Bug Reporting

BUG hasn't used a centralized "BUG Mod.ini" file for quite some time (over a year). Were you loading an old save or starting a new game? Did the installer warn you about files in the CustomAssets folder? Did you let it rename the folder?

I was loading an old save, although after I uninstalled-reinstalled BUG, rebooted and started a new Civ game, it still gave me that error. I got no warning about files in the customassets folder (the uninstaller of BUG 3.whatever took those out I believe). No prompt for a folder renaming, so not sure what that even means, but that can't be good. :crazyeye:

What should I do?
Thanks for the reply.
 
Industrial Park example I had previously checks out now, thanks.

BULL R118 - The hover and actual effects for city defense seem to be working fine, but the BUG options screen is reporting that the feature is not available. :confused: I went over it twice, but there's always the possibility that my merge was incomplete. I have no idea where the check for the correct DLL is carried out. Can you direct me?
 

Attachments

  • 1.jpg
    1.jpg
    240.1 KB · Views: 64
I was loading an old save, although after I uninstalled-reinstalled BUG, rebooted and started a new Civ game, it still gave me that error.

I would start by uninstalling BUG, removing your CustomAssets folder manually, and reinstalling BUG. It's very strange because that file isn't referenced anywhere in BUG, so it sounds like old BUG code remains on your system. You should also make sure that you don't have the old BUG installed as a mod in your Mods folder. Remove it if so.

If that doesn't work, reinstalling BTS is my only suggestion. This shouldn't be necessary though.

BULL R118 - The hover and actual effects for city defense seem to be working fine, but the BUG options screen is reporting that the feature is not available.

No, you did it correctly. BULL has an internal API version that I need to update to 2 (for each release). I set that one option in BUG to 2 to test it out. I'll fix this one and the other options added after 1.0 soon. For now you can turn it off in the INI if you need or just change the BULL Misc Hovers.xml where it says dll="2" to "1".
 
I installed BAT this evening and when I was choosing my leader, I noticed that George Washington's avatar has bright purple and pink lines in his eyes. The rest of the avatars look normal (I didn't check them all, but I did a spot check).

Not a major bug, but I thought I'd report it.
 
I've been updating A New Dawn to BUG's latest version (You've never experienced pain until you've had to update BUG. Do you guys need to re-write everything? :( )

Anyway, I'm getting a python exception that I can't explain, since my BugEventManager is identical to the one in the SVN:

Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 19, in ?
File "BugEventManager", line 203, in __init__
TypeError
:
__init__() takes exactly 2 arguments (3 given)
 
I had a stack with a warrior and settler. The warrior was attacked and killed by a barbarian and the settler disappeared. I didn't see a combat round between them and I reviewed the combat log and there was no entry about the destruction of the settler. I'm not sure what happened.
 
This is line 203 of BugEventManager in SVN (or do you have a different revision? Is this from 4.2?)

Code:
if noLogEvents is not None:

That isn't calling an __init__() function. It really helps if you post the code along with the stacktrace.
 
I had a stack with a warrior and settler. The warrior was attacked and killed by a barbarian and the settler disappeared.

Any Workers or Settlers on the plot are captured when the last combat unit on the plot is killed, and the AI immediately deletes them. This is normal Civ4 behavior since day 1.
 
I would start by uninstalling BUG, removing your CustomAssets folder manually, and reinstalling BUG. It's very strange because that file isn't referenced anywhere in BUG, so it sounds like old BUG code remains on your system. You should also make sure that you don't have the old BUG installed as a mod in your Mods folder. Remove it if so.

If that doesn't work, reinstalling BTS is my only suggestion. This shouldn't be necessary though.QUOTE]

Turns out I had a BAT 1.0 still installed. I hadn't used it in ages, forgot it was even there! Uninstalled that and BUG, re-installed and its working great now. Thanks for the replies!
 
Any Workers or Settlers on the plot are captured when the last combat unit on the plot is killed, and the AI immediately deletes them. This is normal Civ4 behavior since day 1.
Sorry about that. I knew the units were gone, but I really thought they were logged back to the event log.
 
issue resolved
 
Just finished a RevDCM game, but I am assuming this issue was a BUG one- at one point late in the game I got the message

* has no worst enemy.

While interesting to know I'm not sure how useful it was. ;)

I got a screenshot and could provide a save if desired, though as I say it was running RevDCM (with BULL and BUG 4.2, I believe).
 
I recently (post-4.2) made some fixes to BUG"s Worst Enemy code, hopefully fixing this error (which I've seen as well). Thanks for the report.
 
So, I've tried installing BUG on and off, and never gotten it to work, but after playing Civ on another machine with it, I really, really want to get it working on my laptop. Problem is, whenever I start a game, this happens.
bugtech.jpg

And then either none of the HUD pops up, or when it does accessing the tech screen gives whats seen above. I've tried uninstalling both Civ and BUG, and neither has had any effect on the problem.

I've updated to 3.19, or whatever the latest version of Civ is. Any help will be much appreciated.
 
@TWSqueaks - Please follow the steps on the Troubleshooting page to enable logging and post your PythonErr.log as it describes.
 
Do you have a screenshot/save? What did it list in the city's Defense hover for that building?
 
Here's the calculation. I don't see how this could be incorrect. Are you positive that +10% is cultural defense and not the player's empire-wide defense or from a Chichen Itza-type wonder?

Code:
	CvBuildingInfo& kBuilding = GC.getBuildingInfo(eBuilding);
	int iDefense = 
		[B][COLOR="Red"]std::max(getBuildingDefense() + kBuilding.getDefenseModifier(), getNaturalDefense())[/COLOR][/B] 
		+ GET_PLAYER(getOwnerINLINE()).getCityDefenseModifier() 
		+ kBuilding.getAllCityDefenseModifier();
 
Here's the calculation. I don't see how this could be incorrect. Are you positive that +10% is cultural defense and not the player's empire-wide defense or from a Chichen Itza-type wonder?

Code:
    CvBuildingInfo& kBuilding = GC.getBuildingInfo(eBuilding);
    int iDefense = 
        [B][COLOR=Red]std::max(getBuildingDefense() + kBuilding.getDefenseModifier(), getNaturalDefense())[/COLOR][/B] 
        + GET_PLAYER(getOwnerINLINE()).getCityDefenseModifier() 
        + kBuilding.getAllCityDefenseModifier();

:facepalm: :hammer2:

Not your fault. Double checking, and it seems that I wrote the function, and when I was merging the latest BULL in, I was thinking "I like/need my defense hover set-up, since I have new defense modifiers..." and had forgotten to take the culture effect into account.

Completely my bad; your code is perfect, as usual. ;)
 
Back
Top Bottom