Bug Report

Woof! woof! as it stands this mod is a dog. Once you get into a game a few turns (10-20) load times start getting longer and looooonger (almost 15 min. by mid-game!) and I have a 1.2 Ghtz CPU with 756 meg of RAM. Also, saved games crash on loading when you get to about 500 turns; I've had to load an earlier saved game and then use ctl-L to load the last one played. And the game play can get really slow. It's like the program has to think about every little thing. I think you should look into the code for problems since other mods don't do such thngs (e.g. Age of Discovery, Rhye's and Fall etc.)

Work on this - it's got some very good bits and could become a great mod if the glitches were removed.

jimmygeo


1.2 Ghz? You are aware that this computer is reallly slow? I have a slow computer and that is 1.7 Ghz with 2 Gig Ram.

Which version are you playing? Are you playing the world map?

Regards
Houman
 
jimmygeo.

I got AMD 3.5 with 1 gig ram. And am slow too in middleages.
And yes Im very often speaking of NOT adding new freatures, but concentrating on performance and stabily.
Now im Elizabeth in 800ad, save game load takes 2 mins, each turn about 1 min waiting for AI. Its much faster with no barbarians. Prolly taking mercenaries off will also boost performance.
 
Bug stright after install
Changelog.txt not updated ;)

Edit: Civs still do start too close on random maps

Edit: Got stuck in Custom game screen. Started from WorldMap shortcut, but changed my mind. Must have used Alt-f4 or Alt-Tab or Ctrl+Alt+Del.
 
Bug stright after install
Changelog.txt not updated ;)

Edit: Civs still do start too close on random maps

Edit: Got stuck in Custom game screen. Started from WorldMap shortcut, but changed my mind. Must have used Alt-f4 or Alt-Tab or Ctrl+Alt+Del.

1) you can find updated changelog in Lates versions under spoiler button ;)
2) right, out merge with better AI was before release, where this bug was addressed
3) what you mean, stuck?

mexico

p.s. did you noticed logo on installer ? :D
 
Ya prolly rushed it :D You would do same in my place.

what you mean, stuck?
Nor back nor star game bottons worked. They "clicked", but nothing happened. I could still freelelly navigate and change settings.


Slavary bug :
I keep reciving scrolling message "you captured a slave" or simmilar. Fact is that i dont even have bronze working (but i kno AI has) and i didnt even fight anyone when i recived that message. It showes up when AI has his turn. Prolly i get informed about Him capturing slaves...

Sound loop bug:
Happened two times, reload save does not recreate this bug. Happens when many units in the same turn on the screen move on jungles, flood plains, forest, oasis. Sound of walking on flood plains (claps of water, when standing on it) as well as tree sounds get looped. This is more annoying than loud. To dont hear it, eighther scroll you screen away, or remove all units from such "noisy" terrains.

And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)
 
And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)

Not only that. You cannot build cites on ICE anymore. That helps too. :)
 
Ya prolly rushed it :D You would do same in my place.


Nor back nor star game bottons worked. They "clicked", but nothing happened. I could still freelelly navigate and change settings.


Slavary bug :
I keep reciving scrolling message "you captured a slave" or simmilar. Fact is that i dont even have bronze working (but i kno AI has) and i didnt even fight anyone when i recived that message. It showes up when AI has his turn. Prolly i get informed about Him capturing slaves...

Sound loop bug:
Happened two times, reload save does not recreate this bug. Happens when many units in the same turn on the screen move on jungles, flood plains, forest, oasis. Sound of walking on flood plains (claps of water, when standing on it) as well as tree sounds get looped. This is more annoying than loud. To dont hear it, eighther scroll you screen away, or remove all units from such "noisy" terrains.

And performance report: In 600bc game runs as beta4 in 2000bc (thanks to no mercenary i think)


slavery bug: yes, i found this 2 hours ago - my mistake when optimizing code
in attachment is updated ModFunctions.py (zipped) (overwrite original Assets/Python/ModFunctions.py)
 

Attachments

Congratulations on making one amazing mod. This mod will no doubt completely replace vanilla CivIV for me. To give something back to the community, I've decided to post a list of some of the bugs, observations, and overall difficulties I've encountered after playing this mod for a few hours.

Version: 2.0 Pre-Gold
Scenario: W_TotalRealism_Beta4_World Map

(1) After selecting a Civ for the scenario, the "Game Snapshot" screen loads. On this screen there is a subheading entitled "Game Speed", under which, the selection "Realistic" is the only option available. When I mouse hover over the "Realistic" option, the message "TXT_KEY_GAMESPEED_REALISM_HELP" is displayed.

(2) In the Civilopedia, the Zoroastrian Monastary's history is displayed as "TXT_KEY_BUILDING_ZOROASTRIAN_MONASTERY_PEDIA".

(3) In the Civilopedia, no history is given for these buildings: Choson Temple, Pagan Temple, Shaman Ger, Shaman Yurt, Mesoamerican Temple, Horgr, and African Temple.

(4) In the Civilopedia, Tech Transfer and Free Specialist are both listed under the heading "Buildings".

(5) The Turks, on the world map, are not located in Turkey.

(6) Should the tech Monotheism be cheaper than Polytheism? Hinduism, in a total realism mod, should be the quickest religion to attain. I realize that Judaism is old, but Hinduism is significantly older.

(7) On the "Civics" screen, there's no way for one to scroll down on the civic descriptions unless one has specifically discovered that civic.

(8) If I press the "Show Tile", "Yield Display", "Score Display", or "Show All Resources" buttons while moving with the arrow keys, the screen instantly locks up and I'm unable to move with the arrow keys until I disable whichever button I had selected. It must be noted that I do not experience this problem with the "Bare Map" button.

(9) I'm frequently prompted with the message "You captured a slave" upon ending my turn, yet there's no slave to be found anywhere. But from what I've been reading on this forum, it seems that you've solved this problem already.

(10) If I order a unit to move a distance which requires multiple turns to traverse, it will occasionally loose its route after a few turns and then just stand there as if the order had never been issued. I'm not sure, but I think this might have something to do with ending one's turn when the unit is still selected.

(11) I have the "Alphabet" tech, yet I can't seem to trade techs with other Civs. The techs do not even appear under the "Technology" tab in the Diplomacy screen.

(12) Once I queue a unit or building for construction, I can't seem to cancel it; however, if I queue two things, I can cancel the second item but never the first. This bug becomes very tiresome, very quickly, since the game forces one to choose something for construction once something else has been completed in a city, and the only way to disable this option is to make a selection once, and then cancel it. Since there's no way that I know to circumvent that blue pop-up which says something similar to "You've just completed a Granary in Bombay, what would you like to build next?", I end up having to produce one warrior after another, just to delete him upon completion.

(13) On the "Domestic Advisor" screen, just above that tan bar near the top, there are a bunch of question marks.
 
(5) There is not enough place in "Turkey" hence they are moved. Still its Ottomans not Turkey ;)

(7) If you havent discovered this civic yet, how can you know what benefits it give ? :o

(10) unit route stops when such unit mets enemy in sorrounding plots. And yes if you activate unit that has already moved and has route it automaticly cancels it.

(4) they are buildings. Its the easiest way to implant them, and since they dont bother (atleast not me) they are fine with me.

(11) TR Really need a FAQ. Diplomacy is off by default, hence Techtransfer with Opened Borders.

(12) I find no problem there. Maybe use your right mouse button ? Works fint for me, can cancel anything i want.

Omg "monkeystools" folder in python made me :lol:
 
@kitchen.sink

thanks for reporting missing texts

now other problems:
4)yes, it is under building, because this features (tech transfer with open border and free specialist for creative civ with city population > 12) is realized in python as building, which give benefit. But maybe i will be able filter this in civpedia.....

7) there is no way to set this - it is game engine limitation - this text is displayed as "help text " when you hover your mouse over civic (in vanilla civ there was no long messages, so you can read whole text) - if you need info about civic, read civpedia

8) hmm..never tried this, will test today

9) yes, this bug is solved

10) maybe to meet someone and this cancel your turn? or there was also bug in original warlords with queued actions (partly solved in BetterAI component) - maybe this is sort of this

11) technology trading is disabled in TR, we are using another system:
when you have open border with someone and you are researching tech, which he already have, you got bonus to your research - realized with Tech exchange building (from note 4.) whicg give you +150% to research

12) in-game limitation: you can't have city which produce nothing

13) it is feature :) - try hover mouse over it, this will display help for column name

@anaztazioch
yes, lack of grammar - was written in late night just as "development text" (and my english is not good especially in grammar :) ) and then i forget to correct this
 
Thank you for your kind words. :) This report is very helpful to tackle down these problems. Some of the TXT errors are indeed very weird.

(5) The Turks, on the world map, are not located in Turkey.

No Turks are not coming from Turkey. Turks are descendants from Mongolian, close to China (Turkmenistan). One day they became pissed off the steppes and thought lets invade to the west and find some nicer lands. So they invaded Iran and left another path of destruction (only few hundred years after the Arabs had done the same to the Iranians :) ) They settled finally in nowadays Turkey, which belonged originally, ethnically and culturally before that to Byzantine and Iran. So we place them where they were originally from.

(6) Should the tech Monotheism be cheaper than Polytheism? Hinduism, in a total realism mod, should be the quickest religion to attain. I realize that Judaism is old, but Hinduism is significantly older.

The beginning of Hinduism, which was the Aryan text Rigveda, was no older than 1500-1900 BC. Jews claim that Moses was even older than that. (Even though the whole story of Jewish escape from Egypt, dividing of the sea by Moses and that Moses was the brother of an Egyptian Pharaoh is nothing more than a story without any archaeological facts.)

I think Mexico answered the rest of your questions.

Cheers
Houman
 
@Mexico

10) maybe to meet someone and this cancel your turn? or there was also bug in original warlords with queued actions (partly solved in BetterAI component) - maybe this is sort of this

I think it might be related to the original bug, inherent in Warlords. I often encounter the problem with missionaries that I send on long journeys in games where I'm at war with no one, and with no barbarians anywhere near his route of travel.

12) in-game limitation: you can't have city which produce nothing

This is very strange. On a previous version of Total Realism (the version just before 2.0 Pre-gold, on the original CivIV) I could set my cities to build nothing by queuing something, then canceling it. To confirm this, I signed on an old save game and actually tried it.

@Houman

No Turks are not coming from Turkey. Turks are descendants from Mongolian, close to China (Turkmenistan).

I suppose that it's all a judgment call. If you travel far enough back in a civilisation's history they will almost always be located somewhere other than where they are today. However, I'll admit that the Turkic people migrated to their present day location relatively recently, at around 1000 AD.

The beginning of Hinduism, which was the Aryan text Rigveda, was no older than 1500-1900 BC.

The age of the Vedas is highly debated, yet nearly every scholar agrees that Hinduism is the oldest 'living' religion. Many reputable estimates place the Rigveda at around 3000 BC. But, again, this appears to be just another judgment call, since it all has to do with what school of thought you choose to believe.
 
The age of the Vedas is highly debated, yet nearly every scholar agrees that Hinduism is the oldest 'living' religion. Many reputable estimates place the Rigveda at around 3000 BC. But, again, this appears to be just another judgment call, since it all has to do with what school of thought you choose to believe.

Know that Aristotele think that Zoroaster lived somewhere betwean 18th and 6th centuary BC but Aristotele(if im right) says he lived 6000 years before him. So Zoroastrianism is the oldest one ?
 
Know that Aristotele think that Zoroaster lived somewhere betwean 18th and 6th centuary BC but Aristotele(if im right) says he lived 6000 years before him. So Zoroastrianism is the oldest one ?

Most Scholars have rejected Aristotle that Zoroaster could have lived 6000 BC. Most modern scholars of the subject vacillate between the two dates of 600 b.c. and about 1500 b.c., and since the language of the Gathas bears many similarities with that of the Sanskrit Rig Veda, many favor this latter date.

However Mary Settegast's newest book
When Zarathustra Spoke: The Reformation Of Neolithic Culture And Religion

has revived the tradition of dating him in the seventh millenium, for she believes that the archaeological evidence from this period most closely fits with the narrative schemas of Zoroastrianism. The middle of the seventh millenium was a time of great change in which the preceding period, known as the Pre-Pottery Neolithic B, with its skull cults and worship of male virility in the form of statues and bull's heads, was begining to fade away. The making of weapons, furthermore, in the form of arrowheads and speartips, simply vanishes during the new period, that known as the Pottery Neolithic, as farming communities in both Greece and Iran began to take up the practice of agriculture in earnest. This phenomenon is interesting, according to Settegast, in light of the fact that Zarathustra privileged the farmer over the warrior class. The newly dawning Pottery Neolithic also brought with it new culture forms, such as the making of the world's finest painted pottery on vessels which apparently had no practical use, copper and lead metallurgy, irrigation and generally smaller settlements... (Reviewer: John David Ebert)
 
Hi all. I'm not sure if this is a bug or WAD, but I'm noticing something really odd about barbarian cities on the TR Earth map. Every time I take a city from the barbs (e.g. Rabat or Funan or Cholas), I get some "We yearn to join our brothers in the homeland!" unhappiness. Fair enough, except that the unhappiness will still be there millennia later. Even worse, it seems that the bigger the city grows, the worse the unhappiness. Now, of course, you get this every time you take a foreign city. However, if I take a city from another civ, I can get rid of the unhappiness by wiping out that civ. With the barb cities, I have the sinking feeling that the only way to stamp out this unhappiness is to conquer every barb city on the planet!

I love the fact that there are cities with appropriate names in the appropriate places, but it's really kind of a drag to know that, for millennia to come, some citizens of that city will be pining for their brothers in Kamchatka or Tupunumbia. As it is now, I'll just raze the city and rebuild in the same spot...
 
It should be gome along with % of population. When u capture a barbarian city it had 100% barbarian population. This mean even later on the descendants of those barbs are still barbs and listen to their father, so thats why it still has unhappiness.
But it should go away it thime thou... Mostly after city grows (you need happiness to make city grow) and culture.
 
It should be gome along with % of population. When u capture a barbarian city it had 100% barbarian population. This mean even later on the descendants of those barbs are still barbs and listen to their father, so thats why it still has unhappiness.
But it should go away it thime thou... Mostly after city grows (you need happiness to make city grow) and culture.

Thanks for the reply, Anaztazioch. I agree with you in principle - after all, even in Vanilla, once you take a barb city it takes a while to become assimilated. But it's much more severe in TR. Let me give you an example from my latest game as India. I took Cholas (southern India) from the barbs in 640 BC. I've built just about every culture-producing building I could there (now over 35/turn). It's area obviously overlaps culturally with my "ancestral homeland" a few hundred miles to the north. Yet, it's now 942 AD and I still have 2 unhappy faces there! That's over 1500 years in a city directly bordering my core! It's still 20% barbarian. I find this a little too much. Like I said - it's not a game-breaker by any means. It just means I have to be a little 'gamey' and raze the city and rebuild, that's all...
 
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