Bug Reporting

When playing your 1509 version as a mod, the following error comes up at the start of a new game:

Code:
Traceback (most recent call last):
  File "BugConfig", line 372, in parse
  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 171, in feed
  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead
  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 668, in parse_starttag
  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 730, in finish_endtag
  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 751, in handle_endtag
  File "BugConfig", line 555, in end_init
  File "BugConfig", line 216, in createInit
  File "BugUtil", line 479, in __call__
  File "BugUtil", line 476, in call
  File "FontUtil", line 49, in init
  File "FontUtil", line 61, in addSymbol
  File "FontUtil", line 79, in registerSymbol
ConfigError: duplicate font symbol key 'wirtschaft:wirtschaft:wirtschaft:wirtschaft'
Traceback (most recent call last):

  File "CvAppInterface", line 72, in preGameStart

  File "BugEventManager", line 244, in fireEvent

  File "BugEventManager", line 254, in handleEvent

  File "BugEventManager", line 299, in _handleInitBugEvent

  File "BugEventManager", line 344, in initBug

  File "BugInit", line 39, in init

  File "BugInit", line 56, in loadMod

  File "BugConfig", line 382, in parse

  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 175, in close

  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 280, in goahead

  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 668, in parse_starttag

  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 730, in finish_endtag

  File "e:/main/civilization4/warlords/assets/python/system\xmllib.py", line 751, in handle_endtag

  File "BugConfig", line 555, in end_init

  File "BugConfig", line 216, in createInit

  File "BugUtil", line 479, in __call__

  File "BugUtil", line 476, in call

  File "FontUtil", line 37, in init

  File "FontUtil", line 52, in addBuiltinSymbol

  File "FontUtil", line 79, in registerSymbol

ConfigError: duplicate font symbol key 'unhealthy'
ERR: Python function preGameStart failed, module CvAppInterface
 
When playing your 1509 version as a mod, the following error comes up at the start of a new game:

Code:
ConfigError: duplicate font symbol key 'wirtschaft:wirtschaft:wirtschaft:wirtschaft'

Fixed. The font symbols for yield and commerce symbols are now registered under their English XML key instead of the description.

BTW, are you using a different DLL that picks which of the four words there to use? When I run it in German, I see only "wirtschaft". I know you've had translation issues in the past (e.g. the two AP buildings). Were those problems ever solved?
 
Thank you :)

No, I'm not using another dll, that's only used in my mod.
The gender related problems result by the German Community Translation which is used by many german speaking civ players, because the firaxian translation to german hasn't been the best.
 
I'm getting a strange interface error.

I finally finished integrating my personal mod into BtS 3.17 & BUG 3.5. Game started fine, but now that I've built a Wonder, the standard interface lost all it's buttons (in the main bottom centre section), and when I go into a city and then exit, the city interface screen stays up, but all it's buttons go away too...

I don't think I can upload a copy of a savegame for you, cause my mod is way too extensive... Multiple Wonders added, new DLL to integrate TheLopez's Great Generals from Barb Combat and a new building tag allowing a building to directly effect unit upgrade costs, multiple new resources, a few new units...

I have init.log, PythonErr2.log, resmgr.log, & xml.log. Here's the contents of the PythonErr2.log:

Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module BugCore
load_module BugUtil
load_module ColorUtil
22:39:04 INFO : BugCore - creating uninitialized mod NJAGC
22:39:04 INFO : BugCore - creating uninitialized mod Scores
22:39:04 INFO : BugCore - creating uninitialized mod MainInterface
22:39:04 INFO : BugCore - creating uninitialized mod CityScreen
load_module MonkeyTools
load_module PyHelpers
load_module string
load_module AStarTools
22:39:04 INFO : BugCore - creating uninitialized mod PLE
load_module Scoreboard
load_module DealUtil
load_module PlayerUtil
load_module ReminderEventManager
load_module Popup
load_module InputUtil
load_module SdToolKit
load_module cPickle
load_module autolog
load_module codecs
load_module BugOptions
load_module BugConfigTracker
load_module BugPath
load_module CvModName
load_module _winreg
22:39:05 DEBUG: BugPath - My Documents dir is 'D:\My Documents'
22:39:05 DEBUG: BugPath - user dir is 'D:\My Documents\My Games'
22:39:05 DEBUG: BugPath - root dir is 'D:\Games\Civilization IV\Beyond the Sword'
22:39:05 DEBUG: BugPath - app name is 'Beyond the Sword'
22:39:05 INFO : BugPath - adding search path 'D:\My Documents\My Games\Beyond the Sword\BUG Mod'
22:39:05 INFO : BugPath - adding search path 'D:\My Documents\My Games\Beyond the Sword'
22:39:05 INFO : BugPath - adding search path 'D:\Games\Civilization IV\Beyond the Sword'
load_module configobj
load_module __future__
load_module warnings
load_module validate
validate import failed
22:39:05 INFO : BugCore - creating uninitialized mod Autolog
22:39:05 INFO : BugCore - creating uninitialized mod Reminder
load_module GGUtil
load_module GPUtil
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
22:39:05 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module AttitudeUtils
load_module FavoriteCivicDetector
load_module CvFinanceAdvisor
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module CvEspionageAdvisor
22:39:06 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvWorldBuilderDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvScreenUtils
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
22:39:07 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
22:39:07 DEBUG: BugEventManager - adding event 'PreGameStart'
22:39:07 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
22:39:07 DEBUG: BugEventManager - adding event 'LanguageChanged'
PY:OnInit
load_module CvAppInterface
load_module xmllib


What else can I give to get some help with this?

Thanks in advance...

Edit: Tried Alt-Tabbing out & back, this actually cause the entire Main Screen interface to dissapear. All the F keys still bring up their respective screens though, and entering a city still brought up the city screen, which again, doesn't properly clear off when exiting the city. Even tried saving at that point & reloading CivIV from scratch, see if the Python would re-initialize or something, bupkus.
 
The translation of the new food info is still missing. Also, I've spotted some other missing translations and a "too long word":

attachment.php
 
There`s a problem with your maininterface merge ;)
If it were merged correctly, the button would stay behind the screen.
 
I did not merge anything. This is stock BUG (well, better bts AI is not a real merge).
 
If it were merged correctly, the button would stay behind the screen.

No, that button brings up the popup to free colonies and liberate cities and is supposed to be on that screen. I just need to shift the button over to make more room for the EXIT text.

Regarding the names of the CDA pages, those are in the CDA page files themselves. I still need to make an easy way to switch page sets (yes, it's on my list).
 
I'm getting a strange interface error.I have init.log, PythonErr2.log, resmgr.log, & xml.log.

What I really need is PythonErr.log. This will contain the actual Python exception causing the screen to halt its drawing routines. Make sure you have Python logging turned on and not the Python exception popups. If you still can't get PythonErr.log (same location as the one you posted), try turning on the Python exception popups and then taking a screenshot.

Without the Python exception, I can't begin to guess.

BTW, what wonder had you built? That reloading the saved game doesn't fix the problem tells me that something about the new state of the game is causing the problem.

For example, let's assume that one of the new resources is the problem. You may not notice anything wrong until you first hook up the resource with its enabling improvement.
 
Hmm... OK, how do I turn on Python logging? And the Python exception popups? I was sure I'd turned on all logging options in CivilizationIV.ini...

Oh, and you'll love this. The Wonder built...

(wait for it)

was...

Stonehenge. Ya, Stonehenge. Nope, I haven't made any changes to it, it does exactly what it's always done. I should note, perhaps, that for some reason, the movie plays reeeaally slowly, skipping and all. Haven't got a clue why. I don't have the best system, by any means, but I've never had a problem with the movies playing... Could BUG cause this? Maybe all the extra Python sucking up video resources? Is that even possible?

Thanks EF!
 
Hmm... OK, how do I turn on Python logging? And the Python exception popups? I was sure I'd turned on all logging options in CivilizationIV.ini.

That's where you set both options, so I don't know why you don't have a PythonErr.log file.

Stonehenge

Does the other mod stuff you've merged in have anything to do with globe view or a centered map? I'm just guessing. BUG works fine with this wonder as-is.

The movie plays reeeaally slowly, skipping and all. Haven't got a clue why.

My suspicion is that there's a Python or C++ exception occurring in the update() of the main screen. This causes the screen to stop drawing part-way through. If it calls this frequently while the movie is playing (dunno why it'd do that though), it would cause stuttering.

Could BUG cause this? Maybe all the extra Python sucking up video resources? Is that even possible?

Naw. BUG is quite lean, and all our Python code runs near-instantaneously. The only code that takes any noticeable time to execute is the Military Advisor when drawing the units in the list.

Significant slowdowns are a sign that there's an exception being through in code that is called in a tight loop: repeating quickly, causing a bogged down CPU.

Can you ZIP up your entire mod and upload it somewhere? I can take a quick look later today to see if I get different results. If you do, a save just before completing Stonehenge would be a great test game.
 
No, that button brings up the popup to free colonies and liberate cities and is supposed to be on that screen. I just need to shift the button over to make more room for the EXIT text.

Regarding the names of the CDA pages, those are in the CDA page files themselves. I still need to make an easy way to switch page sets (yes, it's on my list).

The symbol looks like a symbol from rev mod. my fault.


And two new bugs in MA

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 942, in handleInput

  File "CvBUGMilitaryAdvisor", line 1174, in handleInput

  File "CvBUGMilitaryAdvisor", line 600, in showStrategicAdvantages

  File "CvBUGMilitaryAdvisor", line 689, in fillStratAdvGrid

  File "CvBUGMilitaryAdvisor", line 732, in addStratAdvUnits

  File "UnitUtil", line 360, in getKnownTrainableUnits

  File "UnitUtil", line 396, in canAnyCityBuildUnit

  File "UnitUtil", line 443, in canCityBuildUnit

NameError: global name 'player' is not defined
ERR: Python function handleInput failed, module CvScreensInterface
and
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 942, in handleInput

  File "CvBUGMilitaryAdvisor", line 1174, in handleInput

  File "CvBUGMilitaryAdvisor", line 600, in showStrategicAdvantages

  File "CvBUGMilitaryAdvisor", line 667, in fillStratAdvGrid

  File "UnitUtil", line 323, in getTrainableUnits

  File "UnitUtil", line 396, in canAnyCityBuildUnit

  File "UnitUtil", line 439, in canCityBuildUnit

NameError: global name 'askingPlayer' is not defined
ERR: Python function handleInput failed, module CvScreensInterface
 
That's where you set both options, so I don't know why you don't have a PythonErr.log file.

OK, got that sorted. Had reinstalled BtS during my troubleshooting of my mod, and lost the logging prefs. Now have a whole bunch of logs. Got two sets together, one from loading into a savegame just before Stonehenge was built, and then cycling the turn:
View attachment Logs of turn cycle into building Stonehenge.rar

The other is from loading up the savegame from just after Stonehenge was built:
View attachment Logs of loading into savegame after Stonehenge built.rar

Probably the same error going on, but just to be sure...

Does the other mod stuff you've merged in have anything to do with globe view or a centered map?

Not that I recall... Both Leo's Workshop, The Sphinx, and the School of Confucious have python code that runs once they're built though... I suppose that code have been written badly, and is now interfering with BUG...

Can you ZIP up your entire mod and upload it somewhere? I can take a quick look later today to see if I get different results. If you do, a save just before completing Stonehenge would be a great test game.

Have made a RAR of my mod and BUG. Included BUG because my mod has required me to make some changes to it, and your version is probably more UTD than mine, seeing as how you're constantly testing new code and all. The RAR though, is about 76 MB, so I uploaded it to MediaFire here. I have BUG installed in CustomeAssets, and my mod is in the Civ 4\BtS\Mods folder.

Thanks EF!

EDIT: unfreakinbelievable... Yeesh... :lol:

Got it sorted, though I now have a different problem on my hands. :crazyeye:

I took a look at the PythonErr.log, followed where it was going through before the game went loco. My mod includes a Tactician specialist, and GG's that join cities become a Great Tactician. Which gives, you guessed it, GP points towards a Great General. I had tried to add the GG to your GPUtil.py. Now that I have removed my additions, everything works fine. So, any idea how I can work in a GG as part of the GP Bar, without making it all go ka-blooey?

Here's my attempted change, with my additions commented out:View attachment GPUtil.rar. Thanks again. :D
 
No, that button brings up the popup to free colonies and liberate cities and is supposed to be on that screen. I just need to shift the button over to make more room for the EXIT text.
Done. The Liberate button now positions itself based on the width of the exit text:

1226100337.jpg


And, in the interest of overkill, changing the language setting will force a repositioning since the code was already there to handle a resolution change.
 
@draco963 - Make sure you change this line

Code:
NUM_GP = GP_PROPHET + 1

to this:

Code:
NUM_GP = [B]GP_GENERAL[/B] + 1

Also, the unit type for the GG is actually "UNIT_GREAT_GENERAL", like the great spy it includes "GREAT_" in the key.
 
@Caesium - I committed a fix, but since Civ doesn't have any units that require a specific building, I cannot test it easily. Can you please sync and give it a shot?
 
Thanks EmperorFool.

Ya, I had that first bit. I'd just changed it back to test if changing it back to original made everything work, which it did.

So, put it all back, thank-you for catching the wrong UNIT_ name. But it still doesn't work. Loading the game with the GG included in the GP bar still causes no interface. PythonErr.log is exactly the same, which I think is kinda weird... Adding the GG must be causing some other code to have an exception... :confused:

I can play without it for now, I'm fairly sure I saw this before (it's why I tried adding the GG in in the first place), and what'll happen is the GP icon will show, instead of the GP unit type. But it still shows the # of turns correctly, and what city the GG will be born in. I think it'll all be fine. Nevertheless, an answer would satisfy my curiosity... :crazyeye:

Thanks again EF! :goodjob:
 
In the "resources" tab of the foreign advisor, in the top row, all my surplus resources are shown. If I have 2 corn resources, then one will be shown there. If I have 1 corn resource, then none will be shown there, because I have no surplus.
I'm not sure if this is a BUG feature, is it?

Now the bug I'm seeing: Imported surplus resources don't seem to be displayed. Example: I have no corn (so none is displayed, obviously). Now I import corn from Shaka (still no corn to display since I don't have a surplus). The I hook up a corn resource myself - and now I do have a surplus of 1, and the top line of the tab should show one corn resource, but it doesn't.

Interestingly, the popup info of the corn resource (shown in the leftmost column when another player would like to trade for it) correctly shows that I *do* have 2 corn.

Wild guess: Perhaps the code that checks whether to display a resource on the top line doesn't count imported ones? Or am I simply misunderstanding the display?
 
Back
Top Bottom