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 :)
 
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