would grow to astronomical proportions and end up being several gigabytes after a single game.

Any idea what this file is specifically used for and if there is a way to keep it off?
 
Hi Afforess-

Great Mod- i just started a game with 1.51Beta5 and noticed i,m not receiving any "Happiness" benefit from working a Pearl tile with a fishing boat. It is in the city radius of my city. I saved and reloaded but to no avail. My readings of this forum doesnt offer any hints as to the cause. Any ideas ?

Thanks
ColonelFlag
 
Hi Afforess-

Great Mod- i just started a game with 1.51Beta5 and noticed i,m not receiving any "Happiness" benefit from working a Pearl tile with a fishing boat. It is in the city radius of my city. I saved and reloaded but to no avail. My readings of this forum doesnt offer any hints as to the cause. Any ideas ?

Thanks
ColonelFlag

Do you have the trade tech? The happiness does not come into affect until you do.
 
The Bandit Footpads are extremely bothersome. Naturally at that early in the game I can ill afford their maintenence costs, but the barbarians not having to worry about such things build nothing but footpads after a certain amount of time, which can't be countered by any unit.

Interesting, I had never seen barbarians get those. Luckily, it is a simple matter to disable those units for barbarians.

Got this error? Then a crash

Traceback (most recent call last):

File "CvScreensInterface", line 983, in forceScreenRedraw

File "CvMainInterface", line 3273, in redraw

File "CvMainInterface", line 3772, in updatePlotListButtons

File "CvMainInterface", line 3849, in updatePlotListButtons_Common

Spoiler :
Code:
if ( not bHandled ):
                    screen.hide( "InterfaceUnitModel" )
                    bHandled = True

                screen.moveToFront("SelectedCityText")

            elif ( CyInterface().getHeadSelectedUnit() ):
                screen.addUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit().getUnitType(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )
#                [B]screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), 175, yResolution - 138, 123, 132, WidgetTypes.WIDGET_UNIT_MODEL,[/B] CyInterface().getHeadSelectedUnit().getUnitType(), -1,  -20, 30, 1, False )
                screen.moveToFront("SelectedUnitText")
            else:
                screen.hide( "InterfaceUnitModel" )
        else:
            screen.hide( "InterfaceUnitModel" )

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

That has nothing to do with my changes, I'd bet it was some kind of art related crash.

Out of curiosity, is there a way to stop the MPLog.txt from being created? After so many turns in a game the darn thing grows to be outrageously huge. I'm talking about going from 0MB to over 650MB! I delete the file after I finish and I notice that my memory happens to skyrocket after a while in game. If I didn't delete it, I'm sure it would grow to astronomical proportions and end up being several gigabytes after a single game.

Any idea what this file is specifically used for and if there is a way to keep it off?

IDK, but it gets erased with each new game. I'm assuming you have logging on, I'd see if disabling that got rid of it.
 
Afforess, sorry to bother you when you are busy with your exams, but Zappara just released RoM 2.81. I guess, New Dawn 1.51 Beta5 is not compatible with this patch, is it?
 
Afforess, sorry to bother you when you are busy with your exams, but Zappara just released RoM 2.81. I guess, New Dawn 1.51 Beta5 is not compatible with this patch, is it?

Yes.

For EVERYONE ELSE:

DO NOT UPDATE TO RISE OF MANKIND 2.81 IF YOU'RE PLAYING WITH THIS BETA!

I will release a new beta this afternoon, if all goes well, for the new patch.
 
Back
Top Bottom