Bug Report

Thanks, it was a division-by-zero error from getting that poor primitive to such a low health it rounded to and read out as 0. I added a couple of safeguards, though I believe this is an exceedingly rare situation (I think it needs a 1-:strength: unit to have 1 HP left).
 
Hello,
I have the 3.72 version downloaded from ModDB. I've started a hotseat large world map scenario with Rome and Egypt as human players. Rome is stuck with a rural logistics of 4 thogh they have discovered Pottery and Calendar. Any idea what is happening here?
Thank you for the great mod.
I'm playing on Windows 10 Pro,v 22H2 (OS Build 19045.5737)
 

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Is this a known problem in 3.72?
I would like to be able to finish a game without something that breaks it. Which settings should I use?
It is a known problem in 3.72 that 3.72c fixes. It has to do with leader switching. If you're on 3.72c, feel free to use any settings, though of course stuff like no unit cost scaling etc throws the intended balance out of whack.
 
It is a known problem in 3.72 that 3.72c fixes. It has to do with leader switching. If you're on 3.72c, feel free to use any settings, though of course stuff like no unit cost scaling etc throws the intended balance out of whack.
Oh, thank you a lot for the reply. Somehow I overlooked your answer and thought that I don't get one bc it's gameplay and not bug related and I deleted my question a minute ago in order to move it somewhere else, then the browser refreshed and I saw your answer. Ik that I run a high risk with unit cost scaling off.
 
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Me for my part I'm totally OK with not adding anything new to the mod. I don't have to learn anything new that way and can concentrate on playing and enjoying. For me it's not only the best Civ Mod (of all civ games) ever, but the one of the best Games ever. I thank you a lot.
Just iron out the hopefully few bugs left.
 
Possible bug in the DynamicCivilizations file
last SVN 5487

Spoiler :
Bug_07.jpg
 
I tried to test the mod on the latest SVN 5488 build in the Crusaders scenario
Error appears when loading and after the turn scip it crashes

Spoiler :
Bug_08.jpg
 
This report is likely my machine specific as I see no one else is reporting an issue. I am/was running 3.72c and was having no problem with a SVN 5502 load. I did a SVN checkout under 5504 and tried to start a game. I got a GFC error of failure to initiate primary theme. I then saw there was a new SVN 5505 that I downloaded and installed but I had the same issue. I then tried to just play 3.72c and was successful. Troubleshooting, I deleted the SVN 5505, uninstalled and reinstalled 3.72c and ran a successful test start game. I then again did a svn 5505 checkout and tried to start a 5505 game and I once again got the same GFC load failure. There are no files of this to attach except those within the SVN 5505 Mod.
 
This is bizarre! For more than a year I have been adding various identifying letters/numbers to my Realism SVNs and never had a problem. Taking your advice, I did a checkout using just the name "Realism" and the mod loaded as designed. That's not the bizarre part. As we say here in my parts "For s--ts and grins" I tried the previously unplayable "Realism 5505", I still have in my Mods folder, AND IT LOADS UP JUST FINE". Not looking for any reason or reply. an FYI only.
 
Spoiler :
1756822514230.png
1756822672006.png

I got this error while playing latest release(not SVN) when I clicked next turn.
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "CvEventManager", line 664, in onEndPlayerTurn
File "Revolutions", line 65, in checkRevolutions
File "Revolutions", line 310, in startUprising
AttributeError: 'NoneType' object has no attribute 'getDescription'
 

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Hello, not sure where to post this, and it's maybe not a bug, but following the release of my mod AdvCiv-SAS (Modpacks downloads section link with info there) based on AdvCiv, i have noticed 2 issues or points i'd want to tell ri mod maintainer(s), as i took some assets from your mod, but first thanks for all of course if i may say!

But first here the 2 aforementionned points:

- 1) maybe it is intended, but i have noticed the ri mod's main menu image/wallpaper (at least in 3.72 or whichever version from +/- 3-6 months ago i am using) does not properly display. The edges at the top and bottom of your main iamge are trimmed ingame it seems. I have documented it, and fixed it in my mod, by adding empty bands of 180px each at top and bottom while keeping a 4:3 ratio from my base 16:9 image, as a result my iamge displays entirely without top or bottom trim which is very nice. I used your duomo3.dds and such files, documentation about this issue and fix there with screenshots if interested/relevant: https://github.com/wonderingabout/A...t-shown-at-all-at-1920-x-1080-game-resolution

- 2) maybe it is intended as well and there may be strong reasons for that, maybe it has been answered many times but i'd still like to ask/mention this: there are too many .fpks!!! The ri assets are very nice, for those i took, like the USA patriot (rifle based unit), a few other assets as well which i forgot i guess, but the key problem that held me back from taking more, is it's deeply unpractical to go from fpk1 for the dds then browse to fpk6 one by one to have some other file, then go to fpk 8 for whichever other file, and this for each asset (although civ-specific units seem to be nicely one fpk ordered though but it's the general idea). It would help (me when i was modding xd) tremendously if assets were packed in ONE fpk per category (say Interface 1 to 11 (i forgot exact number if not 11) all in one fpk rather than in parts. Again i guess there are reasons why so, and there may be advantages not to do so i guess as well (MAF etc, i'm not very informed on these but i read they are related in one way or another to fpk usage, as for me i don't have too many assets anyway so not bothering with fpk at all in my mod), but one to ideally no fpk (providing a .zip/.7z or such of all ri mod assets in a drive would be like a dream / very nice xd, no need to pakbuild extremely tediously one fpk after the other, sometimes forgetting or having to do it all over again in case some fpk was missed or seemingly overwritten if extracted in same folder than previous fpk at first or such)

Again these are like feedback on the seemingly wallpaper issue, and suggestion as i guess you receive many on the fpk part while doing so

Back to the thanking if i may say but anyways etc, ideally i'd take time and thank each mod one by one, but it would be long to do so, i credited them instead in my mod's git/github main readme.md's credits section (link via above modpacks downloads link mod description) and actually commented which assets i imported from which mod for most if not all in xml code comments so actualyl traceable but bit tedious. So thanks a lot, ri mod assets are awesome, as for game content i can't comment too much as i have my own vision, as for fpks they are **** xd if i may say not too politely, not the game but the packaging, but if there are reasons why that outweigh so i may just be ignorant, just a zip in a drive or soemthign of all this mess would be eextrmeely beneficial even a one per 6 month one or something for modding/retrieving assets extrmely efficiently and fast with tools like wiztree or such i use, in all cases thanks and sorry for crude language, it is aimed at fpks not the game itself as i said thanks :)
 
1) maybe it is intended, but i have noticed the ri mod's main menu image/wallpaper (at least in 3.72 or whichever version from +/- 3-6 months ago i am using) does not properly display. The edges at the top and bottom of your main iamge are trimmed ingame it seems. I have documented it, and fixed it in my mod, by adding empty bands of 180px each at top and bottom while keeping a 4:3 ratio from my base 16:9 image, as a result my iamge displays entirely without top or bottom trim which is very nice. I used your duomo3.dds and such files, documentation about this issue and fix there with screenshots if interested/relevant: https://github.com/wonderingabout/A...t-shown-at-all-at-1920-x-1080-game-resolution
It's intended, or rather it's a compromise - it was made to work with different screen ratios, from 16:9 to 4:3. Hence there are edges that are ok to be cut off - either at the sides or at the top and bottom, depending on the ratio.
2) maybe it is intended as well and there may be strong reasons for that, maybe it has been answered many times but i'd still like to ask/mention this: there are too many .fpks!!! The ri assets are very nice, for those i took, like the USA patriot (rifle based unit), a few other assets as well which i forgot i guess, but the key problem that held me back from taking more, is it's deeply unpractical to go from fpk1 for the dds then browse to fpk6 one by one to have some other file, then go to fpk 8 for whichever other file, and this for each asset (although civ-specific units seem to be nicely one fpk ordered though but it's the general idea). It would help (me when i was modding xd) tremendously if assets were packed in ONE fpk per category (say Interface 1 to 11 (i forgot exact number if not 11) all in one fpk rather than in parts. Again i guess there are reasons why so, and there may be advantages not to do so i guess as well (MAF etc, i'm not very informed on these but i read they are related in one way or another to fpk usage, as for me i don't have too many assets anyway so not bothering with fpk at all in my mod), but one to ideally no fpk (providing a .zip/.7z or such of all ri mod assets in a drive would be like a dream / very nice xd, no need to pakbuild extremely tediously one fpk after the other, sometimes forgetting or having to do it all over again in case some fpk was missed or seemingly overwritten if extracted in same folder than previous fpk at first or such)
If you'd like to browse the assets, I'd recommend simply checking out the SVN version - everything is unpacked there, so you don't need to mess with fpks at all. As for why many fpks - it seems that the bigger individual fpk size, the more memory errors they cause. With a mod as big as RI, keeping the size of individual fpk under 20M seemed to avoid the more severe problems.
 
Oh thanks, then i'll look into it if i need to, as for the wallpaper i understand as well thanks, i thought most mods would aim for native 16:9 but there was no reason for me to think it would necessarily be so.

Using this post as well for credits xd while not going too astray after it (at least i don't think i'd have anything more to say), here are a few assets i took from ri mod with a quick global search with vs code "ri mod" in my mod root folder (unit names may not match ri mod ones though as i changed them):

Spoiler list of assets i took from ri mod xd thanks anyways etc :
- dutch swift worker nif + button
- roman legionary button
- greek hoplite button
- kingdom of benin disciplined crossbow (edit: nif too ART_DEF_UNIT_CROSSBOWMAN_FILIPINO i had forgotten to mention xd and as said after this and before this edit bracket but anyways etc...) button (button_isikhulu.dds is best match i found for my unit xd without creating one myself)
- usa patriot (rifle based) as i said before, nif + button
- camel archer nif (also i remembered that naming in ri mods assets is sometimes very hard to find without looking at the textual actual unit or such pedia entry to find asset name, but is how it is so just mentionning it while i remembered it seeing this unit anyways etc...)
- arabia hajjan button
- spanish conquistador button
- privateer button
- frigate button
- ship of the line button
- submarine buton (naval units buttons are now so much clearer and more easily distinguishible than base advciv +/- bts ones thanks anyways etc)
- scandinavia viking (ART_DEF_UNIT_LATE_SWORDSMAN_VIKING in ri mod anyways etc)

- UNITCOMBAT_MOUNTED_MELEE button

- collateral promotion 1 to 3 button
- medic 3 promotion used as base for medic 4 i did myself with paint.net then anyways etc
- city bombard damage promotion
- sentry promotion

- german longhouse (ART_DEF_BUILDING_SMOKEHOUSE1 nif, longhouse.dds button)
- portugal feitoria (ART_DEF_BUILDING_VENICE_CUSTOM_HOUSE nif)
- japan doujou nif and button too if i'm not mistaken anyways etc
- natya shastra (world wonder based on sistine chapel nerfed and earlier bit) (ART_DEF_BUILDING_INDIA_TEMPLE (vedic_temple) nif and ART_DEF_BUILDING_INDIAN_SRENI button)

- like i said the CIV4MainMenuBG.nif and such you use for main menu like duomo3.dds i replaced with my wallpaper anyways etc

should be all for assets i imported if i'm not mistaken and didn't forget to reference any here on in my code (comments) but anyways etc, but these are really cool assets, some are named messily although not too cool of me to say, but i really mean that some really could be found nowhere else and super nice to have so thanks, end of the offtopic for me here xd i guess thanks
 
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