Bug Reporting

well... there is a new error now (late game):

attachment.php
 
bug reports are good but without the ability to reproduce the bug, it is hard to de-bug. Do you have a save game available? I looked at my copy of BUGMA and line 620 marked below.

PHP:
		if szWEnemyName == "":
			self.SitRepGrid.addIcon(iRow, self.Col_WEnemy,
									ArtFileMgr.getInterfaceArtInfo("INTERFACE_BUTTONS_CANCEL").getPath(), 35, 
									WidgetTypes.WIDGET_LEADERHEAD, -1)
		else:
			for iLoopEnemy in range(gc.getMAX_PLAYERS()):
620:			if gc.getPlayer(iLoopEnemy).getName() == szWEnemyName:
					iWEnemy = iLoopEnemy
					break
It looks ok to me. However, if you have modified your py file, then my 620 might be different from yours.
 
I did not change there anything. I only used the code from the last page instead of the original code (no change at line 620, but at 797). it was still my mod, so no save game.

my line 620 is also: "if gc.getPlayer(iLoopEnemy).getName() == szWEnemyName:"
 
I did not change there anything. I only used the code from the last page instead of the original code (no change at line 620, but at 797). it was still my mod, so no save game.

my line 620 is also: "if gc.getPlayer(iLoopEnemy).getName() == szWEnemyName:"
That line is the same as mine. Which mod are you trying to merge? If you want to post your mod and a save game which causes the errors - I can d/l both and take a look.
 
loop over all of the AI's cities (skipping cities that the player cannot see)

You're right. Any city that cannot be seen should be skipped.
 
That line is the same as mine. Which mod are you trying to merge? If you want to post your mod and a save game which causes the errors - I can d/l both and take a look.

Revolution Mod with BUG Mod.
 
I get python exceptions when selecting air units (Airships at least).

Something about airCurrCombatStr being called with different C++ signature (in CvMainInterface.py).

This has to do with the unit info pane... I found the call, in line 1835

fCurrStrength = float(pUnit.airCurrCombatStr()*0.01)

if you change that to

fCurrStrength = float(pUnit.airBaseCombatStr())*float(1.0-pUnit.getDamage()*0.01)

and also replace airMaxCombatStr by airBaseCombatStr in the next line (and remove the *0.01), it should work.

Best Regards,
Ace
 
ok new error when you are clicking on the great person screen on the top (here: "Keine") when there is no city where a great person will be born (Just try to click in the first rounds):

attachment.php
 
@Cybah - CvMainInterface.py has 6590 lines in BUG 3.0x as of right now. Please post that line plus a few lines above and below for context. Or better still, attach your complete file.

Edit: I found it by reproducing the bug, but it would really help if you can post the relavent line of code when you're posting a stack trace from a file you have modified. Obviously anyone posting errors running BUG by itself doesn't need to post the Python as it's the same as our code.
 
sorry, you're right ;)

here the maininterface code:

PHP:
# BUG - Great Person Bar - start
		if (inputClass.getNotifyCode() == NotifyCode.NOTIFY_CLICKED and inputClass.getFunctionName().startswith("GreatPersonBar")):
			# Zoom to next GP city
			iCity = inputClass.getData1()
			if (iCity == -1):
				pCity, _ = GPUtil.findNextCity()
			else:
				pCity = gc.getActivePlayer().getCity(iCity)
here:	              CyInterface().selectCity(pCity, False)
			return 1
# BUG - Great Person Bar - end





edit: I've just played a match without a late game python error (Military Advisor is working). :-) :-)
 
Many thanks for BUG3.0 - first time user here. Very impressed with the functionality.

I have noticed a significant delay when selecting units, not only late game but early BC's, can take anything from .5 sec to 1 sec in later AD's just to select a unit. Is this a known issue? Running a SLI set up on a 2.8Ghz Pentuim D with 2GB RAM, prevoius to installing BUG i was running very fast, especially fast between turn times.

I play standard maps, so the diffence is not due to using Huge or Large maps.

Also is there anyway to turn of the CRTL_ALT_O nag i see every turn?
 
I get python exceptions when selecting air units (Airships at least).

Something about airCurrCombatStr being called with different C++ signature (in CvMainInterface.py).

This has to do with the unit info pane... I found the call, in line 1835

fCurrStrength = float(pUnit.airCurrCombatStr()*0.01)

if you change that to

fCurrStrength = float(pUnit.airBaseCombatStr())*float(1.0-pUnit.getDamage()*0.01)

and also replace airMaxCombatStr by airBaseCombatStr in the next line (and remove the *0.01), it should work.

Best Regards,
Ace


i wasn't getting the info pane for air units. your tip got the info window for air units to show up for me. using 3.0_1046.

thanks Ace
 
I have noticed a significant delay when selecting units, not only late game but early BC's, can take anything from .5 sec to 1 sec in later AD's just to select a unit.

There was a bug pre 3.0 that caused a serious slowdown, but that was fixed immediately. I have not seen this in 3.0, and I am currently playing a huge map with 18 civs in the late game. My machine is beefy but not extreme.

My first thought is that there is a Python exception being thrown in a loop which will cause a noticeable slowdown. Can you edit your CivilizationIV.ini file to turn on the logging system (enable logging). Then run the game and select a unit. If there were any Python exceptions, they will be written to "My Games\BtS\Logs\PythonErr.log". Post that file if it exists and is not empty. Otherwise it's something else. Can you post a save where this happens significantly?

Note: The file PythonErr2.log is not what we need. If there is no PythonErr.log or it's empty, this is not the problem and there is something else askew. A save will really help.

Glad you like BUG. Bummed it's causing slowness. Hopefully we can figure out the issue. Oh, have you installed it as a mod or in CustomAssets? Are you running any other mods? How about BlueMarble?

Also is there anyway to turn of the CRTL_ALT_O nag i see every turn?

Yes, hit ALT + CTRL + O and uncheck "Options Key Reminder" at the bottom left of the BUG Options screen. I guess my hope that the message would be enough of a hint to tell people how to turn it off wasn't. :rolleyes: I was hoping to avoid "Hit CAO to turn off this annoying message", but maybe that's what I'll use. ;)
 
i wasn't getting the info pane for air units. your tip got the info window for air units to show up for me. using 3.0_1046.

So I looked into the normal code that displays strength for air units, and it is using getBaseAirCombat(). I didn't want to switch to the method used for land units without investigating. Therefore, while the above code works, it may differ from the game's display.

I'll copy the code used by the regular game to fix this problem correctly. I have some outstanding changes to my CvMainInterface.py that are causing a small delay, but I hope to do that tonight.
 
here is a new bug, maybe caused by CIV4lerts:

%s1 can hurry %s2 for %d3%s4 with %d5%s6 overflow

on the screen: Kyoto can hurry The Oracle for 3 ->> ? <-- with 1 Production overflow

attachment.php
 
here is a new bug, maybe caused by CIV4lerts:

%s1 can hurry %s2 for %d3%s4 with %d5%s6 overflow

on the screen: Kyoto can hurry The Oracle for 3 ->> ? <-- with 1 Production overflow

Which version of BUG are you using? The most recent text for this alert (i.e. the one in BUG 3.0) looks like this:

%s1 can hurry %s2 for %d3[ICON_ANGRYPOP] with %d4[ICON_PRODUCTION] overflow and +1[ICON_UNHAPPY] for %d5 turns.
 
3.0.........

My fault. Just looked at the file in SVN and it was changed slightly after the release of 3.0. Thought it happened before.
Here are the new lines, which fix the missing icons:
Code:
<TEXT>
		<Tag>TXT_KEY_CIV4LERTS_ON_CITY_CAN_HURRY_POP</Tag>
		<English>[COLOR_YIELD_FOOD]%s1 can hurry %s2 for %d3[ICON_ANGRYPOP] with %d4[ICON_PRODUCTION] overflow and +1[ICON_UNHAPPY] for %d5 turns.[COLOR_REVERT]</English>
		<French>[COLOR_YIELD_FOOD]%s1 peut précipiter %s2 pour %d3[ICON_ANGRYPOP] avec %d4[ICON_PRODUCTION] de débordement et +1[ICON_UNHAPPY] por %d5 tour.[COLOR_REVERT]</French>
		<German>[COLOR_YIELD_FOOD]%s1 kann das Bauprojekt "%s2" unter Einsatz von %d3[ICON_ANGRYPOP] beschleunigen (Überschuss: %d4[ICON_PRODUCTION]), wobei für %d5 Runden +1[ICON_UNHAPPY] in der Stadt verursacht wird.[COLOR_REVERT]</German>
		<Italian>[COLOR_YIELD_FOOD]%s1 può accelerare %s2 per %d3[ICON_ANGRYPOP] con un surplus di %d4[ICON_PRODUCTION] e 1[ICON_UNHAPPY] per %d5 turni.[COLOR_REVERT]</Italian>
		<Spanish>[COLOR_YIELD_FOOD]%s1 puede acelerar %s2 para %d3[ICON_ANGRYPOP] con %d4[ICON_PRODUCTION] de desbordamiento y +1[ICON_UNHAPPY] para %d5 turnos.[COLOR_REVERT]</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_CIV4LERTS_ON_CITY_CAN_HURRY_GOLD</Tag>
		<English>[COLOR_YIELD_FOOD]%s1 can hurry %s2 for %d3[ICON_GOLD].[COLOR_REVERT]</English>
		<French>[COLOR_YIELD_FOOD]%s1 peut précipiter %s2 pour %d3[ICON_GOLD].[COLOR_REVERT]</French>
		<German>[COLOR_YIELD_FOOD]%s1 kann das Bauprojekt "%s2" unter Einsatz von %d3[ICON_GOLD] beschleunigen.[COLOR_REVERT]</German>
		<Italian>[COLOR_YIELD_FOOD]%s1 può essere accelerare %s2 per %d3[ICON_GOLD].[COLOR_REVERT]</Italian>
		<Spanish>[COLOR_YIELD_FOOD]%s1 puede acelerar %s2 para %d3[ICON_GOLD].[COLOR_REVERT]</Spanish>
	</TEXT>
</Civ4GameText>
 
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