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And here's the edited panel:

TopPanel.lua

Thanks! I had to comment out this section in order for the cultural tooltip to work:
Code:
		-- Putmalk
		-- Culture from Vassals
		local iCultureFromVassals = pPlayer:GetJONSCulturePerTurnFromVassals();
		if (iCultureFromVassals ~= 0) then
		
			-- Add separator for non-initial entries
			if (bFirstEntry) then
				strText = strText .. "[NEWLINE]";
				bFirstEntry = false;
			end

			strText = strText .. "[NEWLINE]";
			strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
		end

Which I believe was fine because you replaced its function with this code
Code:
                -- C4DF
		local iCultureFromVassals = pPlayer:GetYieldPerTurnFromVassals(YieldTypes.YIELD_CULTURE);
		if (iCultureFromVassals ~= 0) then
		
			-- Add separator for non-initial entries
			if (bFirstEntry) then
				strText = strText .. "[NEWLINE]";
				bFirstEntry = false;
			end

			strText = strText .. "[NEWLINE]";
			strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
		end
I also commented out
Code:
		-- Putmalk: Vassal
		if (iExtraHappinessForVassals ~= 0) then
			strText = strText .. "[NEWLINE]";
			strText = strText .. "  [ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", iExtraHappinessForVassals);
		end
As it appears you covered it with the following additions:
Code:
                -- C4DF
		-- Happiness from Vassals
		local happinessFromVassals = pPlayer:GetHappinessFromVassals();	-- Compatibility with Putmalk's Civ IV Diplomacy Features Mod
                --  END
and
Code:
                -- C4DF
		if (happinessFromVassals > 0) then
			strText = strText .. "[NEWLINE]";
			strText = strText .. "          +" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", happinessFromVassals);
		end
                -- END
Everything seems to be working now :) I do have a question however. On my original toppanel.lua, iturns was calculated in the following manner:
Code:
			else
				iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
				iTurns = iTurns + 1;
				iTurns = math.floor(iTurns);
			end
However, in your toppanel.lua, you calculate it like this:
Code:
			else
				iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
				iTurns = math.ceil(iTurns);
			end
Why the change?

EDIT: (could be specific to modpack creation)
During game testing, I saw that there was some text missing in the trade window, text that had to do with C4DF such as tech trading and vassalage, so I just copied every entry from C4DF's en_US_Text_UI.xml to CP's NewText.xml and rebuilt the modpack. This step seems to have fixed the missing text.
 
Thanks! I had to comment out this section in order for the cultural tooltip to work:
Spoiler :

Code:
		-- Putmalk
		-- Culture from Vassals
		local iCultureFromVassals = pPlayer:GetJONSCulturePerTurnFromVassals();
		if (iCultureFromVassals ~= 0) then
		
			-- Add separator for non-initial entries
			if (bFirstEntry) then
				strText = strText .. "[NEWLINE]";
				bFirstEntry = false;
			end

			strText = strText .. "[NEWLINE]";
			strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
		end

Which I believe was fine because you replaced its function with this code
Code:
                -- C4DF
		local iCultureFromVassals = pPlayer:GetYieldPerTurnFromVassals(YieldTypes.YIELD_CULTURE);
		if (iCultureFromVassals ~= 0) then
		
			-- Add separator for non-initial entries
			if (bFirstEntry) then
				strText = strText .. "[NEWLINE]";
				bFirstEntry = false;
			end

			strText = strText .. "[NEWLINE]";
			strText = strText .. Locale.ConvertTextKey("TXT_KEY_TP_CULTURE_VASSALS", iCultureFromVassals);
		end
I also commented out
Code:
		-- Putmalk: Vassal
		if (iExtraHappinessForVassals ~= 0) then
			strText = strText .. "[NEWLINE]";
			strText = strText .. "  [ICON_BULLET]" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", iExtraHappinessForVassals);
		end
As it appears you covered it with the following additions:
Code:
                -- C4DF
		-- Happiness from Vassals
		local happinessFromVassals = pPlayer:GetHappinessFromVassals();	-- Compatibility with Putmalk's Civ IV Diplomacy Features Mod
                --  END
and
Code:
                -- C4DF
		if (happinessFromVassals > 0) then
			strText = strText .. "[NEWLINE]";
			strText = strText .. "          +" .. Locale.ConvertTextKey("TXT_KEY_TP_HAPPINESS_VASSALS", happinessFromVassals);
		end
                -- END
Everything seems to be working now :) I do have a question however. On my original toppanel.lua, iturns was calculated in the following manner:
Code:
			else
				iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
				iTurns = iTurns + 1;
				iTurns = math.floor(iTurns);
			end
However, in your toppanel.lua, you calculate it like this:
Code:
			else
				iTurns = iCultureNeeded / pPlayer:GetTotalJONSCulturePerTurn();
				iTurns = math.ceil(iTurns);
			end
Why the change?

EDIT: (could be specific to modpack creation)
During game testing, I saw that there was some text missing in the trade window, text that had to do with C4DF such as tech trading and vassalage, so I just copied every entry from C4DF's en_US_Text_UI.xml to CP's NewText.xml and rebuilt the modpack. This step seems to have fixed the missing text.

Excellent. Not sure why those changes didn't stay edited out - I edited them. Did you do a merge and replace, or just a merge? Doesn't matter, I guess, if you've got it working.

Last point I'm not sure about - that's the way the base BNW toppanel is, so I guess C4DF was using an older lua file?

G
 
If I'm friendly with an AI, and I've got a big military, they tend to give beyond sweetheart deals when trading with them, to the point that I'd say it's beyond intended behavior.

Example from my current game with the latest version:

Spoiler :
2F5273DAFCC77F70D130DEC571A5AAA8B7BDB74B


CP/CBP/CSD/C4D/EUI+Compatibility, E&D, More Lux, Infoaddict, Really Advanced Setup, Tectonic Map on Immortal
 
If I'm friendly with an AI, and I've got a big military, they tend to give beyond sweetheart deals when trading with them, to the point that I'd say it's beyond intended behavior.

Example from my current game with the latest version:

Spoiler :
2F5273DAFCC77F70D130DEC571A5AAA8B7BDB74B


CP/CBP/CSD/C4D/EUI+Compatibility, E&D, More Lux, Infoaddict, Really Advanced Setup, Tectonic Map on Immortal

What's his GPT? That affects how much he's willing to give. Also, if you are truly friends, and he wants the resource (i.e. WLTKD), or its your last copy, those would all explain why he's offering that much.

G
 
Ive noticed that if you add more civs than the default for a given map size, sometimes this happens on turn zero:

1fSJ1sZl.jpg


None of the map is visible and no settler spawns.
 
the patch w(CBP, CSD, C4DF and EUI+Compatability) so everything is installed correct and i was able to play it yesterday. then i add some other mods they were also compatible with patch. but they wreck the game. even if i delete the other mods i cannot just play with community patch now.
i reinstalled the game, tought the mods changed the game files but that didnt work somehow i cant play with community patch now. the other mods ok they re working.

the game crashes to desktop. no error info comes up. just shuts down to desktop whenever i set up a game and click to "start game" button
 
the patch w(CBP, CSD, C4DF and EUI+Compatability) so everything is installed correct and i was able to play it yesterday. then i add some other mods they were also compatible with patch. but they wreck the game. even if i delete the other mods i cannot just play with community patch now.
i reinstalled the game, tought the mods changed the game files but that didnt work somehow i cant play with community patch now. the other mods ok they re working.

the game crashes to desktop. no error info comes up. just shuts down to desktop whenever i set up a game and click to "start game" button

Delete the files in your cache folder, and report the compatibility bug to the compatibility thread.
G
 
Delete the files in your cache folder, and report the compatibility bug to the compatibility thread.
G

didnt work. there's no compatible at all between community patch and other mods. i'll look compatibility in CP - CSD, C4DF etc.
 
What's his GPT? That affects how much he's willing to give. Also, if you are truly friends, and he wants the resource (i.e. WLTKD), or its your last copy, those would all explain why he's offering that much.

G

His GPT was ~25-29 when he made that offer of 23 GPT + 5 Coal for just Cocoa, and I had extra Cocoa left over after the deal. He'd have to be popping tons of WLTKD's to make that a good trade for him. The world was recently advancing through the Industrial / about to be getting to modern era, so coal should also be a high value strategic resource to get factories and seaports up.

I've had a few of these deals in my current game, where the AI seems to overvalue an extra lux I'm trading away, so it makes me think it's not an outlier situational play by the AI to pop a bunch of WLTKD's or something. I seemed to get more of them the more I grew my standing army, so I suspect any bonus from being afraid of my army is stacking too strongly with any bonus from being friendly with me. I have logging enabled, so I can send them your way if there's anything that will help, or let me know if it's best to wait until I make another sweetheart deal before sending the logs.
 
Well this is patently incorrect, but whatever. There is an entire thread dedicated to compatibility.

G

i mean sorry there's no "incompatibility" between CP and other mods. i think the problem is in CP


edit: well yeah. not CP but CBP is bugged. i can play with just CP enabled. but CP + CBP makes the issue. shuts down to desktop..
 
i mean sorry there's no "incompatibility" between CP and other mods. i think the problem is in CP


edit: well yeah. not CP but CBP is bugged. i can play with just CP enabled. but CP + CBP makes the issue. shuts down to desktop..

My guess? You are missing DLC and/or your version of civ is out of date.

G
 
My guess? You are missing DLC and/or your version of civ is out of date.

G

i don't know if civ. version is out of date but it's 1.0.3.144. and i said before. i was able to play it with all the community patches i can't play since yesterday.
and also all the dlcs are installed and enabled. includes GnK, BNW and other mini dlcs that comes with GOTY edition.

edit: i know its a big issue, hard to fix cuz we can't see where is that issue comes from or why.
 
i don't know if civ. version is out of date but it's 1.0.3.144. and i said before. i was able to play it with all the community patches i can't play since yesterday.
and also all the dlcs are installed and enabled. includes GnK, BNW and other mini dlcs that comes with GOTY edition.

edit: i know its a big issue, hard to fix cuz we can't see where is that issue comes from or why.

Latest version is 1.0.3.279.

G
 
I agree AI overvaluing luxuries. I had 250+ gpt from trade deals as Indonesia, some of them going as high 12 gpt per one luxury, and when AI can't afford that, due to negative gpt, they would trade several resources.
Though it is hard to guess if it's broken or the intended Indonesia gameplay. After all I wouldn't make much if I wasn't friendly with my trade partners.
 
Is everything working correctly, the text data seems to be missing for Putmalk's Civ 4 Diplomacy, everything just shows up in the advanced setup as TXT_KEY_VASSAL etc.. so I am assuming something broke, I cleared out the cache and it didn't fix anything.

Using Civ 4 Diplo Features (6-1)
Community Balance (EUI) (6-17)
CBP (6-17) (Lua folder deleted)
Community Patch (6-17) (Lua folder deleted)
CSD for CBP (6-17)
Events and Decisions (3-30)
InfoAddict (v 22)
Cultural Diversity Core (2)
Cultural Diversity OST (1)
Mestizo Music
More Luxuries (155)
Music Changer (2)
Quick Turns (10)

Did I do something wrong or is something botched?
 
Is everything working correctly, the text data seems to be missing for Putmalk's Civ 4 Diplomacy, everything just shows up in the advanced setup as TXT_KEY_VASSAL etc.. so I am assuming something broke, I cleared out the cache and it didn't fix anything.

Using Civ 4 Diplo Features (6-1)
Community Balance (EUI) (6-17)
CBP (6-17) (Lua folder deleted)
Community Patch (6-17) (Lua folder deleted)
CSD for CBP (6-17)
Events and Decisions (3-30)
InfoAddict (v 22)
Cultural Diversity Core (2)
Cultural Diversity OST (1)
Mestizo Music
More Luxuries (155)
Music Changer (2)
Quick Turns (10)

Did I do something wrong or is something botched?

I'm re-uploading C4DF now, to make sure all is well. Things happen sometimes.
G
 
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