Bug Reporting

news: I've played new rounds with stock bug mod:

(0. all older replays deleted)

1.time: setting: NEW GAME with GERMAN language -> HoF error -> replay deleted
2.time: setting: NEW GAME with ENGLISH language -> HoF works
3.time: setting: NEW GAME with ENGLISH language -> HoF works -> setting changed to: GERMAN language -> HoF works (access through main menue)
4.time: setting: NEW GAME with GERMAN language -> HoF error (replay from 3.time not deleted)

(5. replay from 4. time deleted -> HoF works (GERMAN language, access through main menue))

Now I know, why you did not see any error screen and why you have thought, my mod is the reason.

>>>> So: BUG Mod is producing bad/not working replays when playing with German language. <<<<<
 
Okay, so this confirms my suspicion that the new HoF code is not recognizing the Win entry in the replay, and it's trying to read past the end of the file.

Excellent work. :goodjob: Can you please post one of the German replays so I can use it to test the fix? I'll need the other languages as well if I'm to make them recognize a win.

Otherwise, I should be able to fix the HoF so it at least doesn't fall over. It may not recognize your wins in other languages, but it will at least show all your replays. Hmm, the text should be in the XML files actually, so maybe I can handle all the cases.

Thanks for tracking this down. :D
 
Yeh, I'm glad, I know the reason of this annoying bug too now. :)

A bad German replay is attached to this post.


--
Now it's the time to find the reason for the mysterious military advisor python error on late games on big maps with maaaaaaaaaaany units, vasalls, ...
 
Thanks for the replay.

Now it's the time to find the reason for the mysterious military advisor python error on late games on big maps with maaaaaaaaaaany units, vasalls, ...

Are you talking about the Deployment tab bug of not showing all units (known but not yet fixed, too much work to do on my plate, but soon), the Sit-Rep tab not working when you have a Permanent Alliance, or something else entirely?
 
the Sit-Rep tab not working when you have a Permanent Alliance

so alliances are the reason? I was talking about that Sit-Rep tab. :)

I know that missing units bug too, but no other bugs. :goodjob:
 
If you have an alliance, the screen is blank. No Python exception, just blank.
excellent - totally useful. It must have seeded the sit-rep responsibilities to your partner.
 
blank? then we are talking about different military advisor bugs. I got python errors (late game only). Seems, my error is not produced by alliances then but maybe by many vasalls? dunno:

attachment.php
 
There's a conflict with a modular civ I made and BUG.
Civ4ScreenShot0004.jpg


The flag was fixed, so ignore that. But the pink icons are still there. They also exist on the city screen. Works fine without the mod, though.
 
update:

If you have an alliance, the screen is blank. No Python exception, just blank.

just played until I was in an alliance. now there is the python error and blank screen.


can't say why you don't see the python error, but I hope, fixing this bug will remove my python error screen too.
 
Circuit, the pink boxes are a result of missing art files. Reinstall BUG and make sure to include the folder \Art\PlotListEnhancements. There should be 4 folders from BUG in the Art folder... make sure to include them all.
 
We feel these Mods are safe for use in any Succession Games, and have ensured any bugs which would conflict with users who are not playing with the BUG Mod are elimiated. If you find any changes within the code that modify games play, please post a message to us here, or on the Project Development link listed below, and we will make it of the utmost important to fix the problem. Also, if you find something that causes conflicts within Succession Games, please let us know as well.

Copied and pasted from the BUG download sticky topic.

I cannot open this save game because i do not have BAT 1.0 installed. With ref to the above quote i assumed i could. (I know aussumtions!!) :D

I have BUG3.0 running on a BTS 3.17 Have i found a problem or should install BAT 1.0 to make it work?
 
You are running up against a specific feature of Civ4: if you start a game using a mod installed as a mod in the Mods folder, you must have that mod installed to play it. Civ4 stores the name of the mod with the saved game.

For BAT/BUG, since they do not alter the saved game format, this means you can trick Civ4 as long as the game wasn't started with the "Lock Modified Assets" option set. If the option was set, you must install BAT.

To trick Civ4, install BUG Mod 3.0 as a mod into the mods folder. Then rename both the folder and the main INI file to appear like it's BAT Mod 1.0.

Code:
Mods/
  BUG Mod 3.0/
    BUG Mod 3.0.ini

becomes

Code:
Mods/
  BAT Mod 1.0/
    BAT Mod 1.0.ini

Be aware that there are two folders named BUG Mod and two INIs named BUG Mod.ini. Yes, I know this was a bad choice, and it has been partially fixed since the 3.0 release. Just make sure to rename the "higher level" or "outermost" ones.
 
If you have an alliance, the screen is blank. No Python exception, just blank.
I tried this with another civ in my team and it was fine (except that it shows your team mate as a possible threat :D). Is an alliance different from a team?
 
I tried this with another civ in my team and it was fine (except that it shows your team mate as a possible threat :D).

I guess there was something else about the save file I tried then. We should probably remove teammates from the display. I assume Vassals are owned by teams, not players. If not, we should leave teammates showing and just remove their threat index.

Also, they could have a UU SA that we might want to see, but since teammates share techs, there will be no other SAs, except where one teammate lacks a coastal city.

I suppose it's good to see when they are mobilizing for war, assuming either teammate can declare war. So yeah, leave them on and drop the threat index, or show it as green and "None" for the level. The reason to show it is to show their power index. Dunno.

Is an alliance different from a team?

No, when you sign a PA, your teams are combined into a single, unbreakable team.
 
You are running up against a specific feature of Civ4: if you start a game using a mod installed as a mod in the Mods folder, you must have that mod installed to play it. Civ4 stores the name of the mod with the saved game.

For BAT/BUG, since they do not alter the saved game format, this means you can trick Civ4 as long as the game wasn't started with the "Lock Modified Assets" option set. If the option was set, you must install BAT.

To trick Civ4, install BUG Mod 3.0 as a mod into the mods folder. Then rename both the folder and the main INI file to appear like it's BAT Mod 1.0.

Code:
Mods/
  BUG Mod 3.0/
    BUG Mod 3.0.ini

becomes

Code:
Mods/
  BAT Mod 1.0/
    BAT Mod 1.0.ini

Be aware that there are two folders named BUG Mod and two INIs named BUG Mod.ini. Yes, I know this was a bad choice, and it has been partially fixed since the 3.0 release. Just make sure to rename the "higher level" or "outermost" ones.

Many thanks Emperor, i will do as you sugest.
 
I tried this with another civ in my team and it was fine (except that it shows your team mate as a possible threat :D). Is an alliance different from a team?

thanks bringing this up. haha. because I found out that HoF is not working after completing a game in German, I know tried to start a new game in English with a team and then a new game in German with a team. Guess what?

I get python error+blank screen while playing in a team with German language. (military advisor, strategic tab)

In English, everything is fine (except common alliances, but teams are working!).


Please fix these two things. :king:
 
Got three error messages, when starting bug svn 1331 :(
Testing as a mod and testing as customassets it shows following messages:

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 353, in pediaShow

AttributeError: 'NoneType' object has no attribute 'pediaShow'
ERR: Python function pediaShow failed, module CvScreensInterface


Traceback (most recent call last):

  File "CvAppInterface", line 72, in preGameStart

  File "BugEventManager", line 211, in fireEvent

  File "BugEventManager", line 221, in handleEvent

  File "BugEventManager", line 266, in _handleInitBugEvent

  File "BugEventManager", line 306, in initBug

  File "BugInit", line 41, in init

  File "BugOptions", line 223, in read

  File "BugOptions", line 150, in read

  File "BugOptions", line 256, in read

  File "BugOptions", line 283, in create

  File "BugOptions", line 298, in write

  File "configobj", line 2017, in write

UnicodeEncodeError: 'ascii' codec can't encode character u'\xe4' in position 236: ordinal not in range(128)
ERR: Python function preGameStart failed, module CvAppInterface


Traceback (most recent call last):

  File "CvEventInterface", line 30, in onEvent

  File "BugEventManager", line 221, in handleEvent

  File "BugEventManager", line 234, in _handleDefaultEvent

  File "autologEventManager", line 314, in onGameStart

  File "BugOptions", line 474, in get

  File "BugOptions", line 575, in getValue

  File "BugOptions", line 1015, in getRealValue

  File "BugOptions", line 326, in getBoolean

  File "BugOptions", line 308, in exists

TypeError: iterable argument required
ERR: Python function onEvent failed, module CvEventInterface
 
Have you created your own options or altered the ones in BUG's config XML files? It seems you have an invalid character (such as a curly quote) in one of them.

I don't get this error when starting stock BUG, and I've deleted all my INI files. Deleting your INI files is what causes BUG to fill them with default values and write them when starting Civ.
 
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