Bug Reporting

@ Ruff hi about new Ctrl+Alt+N

good idea, but it has a big problem, it uses the same counter used by the game for Workers and it increases it.
To be clearer, suppose I have just built in the game "Worker 3 of Rome".
Now I make a couple of test, getting names as "worker 4" and "worker 5 of powerful Rome".
Ok, I've found the desired naming convention, so I decide to use it in game.
But... I get "worker 6 of powerful Rome" instead of "worker 4 of powerful Rome", because the numbers 4 and 5 has already been used by the test utility.

I see 2 possibilities to solve the problem:
make the test utility stop increasing the counter for workers
make the test utility using a virtual unit ('Bugger'? ^_-) instead of Worker for showing examples.
 
@Cam - I was going to point this out but thought it wouldn't be a big issue. I run the 'test' thru the same code that the game uses. I could put in a flag telling the system not to increment the counter, but I think that you want to see the counter increasing for testing some of the more convoluted naming codes I'll see if I can add a check box for optional counter incrementation.

BTW - it uses the first unit in your unit list and the first city you build. If you try it before you have a city (or unit) it will fail (python error).
 
@Cam - I was going to point this out but thought it wouldn't be a big issue. I run the 'test' thru the same code that the game uses. I could put in a flag telling the system not to increment the counter, but I think that you want to see the counter increasing for testing some of the more convoluted naming codes I'll see if I can add a check box for optional counter incrementation.

BTW - it uses the first unit in your unit list and the first city you build. If you try it before you have a city (or unit) it will fail (python error).

I get it, and you are right, the increasing in the counter can be useful, but if you make it use a generic "unit" (instead of "worker"), the problem with the counter is automatically solved, because it increases the counter only for "unit", and in the game you never have to cope with an unit of the "unit" type, so all the other counters stay as they are. Assumung that it's possible to make it use a virtual unit instead of one of the common ones, of course.

Edit: The same for city counter, using the name of a virtual "city" fixes the problem.
The only counter which will be affected will be the total one, but I think that it's the less used of all the counters, and in any case it's only one :)
 
I get it, and you are right, the increasing in the counter can be useful, but if you make it use a generic "unit" (instead of "worker"), the problem with the counter is automatically solved, because it increases the counter only for "unit", and in the game you never have to cope with an unit of the "unit" type, so all the other counters stay as they are. Assumung that it's possible to make it use a virtual unit instead of one of the common ones, of course.
I cannot do that. I have to pass the code an actual unit because this is a bunch of unit specific information that the naming code needs.
 
I cannot do that. I have to pass the code an actual unit because this is a bunch of unit specific information that the naming code needs.

Ah, ok, sorry for the stupid suggestion :blush:
So, I hope that at least the counter stopper will be possible, because if not it will be useless for me, I can't have skipped numbers in my armies! :lol:
It's a pyty, I likes very much the idea... well, I can test and then load the game again, after all ;)
 
I am currently putting in a check box to increment the counters (or not). You could always test with a brand new game. How long does it take to start a new game, build your first city and ...
 
optional incrementation committed (revision 1028). Funnily, Civ4 can add a checkbox to the popup but cannot (as far as I know) check the state of this checkbox. I added two 'ok' buttons, one that increments the counter and one that doesn't.
 
I was going to suggest having a second counter that gets incremented during the test cycle. This way you get incrementation to see the effects, but it doesn't change the "real" counter.

Also, I can show you how to pass in a "fake" unit that responds just like a real unit to implement what Cammagno suggested. Just ping me if you're interested.
 
I was going to suggest having a second counter that gets incremented during the test cycle. This way you get incrementation to see the effects, but it doesn't change the "real" counter.

Also, I can show you how to pass in a "fake" unit that responds just like a real unit to implement what Cammagno suggested. Just ping me if you're interested.
What the heck are you trying to do? Make life to easy for our users. If some poor sod wants to test a unit naming convention without disrupting their precious unit counter ... just start a new game. How hard can it be?
 
What the heck are you trying to do? Make life to easy for our users. If some poor sod wants to test a unit naming convention without disrupting their precious unit counter ... just start a new game. How hard can it be?

Well, to start a new game requires time, I for sure will not start a new game only for testing a naming convention, not at all... but I suppose I can save the current game, test the convention, and then reload the save to have my Worker counter back to the correct number... of course, the other two possibilities presented by EF are much better, but hey, for sure it's not a priority.
 
hi,

say...ive encountered a bug, but im not sure if its only at my end,

could it be possible, that while on the extended layout of the scoreboard,
when your at war, the red war stats wont show up?? and only without extended, i get the (war) note,

can anyone plz tell me if it somthing i wrecked in the files or its a known bug ?

thanks alot!
 
The Advanced Layout scoreboard replaces "(WAR!)" with a little picture of two crossed swords. It appears in the same column as would a peace sign when you have an active 10-turn peace treaty.

By default, this appears to the left of the score. If you still don't see it, open the Scoreboard tab and add "W" anywhere in the Display Order field.
 
Well, to start a new game requires time, I for sure will not start a new game only for testing a naming convention, not at all... but I suppose I can save the current game, test the convention, and then reload the save to have my Worker counter back to the correct number... of course, the other two possibilities presented by EF are much better, but hey, for sure it's not a priority.

And furthermore, not only the first city need to be built, but even the first unit, so it requires even more time... no no, starting a new game isn't an option for me, while save&reload is ok :)
 
Wow, BUG 3.0 is awesome! Well done. Just found a minor issue: The option to turn the BUG Military Advisor off isn't in Bug Mod.ini until you change it in the in-game BUG options menu (after which "BUGMilitaryAdviser = False" appears at the end of the Screens section). Also, shouldn't it be spelled "BUGMilitaryAdvisor"?

Thanks,
jray
 
Thanks, jray, for the kind words. I'll add that option to the INI now.

Actually, it should be named BugMilitaryAdvisor, but in the immortal words of Bart Simpson, "I didn't do it." ;)
 
further to that ... "I didn't do it, no one saw me do it, you cannot prove anything?

Edit: Definitions of adviser on the Web:

* an expert who gives advice; "an adviser helped students select their courses"; "the United States sent military advisors to Guatemala"
wordnet.princeton.edu/perl/webwn

Definitions of advisor on the Web:

* A faculty member appointed by the department or college to assist with the planning of academic programs.
catalog.oregonstate.edu/ChapterDetail.aspx
 
Definitions of adviser on the Web:

* an expert who gives advice; "an adviser helped students select their courses"; "the United States sent military advisors to Guatemala"
wordnet.princeton.edu/perl/webwn

Is it significant that the second usage example for "adviser" spells it "advisor" or that the definitions for the two words are nearly synonymous? :) AFAIK, they are interchangeable unlike "effect" and "affect".

All that aside, Civ4 uses "advisor", and consistency in a UI is good. If it's wrong here, make it similarly wrong there.
 
Totally agree and I've been trying to ween myself of adviser in favour of advisor. Its just a slow practice. I have an ff spell checker and it doesn't like 'favour', nor does it like 'advisor'.
 
@EF

Last addition to scoreboard (delta score) bugged it:
if it is activated, scoreboard disappear, if it is activated, scoreboard come back, but displaying ALL civs, even the unknown ones (marked with "?")!

Here there is the log:

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 813, in forceScreenRedraw

  File "CvMainInterface", line 2983, in redraw

  File "CvMainInterface", line 6063, in updateScoreStrings

AttributeError: Scoreboard instance has no attribute 'setScoreDelta'
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

Side question on last additions to SVN:
which is the use of the trait text files in extrastuff folder? That text is not already included in Sevopedia now? :confused:
 
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