Bug Reporting

I think it's because Bombay will get ANOTHER red shirt next turn when it grows. Maybe only the message is wrong here, but I do think it's an useful and correct alert. It works this way since the first mod of yours I used, ruff.
 
I don't regard it as a bug either. The wording might be improvable (perhaps use something like "The unhappiness of (town) will increase next turn" when there already is unhappiness in the target city.)
 
saw this recently in an SG ... looks like a bug ...

Hmm - that looks like a bug doesn't it. I'll post it in our bug thread and see what people say.

Civ4lerts has always behaved this way. I agree with Psyringe, that a slight improvement in the wording would be cool.
 
Funny, I'm so used to the messages being that way I ignored them. What I noticed is that the oasis is drawn on top of the red ring and barbarian unit. If that's what you were pointing out, Ruff, we have no effect on that.

Regarding the messages, I was thinking a ways back of changing how city messages were done. Instead of two messages about a city, I was considering something like:

  • Bombay will add another unhappy citizen next turn.
  • Bombay will grow and become unhealthy.
  • Bombay has become unhappy and added another unhealthy citizen.
The problem is the way Civ4lerts is architected won't allow that so easily. If we merge various messages, we would have to collapse the options (not so bad) to fewer, perhaps "Growth/Happiness/Health".
 
I think the comment is "will become unhappy" when the city is already unhappy. I don't think that we should have such a message. Can we check if the city is already unhappy and suppress the message if it is?
 
I think the comment is "will become unhappy" when the city is already unhappy. I don't think that we should have such a message. Can we check if the city is already unhappy and suppress the message if it is?

I suggest not suppress the message, but changing it in something like "will add another unhappy cit." (better spelled, of course).
 
Funny, I'm so used to the messages being that way I ignored them. What I noticed is that the oasis is drawn on top of the red ring and barbarian unit. If that's what you were pointing out, Ruff, we have no effect on that.

Regarding the messages, I was thinking a ways back of changing how city messages were done. Instead of two messages about a city, I was considering something like:

  • Bombay will add another unhappy citizen next turn.
  • Bombay will grow and become unhealthy.
  • Bombay has become unhappy and added another unhealthy citizen.
The problem is the way Civ4lerts is architected won't allow that so easily. If we merge various messages, we would have to collapse the options (not so bad) to fewer, perhaps "Growth/Happiness/Health".

Uhm... IMHO it's better to keep the messages and option separated...
 
Uhm... IMHO it's better to keep the messages and option separated...

That was my conclusion as well, but since it came up here I figured I'd float it out to the rest of the team.

It shouldn't be too hard to alter the message if the city is already unhappy or unhealthy.
 
I've always wanted to log whips. Now that we know how to track anger counters, I am going to add some code to do the following:

Code:
begin player turn
loop thru cities, record whip anger counter

end player turn
loop thru cities
report on whip anger increase
report on whip anger break decrease (ie angry people down from 2 to 1)

Now all I need is to work out how to report on units withdrawing.
 
Keep in mind what I found while exploring events: begin/end player turn happen after you press the end turn button.

So in onBeginPlayerTurn you can scan all cities and look for any whose anger counter has increased (must have whipped). I don't know when it decreases the anger counter -- possibly between begin and end player turn.

Code:
STAGE  COUNTER
Turn:   0
[B]player whips[/B]
Begin: 10 -- log whip (increased)
[B]game dec's counter[/B]
End:    9
... skip ahead ...
Begin:  2
[B]game dec's counter[/B]
End:    1
Turn:   1
[B]player whips[/B]
Begin: 11 -- log whip (increased)
[B]game dec's counter[/B]
 End:    10 -- log anger decrease? (divisible by 10)

If you only want to log when they whip (and not when a citizen becomes happy), you just need to check in onBeginPlayerTurn which happens right after they hit the end turn button.
 
logger code including whips updated and committed.

Spoiler example :


Logging by BUG Mod 2.0 (BtS 3.13)
------------------------------------------------
Turn 125/500 (250 AD) [20-Oct-2007 09:59:03]
A Hamlet was built near Tokyo
Osaka finishes: Swordsman

IBT:
While defending in Chinese territory at Guangzhou, Chariot loses to: Chinese Chariot (1.72/4) (Prob Victory: 31.9%)
Attitude Change: Sitting Bull(Native America) towards Bismarck(Germany), from 'Pleased' to 'Cautious'

Turn 126/500 (275 AD) [20-Oct-2007 09:59:26]
Osaka begins: Settler (9 turns)
The whip was applied in Kyoto
Kyoto finishes: Worker

Turn 127/500 (300 AD) [20-Oct-2007 10:00:37]

...

Turn 132/500 (425 AD) [20-Oct-2007 10:04:04]
A Pasture was built near Salamanca
Satsuma begins: Settler (8 turns)
The whip was applied in Kyoto
Tech learned: Code of Laws
Confucianism founded in Osaka
Confucianism has spread: Osaka
Kyoto finishes: Settler

...

Turn 136/500 (520 AD) [20-Oct-2007 10:05:59]
Tech learned: Priesthood
Tokyo begins: Swordsman (4 turns)
Whip anger has decreased in Kyoto
 
think I might change the text a little ...

"The whip was applied in Kyoto (x turns of anger remain)"
"Whip anger has decreased in Kyoto (y unhappy citizen for x turns remains)" <-- if non zero whip anger remains
"Whip anger abolished in Kyoto" <-- if zero whip anger remains

abolished? expired? is over?

anyone with comments?
 
Hmm, I think I like expired. Also, how about reporting the overflow from the whip?

Whip cracked in Kyoto with 23 overflow.

If you track the populations of the cities as well, you could tell how many citizens were whipped (though you can't tell if the whip was applied multiple times in the same city on the same turn).

Looking now I see there's a hurry event: "cityHurry" that maps to

Code:
def onCityHurry(self, argsList):
    'City is renamed'
    pCity = argsList[0]
    iHurryType = argsList[1]

Sure, the comment is wrong, but that's not unusual for Civ4's python code. ;) You could even tell what was whipped.

Castle whipped in Kyoto (2 citizens lost, 23 overflow).

This would remove the need to track the counters from turn to turn, and it will allow you to log hurrying with gold.
 
Nice - I will swap my code to use that event. I will leave in the code that tracks the anger wearing off. How do you tell the number of citizens / hammer overflow - or are you just guessing?
 
Yes, the anger wear-off is a nice touch. Unfortunately, it doesn't look like any events are fired when you draft, but at least we'll have whip and gold.
 
Hi, thanks for all your amazing work !!!:goodjob:

Everything seems to works fine except all the little icons are missing. Like the gold coin, green unhealthy face etc.. etc.. I tried to do my best trying to figured out a wrong path or missing files but cant find it. I tried for like 2 hours :( . Since I got no skill in programming, I did lot of testing and trying and error... But no luck.

Wich files are involves in those little smiley and icons ? Where is the ''road map'' ? :confused:
--------------------------------------------------------------------------------------------------------
***OK PROBLEM FIXED. I fixed it playing with gamefont.tga. Not sure what I did but it worked for some reason. Fixed it with great patience (like 3 hours fix) instead of knowledge hehe.***
And wow !!! I love that interface !!!
 

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See screenshot below, check out the Trade Route Base Profit number. Anybody reported this one yet? Is this a 'BUG' bug per-say, or maybe a bug introduced by something else?

BtS 3.13 + Unofficial 3.13 Patch + Blue Marble + BUG SVN 479
 

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Oooo, could we make these whip expiration notifications [optionally] show up like civ4lert alerts? That would be awesome!
 
Talk to EP - he looks after alerts. I look after the logger. I think he is planing on putting the whip thing in.
 
I just noticed that the raw production calculator in the city screen attributes corporate hammers to "tiles" rather than "buildings." Not sure if this makes sense.
 
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