Bug reports and technical issues

Civilopedia -> RFC Concepts.
 
I noticed 2 bugs. 1 minor one and 1 bigger one. Both are SVN rev. 449.

The minor one you can see in the screenshot. As DoC has an autospread in corporations, so this "hint" is outdated.


The 2nd is more important. While I was coding the 2nd UU modcomp (yeah, I know, it's delayed again. But now I'm almost ready to launch it. Maybe tomorrow), I noticed that the XML and the consts.py aren't syncronized. What I did is I tried to hide one of my 2nd UU (Harappa) in the civilopedia. (in maininterface.py) I noticed it was still in the civilopedia, but another 2nd UU was hidden.
To know if the bug is cause by my own code or in the main mod, I tried to hide the Italian Bersagliere, which was already in the main mod. Result: The Bersagliere was still in the civilopedia. (Probably, another units was hidden, but I didn't check which one)
If I'm not mistaken, this is caused because the consts.py and the XML aren't syncronized. Did you delete some units in the XML, but not in the consts.py? (Phoenician Bireme for example?)
 
You're right about the hint.

Are you telling me that the Bireme is still visible in DoC, or only in the 2nd UU modmod? In case it's the letter, maybe it's your mistake. If you want to remove units from the displayed list, you have to take into account that they are sorted by ID, so you must remove them in reverse order. Removing a unit with a lower ID before another one with a higher ID changes the list index of all following elements, i.e. their index doesn't equal the ID anymore.
 
I've recently started a campaign as the Italians, on 1.10 (equivalent to SVN 449), with Blue Marble and VD but not the soundtrack module (I think Leoreth said he needed to reupload it). My issue is that farms show up only as huts, and that slave plantations hide the resource being worked. I've attached a save file, though you'll also need to have Blue Marble and VD to get a look at the bug I've reported.
 

Attachments

The soundtrack module has been reuploaded now. I'll look at the save.
 
VD farms for Greco roman building style did not show anything but the hut in 1.9 as well.
 
Yeah, I seem to have made a mistake when transferring the Iberian medieval city art to the Greco Romans. I'm currently in the process of correcting this and hopefully the plantation problem too.
 
Leoreth my dear friend...
I can't have a historical victory with the Holy Homan Empire.
I founded Protestantism and conquered Rome and Jerusalem, but I can't complete the last objective, have three european vassal states. The last time I played, I vassalized Italy, Portugal and Spain before 1600AD and kept playing until 1700AD but I didn't get the objective complete.


I'm brazilian and I have a very bad english, really sorry =)
 
Do you have a savegame? At best just before you vassalize the third civ.
 
You're right about the hint.

Are you telling me that the Bireme is still visible in DoC, or only in the 2nd UU modmod? In case it's the letter, maybe it's your mistake. If you want to remove units from the displayed list, you have to take into account that they are sorted by ID, so you must remove them in reverse order. Removing a unit with a lower ID before another one with a higher ID changes the list index of all following elements, i.e. their index doesn't equal the ID anymore.

You're right. I took my conclusion too early. It works fine.
:blush:
 
I get a CTD as soon as I take Luxor.
It is DoC 1.10.

EDIT: It happened on the next turn as well. When I tried to remove Luxor in WB, I got this:
Spoiler :
Civ4ScreenShot0001-103.jpg
 

Attachments

Found the problem, the crash is caused when a slave plantation ends up in no man's land after a city is conquered/razed/removed. Download this new DLL to get rid of the problem (unpack it into the Assets folder).
 
That reminds me; you just need the dll, not all the c++ files, right? Any reason why the source code is included in the full release? It's pretty cool to be able to see how it all works, of course, but that's what SVN is for.
 
This is a little bug I found while playing as Rome. I found Ebucarum in England. But when the English were born and took the cities, it didn't get renamed to York. I think this bug might have been in the original Rhye's and Fall's as well but in any case it's a minor thing.

Also another bug that I found is a really weird one. I was playing as the British and had the cities of London and Exeter. For some reason after the land was developed by my workers and all the possible improvements and roads were laid, the workers would just move back and forth between London and Exeter every turn if I automated them. Every worker would do this if I automated them. They were set to automate all, not just a specific city or region. They wouldn't even set new improvements or just stay in one place.
 
An automated worker is busy tearing down the iron mine north of Madrid and replacing it with a windmill. As I only have two sources of iron, and one of them is being traded to Arabia for copper, this is not optimal behavior for the AI. Leoreth, do you think you can introduce a script to prevent workers from replacing improvements which connect resources?
 
That reminds me; you just need the dll, not all the c++ files, right? Any reason why the source code is included in the full release? It's pretty cool to be able to see how it all works, of course, but that's what SVN is for.
You're right, I forgot to delete it before packaging the release.

This is a little bug I found while playing as Rome. I found Ebucarum in England. But when the English were born and took the cities, it didn't get renamed to York. I think this bug might have been in the original Rhye's and Fall's as well but in any case it's a minor thing.
I'll take a look at it.

An automated worker is busy tearing down the iron mine north of Madrid and replacing it with a windmill. As I only have two sources of iron, and one of them is being traded to Arabia for copper, this is not optimal behavior for the AI. Leoreth, do you think you can introduce a script to prevent workers from replacing improvements which connect resources?
I think what's going on here is that the AI doesn't realize that you are trading away your second iron resource. In general I don't want to restrict the worker AI in the way you describe because usually it does what it does for good reason: in this case, I assume you are playing the Moors, and it values the two extra food over the production (it's another citizen after all). In general I don't want to mess with the AI now because it'll be changed again anyway when I include karadoc's changes, and maybe he has addressed that already.
 
# changed the Aztec UP to give slaves instead of workers, Aztec slaves can also serve as workers, hurry buildings or be sacrificed for temporary happiness
Aztec slaves are not currently able to serve as workers.
 
# added slave units
# others can build slave plantations (+1 production and +2 commerce over regular plantations, consumes the slave) or settle them as specialists (+2 production, +1 happiness)
Settling a slave gives +2 production and -1 happiness, not +1.
 
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