Bug Reports and Technical Issues

Sorry if I don't remember all the details. Are you running the Russian version of BtS?

I also looked into the issue with Vassalage and free unit upkeep again. I started 600 AD Japan again (with initial Vassalage) and created 28 additional Swordsmen using WB:


The important part here is that "cost for x units" already has the free units subtracted. So 17 free units from a total of 32 units leaves 15 units to pay upkeep for.

After switching to Citizenship:


Without Vassalage the number of free units is reduced to 2, so upkeep needs to be paid for 30 units.
Yet there's no change in the -26:gold: per turn net expense, right? That's a bug to me. Vassalge is not making maintaining a large army any easier, and I'm skipping it in every game.
 
Someone reported a while ago that slave plantation creates extra :mad: just like workshop used to create extra :yuck:(penalty for just being within BFC, and an extra when being worked on). I observed it too and it needs some fix.
 
by the way what is the difference between military unit cost and unit cost, wasn't there something like support cost? Could it be that vassalage is currently tries to reduce this support value instead of normal costs?
 
Someone reported a while ago that slave plantation creates extra :mad: just like workshop used to create extra :yuck:(penalty for just being within BFC, and an extra when being worked on). I observed it too and it needs some fix.
Please upload your sdkDebug.log from that game.
 
Either your installation is missing files, or you are trying to run the development version in combination with existing VD or soundtrack modules, which does not work.
 
When on the Corporation screen, moving over the second tech requirement button for the corporation display a wrong tech name (earliest techs in the game), although the button is correct.
 
See the OP for the bug reports thread for enabling logging. Logs will then appear in My Games/Beyond the Sword/Logs.
 
I had enabled BUG's game clock options with color coded by era, and alas there's no color defined for the global era onward, so with python popups enabled I was buried under these:
Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 692, in forceScreenRedraw

  File "CvMainInterface", line 1304, in redraw

  File "CvMainInterface", line 3102, in updateGameDataStrings

  File "CvMainInterface", line 3394, in updateTimeText

  File "BugCore", line 147, in get

  File "BugCore", line 118, in _getOption

ConfigError: Option NJAGC__Color_ERA_GLOBAL not found in mod NJAGC
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

About dynamic names and such, a long time ago I was complaining about Vikings remaining "Vikings/Vikings" throughout the game, even though you said there should be code changing them to "Sweden/Swedish" or such, just like the change from HRE to Austria. That is still the case on my end, no matter if their capital is Stockholm, their civ even gets named "Republic of Vikings" and such.
I would also propose changing "Moors/Moor" to "Morocco/Moroccan" after their core moves out of Spain.

And a pair of things having more to do with HR's new stuff:

- Stables become obsolete with Engine, yet the ultimate Cavalry unit appears with Microbiology, which is one tech tier later. I think the use of horses in the battlefield remained important enough after development of the combustion engine and further beyond that stables ought to be obsolete when discovering Aerodynamics, which enables Cavalry's upgrade to Gunships, like in the regular game.
- There are some buildings from HR like the Bath and the Coffee House which give culture output, yet have a chance to remain standing when the city is conquered. The vanilla game does remove all such buildings so that the invader can't push his culture right away. Shouldn't those new buildings be changed to comply with that?
 
Yeah, they really should.
 
The Thai UP is listed as +2 commerce per happiness, but gets counted as 1 when going to the commerce overview in the city interface.
 
Yeah, I have reduced the effect but forgot to update the description.
 
When on the Corporation screen, moving over the second tech requirement button for the corporation display a wrong tech name (earliest techs in the game), although the button is correct.

I recently fixed this in a PR, which is already included in the main mod.
 
I recently fixed this in a PR, which is already included in the main mod.

All right, thanks. I'm not used to regularly updating my game files yet.

Yeah, I have reduced the effect but forgot to update the description.

Glad you did. I was already aiming to abuse this by using the +1 :) from transhumanism to create a runaway effect.
 
Please upload your sdkDebug.log from that game.
Spoiler WB'ed a slave plantation and workshop in Egypt :
[2632.969] (69, 33): before updateWorkedImprovement(): index 7, bNewValue true, happiness 0, health 0
[2632.969] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2632.969] (69, 33): before updateWorkedImprovement(): index 7, bNewValue false, happiness 0, health 0
[2632.969] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2632.969] (69, 33): before updateWorkedImprovement(): index 7, bNewValue true, happiness 0, health 0
[2632.969] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2632.969] (69, 33): before updateWorkedImprovement(): index 1, bNewValue true, happiness 0, health 0
[2632.969] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2632.969] (69, 33): before updateWorkedImprovement(): index 1, bNewValue false, happiness 0, health 0
[2632.969] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2635.668] (69, 33): before updateWorkedImprovement(): index 7, bNewValue false, happiness 0, health 0
[2635.668] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2635.668] (69, 33): before updateWorkedImprovement(): index 7, bNewValue true, happiness 0, health 0
[2635.668] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2635.668] (69, 33): before updateWorkedImprovement(): index 7, bNewValue false, happiness 0, health 0
[2635.668] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2635.668] (69, 33): before updateWorkedImprovement(): index 7, bNewValue true, happiness 0, health 0
[2635.668] (69, 33): after updateWorkedImprovement(): happiness 0, health 0
[2650.144] (69, 33): before updateWorkedImprovement(): old improvement NONE, new improvement Slave Plantation, happiness 0, health 0
[2650.144] (69, 33): after new improvement: happiness -1, health 0
[2662.703] (69, 33): before updateWorkedImprovement(): old improvement NONE, new improvement Workshop, happiness -1, health 0
[2662.703] (69, 33): after new improvement: happiness -1, health -1
[2664.278] (69, 33): before updateWorkedImprovement(): index 7, bNewValue false, happiness -1, health -1
[2664.278] (69, 33): after updateWorkedImprovement(): happiness -1, health -1
[2664.278] (69, 33): before updateWorkedImprovement(): index 1, bNewValue true, happiness -1, health -1
[2664.278] (69, 33): after updateWorkedImprovement(): happiness -1, health -2
[2664.278] (69, 33): before updateWorkedImprovement(): index 1, bNewValue false, happiness -1, health -2
[2664.278] (69, 33): after updateWorkedImprovement(): happiness -1, health -1
[2664.278] (69, 33): before updateWorkedImprovement(): index 1, bNewValue true, happiness -1, health -1
[2664.278] (69, 33): after updateWorkedImprovement(): happiness -1, health -2
[2685.666] (69, 33): before updateWorkedImprovement(): index 1, bNewValue false, happiness -1, health -2
[2685.666] (69, 33): after updateWorkedImprovement(): happiness -1, health -1
[2685.666] (69, 33): before updateWorkedImprovement(): index 4, bNewValue true, happiness -1, health -1
[2685.666] (69, 33): after updateWorkedImprovement(): happiness -2, health -1
[2688.895] (69, 33): before updateWorkedImprovement(): index 4, bNewValue false, happiness -2, health -1
[2688.895] (69, 33): after updateWorkedImprovement(): happiness -1, health -1
 
Thanks. That helps a lot, now I know where it is going wrong, only need to find out why.

Edit: just so I can better understand the log, can you tell me which plots you put the improvements on? A screenshot would help.
 
Thanks. That helps a lot, now I know where it is going wrong, only need to find out why.

Edit: just so I can better understand the log, can you tell me which plots you put the improvements on? A screenshot would help.
Slave plantation on Egyptian incense, 3000 BC scenario. Screenshot will come tomorrow when I wake up. It's strange though that the unhappiness bug does not occur in every occasion, while the unhealth one does.
 
Thanks. That helps a lot, now I know where it is going wrong, only need to find out why.

Edit: just so I can better understand the log, can you tell me which plots you put the improvements on? A screenshot would help.
Just start a 3000 BC Egypt game and WB a workshop and slave plantation and you should be able to re-produce this.
Spoiler extra unhealth :
Civ4ScreenShot0001.JPG

Spoiler extra unhappiness :
Civ4ScreenShot0002.JPG
 
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