Bug Reporting

PLE is most likely the culprit. Set the Plot List type to Standard (or non-BUG) and see what you get. Also, does reloading the save game with BUG reduce the lag? What about after restarting Civ? I'm wondering if there is a memory/graphics leak going on.
 
It's a bit hard to measure. Upon loading up the game the effect is observable immediately though. I tried disabling the PLE checkbox and that seemed to speed up things a little bit, but it's still lagging more than without BUG.

Loading it up without BUG and as I said before, the unit selection is near instant and much more pleasing to use. Now I haven't looked into what happens by running the game for longer (an hour or so) without BUG so I can't say whether there is a leak or not.

I am running a huge map and the strain on my computer's resources is probably quite severe at this point in the game. I have 2GB RAM and at least 1GB of that would be available to Civ. Also, the selection lag tends to get worse towards the end of games, as I said before. I'm not sure whether this is because there are more units on the whole map, whether there are more memory requirements of the game or some other reason.

Here is a savegame I have where the lag is particularly noticeable. Take a look at the island city of Sexi (lol nice name for a city!) where I have a large invasion force almost ready to go. On the city tile there is probably a hundred units. Try selecting individual anti-tank units or ctrl+clicking them to select them all. Try moving them left and right on the 2 tiles of the island. The movement lag also seems to be severe when moving onto a tile occupied by a large number of units.
 
I have seen that the unit selection is much worse on city tiles--even without BUG. Whether it's as severe as with BUG is hard to tell. I don't normally have 100 units on a tile (ever), so I'll try out your save.
 
which version of the unit plot options are you using? If you are using PLE, try swapping to the non-PLE portion.

Edit: missed that this went to a new page. I was thinking PLE too (note that I hate PLE so my opinion is coloured :D).
 
(latest svn version with plot list enhancements enabled, multiple error screens within one round - no error with plot list enhancements disabled)


attachment.php
 
@Cybah - Same questions as usual:

  1. Do you have a save?
  2. Is this stock BUG or a merged version?
 
Same answer as usual: Merged, but I don't think this has anything to do with my mod. I had no time last month. The only thing I did was updating the BUG components and correcting the BUG config files. Example: file="ini-Files\BUG Advisors.ini" got changed to "file="BUG Advisors.ini" since your mod can detect the ini files now correctly in my "ini-Files" directory by using modName = "ini-Files" in CvModName.py.

I have no save and cannot reproduce the error easily. It appeared while using AI Autoplay around 1900 (as you can see on the screenshot). I'm just running AI Autoplay again and waiting for the error. There was another comparable error screen with "NonType blabla" at the bottom but I had closed that error window. :-/

Any idea?

update: no error in my second game :dunno:
 
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Another modder got this in his merged mod (the one about Chinese history) that added hero units that attach somewhat like GGs. We never isolated the problem, but it was caused by a unit being killed. The hero would survive and be recreated as a new unit, and it would cause a C++ exception because it wasn't fully initialized (my best guess).

The line in your screenshot is just

Code:
if pUnit.IsSelected():

which is a valid function on CyUnit. Does your mod add anything like the above?
 
So, tsentom1's python survival promotion could be the reason? My mod is not adding any on selection code but there is a chance that units "survive". This works when I test it. Dunno. :-/
 
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It's possible that the way that PLE works interacts negatively with how tsentsom1's promotion works. Do you have a link to it?
 
I had a small error
What is the small error? Those lines you have circled are cutoff points for population whipping - cross one and the number of people you need to whip decreases.
 
Hi

I played my first game from beginning using BAT mod 1.2. and I got this glitch when using axes.

Civ4ScreenShot0011.jpg


At first I just thought glitch was his picture didnt show up but also notice none of the command icons appear or the promtions even though he has blue glow showing he SHOULD have promotions available you just cant select anything. Also notice he is on tile with other units but you cant select the other units because no graphics show.

I also notice that IF you just hit space bar and if the other units he sharing a tile with arent fortified or somethen then when they show up as game goes through units with movement points waiting for orders then you can see the axeman icon and make him part of group and his icon shows up:

Civ4ScreenShot0013.jpg


you can see axe icon now between sword and the fortified archer now you can select that icon you get this:

Civ4ScreenShot0012.jpg


Now you can promote him and give him orders BUT you cant select any other unit on the tile. (and his picture still doesnt show up over on the left)

Also if you dble click on a city that is actaully building an axeman you gets this:

Civ4ScreenShot0014.jpg


you cant get inside the city screen of a city building an axe by clicking on it, you have to click inside a different city thats not building an axe and then use arrow keys to cycle into the city.

I dont know if it just for khmer axes (the civ im playing this game) or all axes or just my game or what But just thought I should check in cse it is a glitch in the actual mod.

I attactched a save in case anyone wants to check.

I hope it nothing major and something that can be fixed quick I was getting SOOO psyched not ONLY about finally getting to use bug3.6 but also getting back the right colors for the civs since they were messed up in previous BAT version.

Kaytie

EDIT: I just made new game with khmer and just added an axe in world builder and still got that glitch. I tried a cpl of other civs at random and added an axe in world builder and they seemed fine so it seems to be a problem with just kmher's axeman (although I didnt check EVERY civs axeman hehe).
 

Attachments

I again have a screenshot of what I consider a bug:

Spoiler :
Civ4ScreenShot0005.jpg

happy, rolo? ;)


Small description: When I go to the "Statistics" tab after having been on the "Top 5 Citites/Wonders" I still see the three icons in their accurate state
 
arr - good catch - someone is probably not hiding / deleting them.
 
It's a bit hard to measure. Upon loading up the game the effect is observable immediately though. I tried disabling the PLE checkbox and that seemed to speed up things a little bit, but it's still lagging more than without BUG.

Loading it up without BUG and as I said before, the unit selection is near instant and much more pleasing to use. Now I haven't looked into what happens by running the game for longer (an hour or so) without BUG so I can't say whether there is a leak or not.

I am running a huge map and the strain on my computer's resources is probably quite severe at this point in the game. I have 2GB RAM and at least 1GB of that would be available to Civ. Also, the selection lag tends to get worse towards the end of games, as I said before. I'm not sure whether this is because there are more units on the whole map, whether there are more memory requirements of the game or some other reason.

Here is a savegame I have where the lag is particularly noticeable. Take a look at the island city of Sexi (lol nice name for a city!) where I have a large invasion force almost ready to go. On the city tile there is probably a hundred units. Try selecting individual anti-tank units or ctrl+clicking them to select them all. Try moving them left and right on the 2 tiles of the island. The movement lag also seems to be severe when moving onto a tile occupied by a large number of units.

I have seen that the unit selection is much worse on city tiles--even without BUG. Whether it's as severe as with BUG is hard to tell. I don't normally have 100 units on a tile (ever), so I'll try out your save.

Just wanted to know what the verdict was on this. Is it an issue generally or just with my machine?

Was the slowdown in the gamesave observable by anyone else?
 
@PieceOfMind - I opened your save using BUG 3.6 and saw a delay around 250 milliseconds (eyeball timing). I then removed the BUG stuff from the mod folder and reopened the save. I saw the same delay when selecting units.

You can try this easily yourself. Go to the Mods folder, into BUG Mod 3.6, and rename the Assets folder. This will allow you to open your save without BUG; even though technically the mod is loaded, none of its code is.
 
EF I already tried that. I tried the save with and without BUG and it was only happening when BUG was loaded up. I'll look into it a bit further, but again I'm not sure whether it's a problem with my machine's hardware.
 
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