Bug Reporting

Those lines are added in CvGameTextMgr.cpp. Do you have the female great people mod? I'll take a look at that section of code this weekend and see what's up. I think it loops through great people types--not units types, so my first guess is probably wrong.
I do have the Female GP mod units in the mix. I was thinking that might be the cause because it adds a second set of great people with a "female" tag. So there is a male and female version of great people in the XML, and I'll bet a nickel that you're right, and the CvGameTextMgr.cpp is counting them twice.

There is a modified sort routine in the CvPediaMain.py, and CvPediaUnit.py files (by SaibotLieh), and these need to be in the Screens folder so that the units don't show twice in the 'pedia. I'm porting those over to the Sevopedia to eliminate the unnecessary duplicate files and to streamline everything.

I'm on one of the hotel's "courtesy" computers atm, since I didn't drag the laptop across the pond. (Silly me! :crazyeye:) So, I can't do much about it right now, but it's something to think about for the plane ride home, besides the sheer terror of flying, and how wonderfully pretty the flight attendants are... :mischief:
 
Can you post the function that does the pruning in the sort routine? Hopefully there's a tag on the great person info that we can check for in CvGameTextMgr.cpp. Or maybe it's as simple as checking the type for "_FEMALE"?
 
Can you post the function that does the pruning in the sort routine? Hopefully there's a tag on the great person info that we can check for in CvGameTextMgr.cpp. Or maybe it's as simple as checking the type for "_FEMALE"?
Mais oui! As soon as I get home on Tuesday night. Sorry for the delay. :blush:
 
Question about Building Actual Effects. I notice it can calculate saved maintenace, but not extra maintenace. Any real reason for this?

Further, why do you have this here:
Code:
if (iModifier != 0 && !isDisorder() && !isWeLoveTheKingDay() && [COLOR="Red"](getPopulation() > 0)[/COLOR])
Superstitious? ;)
 
Can you post the function that does the pruning in the sort routine? Hopefully there's a tag on the great person info that we can check for in CvGameTextMgr.cpp. Or maybe it's as simple as checking the type for "_FEMALE"?
I'm getting my partner to send it to you via email some time tonight, so check your mail, k? :)
 
Question about Building Actual Effects. I notice it can calculate saved maintenace, but not extra maintenace. Any real reason for this?

I thought that maintenance was a function of population, number of cities, and distance to government center. What buildings increase it?

Further, why do you have this here:
Code:
if (iModifier != 0 && !isDisorder() && !isWeLoveTheKingDay() && [COLOR="Red"](getPopulation() > 0)[/COLOR])
Superstitious? ;)

I probably copied that from the code that calculates maintenance. Does it cause a problem?

I'm getting my partner to send it to you via email some time tonight, so check your mail, k? :)

I just got the files, thanks.
 
I thought that maintenance was a function of population, number of cities, and distance to government center. What buildings increase it?

None in BTS, but the building tag can be used to increase it as well as decrease it.

I probably copied that from the code that calculates maintenance. Does it cause a problem?

It justs seems odds to write && true in your code, that's all... I'm just way too bored though. ;)
 
None in BTS, but the building tag can be used to increase it as well as decrease it.

It should check that the modifier is not zero. Is it instead checking that it is greater than zero?

It justs seems odds to write && true in your code, that's all... I'm just way too bored though. ;)

I suppose a city could have zero population in some mod, and if the game doesn't charge maintenance in that case, BULL shouldn't report a gain for a building that decreases it.
 
Ah, I see the final return value is limited to a positive number:

Code:
return std::max(0, getMaintenanceTimes100() - iNewMaintenance);

This should be

Code:
return getMaintenanceTimes100() - iNewMaintenance;

to allow for mods to have buildings that increase maintenance.
 
I'm having a problem with crashes ever since I installed BUG 4.4 (which is the only mod I use).

I can create the first game just fine, but if I then try to load a save or create a new game, the game crashes to desktop during the load screen. I can use the regenerate option just fine and I haven't noticed any issues besides the crash when loading a second game without restarting Civ.

The game was fine before when using 4.3 (which I uninstalled beforehand).

Any ideas?
 
Hi, I searched for it but couldn't find nothing, this thread is too big :)

I installed Bat Mod 2.3 and I get this error at the beginning of the game:

Could not find saves directory
cannot find CivilizationIV.ini; see Info/CvAltRoot.py for Instructions

Anyone knows what I'm doing wrong?

Thanks!
 
Could not find saves directory
cannot find CivilizationIV.ini; see Info/CvAltRoot.py for Instructions

Anyone knows what I'm doing wrong?
I have no experience with this bug, but as the message said, the file Info/CvAltRoot.py seems to have detailed instructions on how to fix it. You can open this file with any text editor. If the information contained there doesn't solve your problem, please tell us where and how exactly the suggested procedure fails.
 
In CvDLLWidgetData::parseChangeSpecialistHelp, I would suggest to replace

szBuffer.assign(gDLL->getText("TXT_KEY_MISC_REMOVE_SPECIALIST", GC.getSpecialistInfo((SpecialistTypes) widgetDataStruct.m_iData1).getTextKeyWide()));

with

TXT_KEY_MISC_REMOVE_A_SPACE

being

Remove a[SPACE]

as GAMETEXT.parseSpecialistHelpActual already adds the specialist name.
 
In CvDLLWidgetData::parseChangeSpecialistHelp, I would suggest to replace

szBuffer.assign(gDLL->getText("TXT_KEY_MISC_REMOVE_SPECIALIST", GC.getSpecialistInfo((SpecialistTypes) widgetDataStruct.m_iData1).getTextKeyWide()));

with

TXT_KEY_MISC_REMOVE_A_SPACE

being

Remove a[SPACE]

as GAMETEXT.parseSpecialistHelpActual already adds the specialist name.
This might be directed at my question? I'm not sure, but it seems to be in context. If so, thank you. :)
 
No, it's the solution to the "Remove a ScientistScientist" display bug when hovering over the minus button on the City Screen. I seem to recall I didn't do that in case the player wasn't using BUG, but now I don't think that matters. Thanks, I'll take a look.
 
No, it's the solution to the "Remove a ScientistScientist" display bug when hovering over the minus button on the City Screen. I seem to recall I didn't do that in case the player wasn't using BUG, but now I don't think that matters. Thanks, I'll take a look.
Whoops. My bad. Ignore me. Ignore me. Jet lag...

Move along... nothing to see here... ;)
 
Hi again,

I just started a new team multiplayer game after updating to 4.4 (and BBAI 1.0) and around 1000BC CIV crashes to desktop with the "Microsoft Runtime crashes for civbts.exe" message. From now on this happened every 10 minutes.
I tried reboot, graphic driver reinstall, emptying civ cache, lower graphic settings, compatibility mode for XP (runnning Windows7 64). But the crashes continued to happen, when I or my friend are doing something in the GUI (lowering taxes, moving units etc.)

Anybody seen this crash with BUG mod 4.4? I have used the several BUG (and BBAI) versions almost from the beginning of this fantastic mod and never got this bug :(

Update:
I continued the game after downgrading to Bug Mod 4.4 (and renaming the mod to be able to continue) - and no crashes anymore. Tested again with a reinstall of 4.4 and the crashes appeared again. So I'm quite sure, there is a new problem in 4.4 :(
 
hi!

i wonder if i can get some help with this:

someone in my mod forum reported that he gets this message -
And right off the bat I got several of the same messages that say "BugOptions - failed writing INI file 'C:\Program Files (x86)\Fireaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\overlord2.3\UserSettings\Autolog.ini'. I guess that's not necessary, but still worrisome

he is using vista, any ideas what should be changed?

can anyone help?


thanks a lot in advance !

keldath.
 
Update:
I continued the game after downgrading to Bug Mod 4.4 (and renaming the mod to be able to continue) - and no crashes anymore. Tested again with a reinstall of 4.4 and the crashes appeared again. So I'm quite sure, there is a new problem in 4.4 :(

This is very strange. BUG only mucks around with Python and should not be able to cause a crash in the C++ layer like this. Are you running other SDK mods at the same time (BULL or BAI)? Can you please post a saved game that crashes, especially if it's one turn before the crash?

@keldath - Have that player launch BTS as Administrator. The problem is that it is installed in the Program Files area which is not normally open to regular users for writing. The better option is to create a folder in My Games / BTS named for your mod and copy both UserSettings and Info folders into it.
 
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