Bug Reports

Two problems I encountered after upgrading to the latest BTS version:

1. Sometimes when I try to load a saved game, a window pops up that says "Civilization IV has encountered a problem," and the game closes.

2. I can't trade gold for technology. It's strange because I could while I was playing a Quick Settler game, but not while playing three separate Epic Prince games.
 
^ I've had this same problem. I use the beginning modcomp so I didn't know which of its components was causing this problem, but it looks like its revolutions. The problem actually seems to be bigger- you can't trade techs for anything at all (including gold) except other techs.

EDIT: for some reason I didn't even see your first problem, but I've also had that one.
 
Something is wrong with the Dynamic CivNames.

When my own civ changes civics it never changes its name. The name of my civilization is always Empire of *Civname* or *Civname* Empire.

The AI civs change to *Civname* Kingdom of *Capital* when they change their government civic to Hereditary Rule even if they have more cities than their captial.


Gurra09

Yeah, it was actually a bigger issue that just DynamicCivNames ... the AI makes civics decisions at a different time during the evolution of its turn than a human player. My detection of changes in civics worked for the AI, but not for the human player.

The fix will appear in the next version (probably will call it 1.5).
 
Two problems I encountered after upgrading to the latest BTS version:

1. Sometimes when I try to load a saved game, a window pops up that says "Civilization IV has encountered a problem," and the game closes.

2. I can't trade gold for technology. It's strange because I could while I was playing a Quick Settler game, but not while playing three separate Epic Prince games.

This is quite strange, I'll look into it and see what I can figure out.
 
You can change where the button displays in Revolution.ini:

; Place the Rev Watch fist button at the far left of the line of advisor buttons
WatchButtonInLine = True

will move it to the top line.

As for switching to Che, I only figured out the End Turn button hack that's in Revolution Inquisition after 1.42 was released ... since then with the help of the WOC team I've figured out how to do the button properly. Instead of using the .dds, johny converted it to a .tga (which I think is related to game fonts or something like that).

The remaining issue is that to get it to work right now I have to create a copy of the whole BTS Resource folder ... so I'm working on a better way to incorporate it. Using it inside of WOC is no problem so Che will certainly appear there. For the base mod, if I can't figure out how to not include the whole BTS Resource folder, I'll offer the cool button as a separate download.

That's the status ...
 
Just noticed something.

Unrestricted leaders doesn't work with the mod.

That's because of the Revolution options being first as mentioned in the above posts.


Time to be annoying:


Any idea when the next Revolution is hitting the shelves? (With the new Bhruic patch?)
 
Time to be annoying:
Any idea when the next Revolution is hitting the shelves? (With the new Bhruic patch?)

You can be annoying just annoy me instead while you wait! If you want Bhruic's latest patch with Revolutions 1.42, download and play RevolutionDCM and just disable Dale's Combat Mod and Influence Driven War. If you annoy me enough I can release a version of Revolution 1.42 wrapped inside RevolutionDCM that fixes the unrestricted leaders problem if it has not already been fixed. :)

Cheers.

RevolutionDCM:
http://forums.civfanatics.com/downloads.php?do=file&id=8322
 
Still planning on the release within the next day or two? I only ask so often because I am merging your mod into some other favorite mods of mine that involve the .dll file and such and I don't want to do it only to have it outdated within a week.
 
Two problems I encountered after upgrading to the latest BTS version:

1. Sometimes when I try to load a saved game, a window pops up that says "Civilization IV has encountered a problem," and the game closes.

2. I can't trade gold for technology. It's strange because I could while I was playing a Quick Settler game, but not while playing three separate Epic Prince games.

I could not reproduce this problem ... it might have been because of loading a game started in an earlier version? Please let me know if this happens to you in 1.5 (just released), you will have to start a new game for 1.5.
 
Revolutions is extremely buggy in multiplayer. Players outside of your empire get popups for YOUR cities, including options, and it produces out of synchs when they pick something... stuff like that. AI autoplay does it too, it takes control of everyone not just you

any way to make it work properly in MP?
 
Some pieces yes. The changes in 1.5 for storing Revolt data for each player will allow me to use a different kind of popup which can be assigned to just one player. So at least the popup issue in Revolution is solvable. I don't know what other sync issues there might be or how they would be solved when popups and the resulting effects only occur for one player in the game.

I'm not sure yet about making AIAutoPlay work in multiplayer ... the autoplay variable Firaxis created which I've augmented is for the game, not per player. It's functionality would have to be imitated on a per player basis with some kind of synchronization message exchange.

I intend to have the new popup method in for 1.6 as part of the new national/local separation, then we'll see what other issues there are and have a better idea of how big of a challenge it would be.
 
2. I can't trade gold for technology. It's strange because I could while I was playing a Quick Settler game, but not while playing three separate Epic Prince games.

The same thing happened to me (in 1.42). I couldn't trade tech for world maps either, it was really annoying. Actually, come to think of it, it was RevolutionDCM, maybe that was somehow the culprit.
 
1.5 is making my Blue Marble terrain not work...it's extremely odd.

EDIT: Alright, couple things.

I can't get the options ingame to enable revolution at all anymore. I had to disable this in the .ini so I could play with Revolution on:

; Read Game options from XML, not .ini
ForceGameOptions = 0

My Blue Marble wasn't working because for some reason this was on:

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

So I turned that off and NOW I'm enjoying my game.
 
I have tested Revolution 1.5 literally one hundred auto runs times this weekend across a Vista x64 box and an XP box in order to improve the CTD stability of my own merge. I am pleased to say that 1.5 is pretty much rock solid and it is a major bench mark for me and all modders I believe. There may be some rare python non-fatal errors that can sometimes occur (I have the screen saves of them). However they possibly have nothing to do with Revolutions itself and could be to do with my own merge. See the attached file.

Could I refer you Jdog to this post (#173):
http://forums.civfanatics.com/showthread.php?t=262937&page=9

which pretty much somes up my perception working in isolation, of you and DPII's simply brilliant effort. Like I said I have discovered a real stability issue that other modders need to know about if (that is if they already do know about it and I'm just living in lah lah land!)

Cheers.
 
Thanks for the report glider, I'll keep your findings about potential pitfalls with how other mods pull in XML data in mind ... I haven't heard anything about this before, but if it's really as unrepeatable as you say then that's not too surprising as it'd be really hard to track down.

On the Python front, think I found what caused the couple errors you found ... definitely a pair of fairly rare situations. In RevDCM do you have a pirate mod comp added or some other way that barb ships might have units on them? The first bug seemed to have been caused by barb cargo ships. The other error (there were two of the first kind) seems to have been one tile island city the joined a revolt but didn't feel strongly enough to generate any rebel units ... there was definitely a whole in covering that particular case.

I'll put up a new version with these corner cases covered and the 1.21 unofficial patch soon ... that should make 1.51 error free through a hundred games!
 
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