Bug Reports

XML isn't my strong suit, is there a good way we can specify just the missing tags without copying the whole building file?

Winmerge? I don't think RevDCM even altered Civ4's building file, so you might be able to replace it.
 
Sorry, I just read the modcomp again, and I am wrong here.
- Bad health from power and bonuses (resources) added to global warming calculation. (Public transportation building does not reduce global warming from oil's bad health)

So the global warming effect is taken from the effect on health by a building.

Before continuing further, it would be good to know if this really is a bug. Has anyone experienced global warming at all? Is the warming/cooling behavior at all produceable? And how could we test global warming to see if it's broken if there is no response?
 
CvGameTextMgr.cpp is a pain in the behind to merge ... long functions full of similar blocks which screw up WinMerge.

Amen to that. It is probably *THE* most complicated function to merge, with multiple mods working this file!
 
What settings were you using rodnok? I've retested it and am not seeing a problem.

I tested it again. New map, same settings as I used in my last game - should be in the enclosed png file.

I went with 6 civilizations, limited religions were ON (the second option in that row "Choose religion" was OFF) and no religions were founded in the first 2000 years. I haven't really played it, just pressed end of turn and when barbarians threatened the end of the test , I saved it - the save should be enclosed too.
If I turn limited religions OFF in this save, the two initial ones are founded immediately in the next turn. If not, nothing happens.

What are your settings when it works for you?

Thank you very much jdog5000 and all for this mod, it brought me back to Civ4.

btw BarbariansCiv mod is better balanced than in RevDCM 2.5, some of the barb cities emerged to minor civs - still strong but not too much like before and one or two survived to major ones.
 

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RevolutionDCM has broken conquest victory. It is now impossible to achieve. Below are two saves, RevDCM current SVN; destroy all other civ's cities and nothing happens; one save is with barbarian civ on the other without. I thought this might have been true for a while but never did a definitive test to determine so.

If this is a design decision it's poorly implemented, as conquest victory is still in the victories list. It's also not cool to eliminate a victory condition anyway.

How could I reimplement it? Any ideas as to what is causing Conquest Victory to be broken?
 
I'm not sure if this has been posted or not but I'm not really up for scanning all 30 some odd pages. Anyway, I'm playing RoM with barbarian civs, and revolutions on and a few modmods which don't touch the barbs in any way so I thought I should report it here.
 

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I'm not sure if this has been posted or not but I'm not really up for scanning all 30 some odd pages. Anyway, I'm playing RoM with barbarian civs, and revolutions on and a few modmods which don't touch the barbs in any way so I thought I should report it here.

I've seen this too, with just plain RoM.
 
RevolutionDCM has broken conquest victory. It is now impossible to achieve. Below are two saves, RevDCM current SVN; destroy all other civ's cities and nothing happens; one save is with barbarian civ on the other without. I thought this might have been true for a while but never did a definitive test to determine so.

If this is a design decision it's poorly implemented, as conquest victory is still in the victories list. It's also not cool to eliminate a victory condition anyway.

How could I reimplement it? Any ideas as to what is causing Conquest Victory to be broken?

I tried this out today and believe it's a false alarm. It appears that Civ doesn't check for conquest victory in the first 10 turns, which makes sense since it uses a city based approach (so, on a duel map you better settle by turn 11).

Playing both test maps through to turn 11, plus trying it out on BBAI produces the same result: a delayed conquest victory on turn 11.
 
I tried this out today and believe it's a false alarm. It appears that Civ doesn't check for conquest victory in the first 10 turns, which makes sense since it uses a city based approach (so, on a duel map you better settle by turn 11).

Playing both test maps through to turn 11, plus trying it out on BBAI produces the same result: a delayed conquest victory on turn 11.

THAT IS A RELIEF!

Because I only ever play the Conquest victory :).

Spoiler :
[ramble]Dislike other victories unless I can combine them. Don't want Mastery till I can modify it to be combo of Conquest, Culture, Diplomacy, Religious, Space Race, and Scientific (RoM specific victory) only. No Time or Domination victories at all. That way, the game will end when the last player stand supreme, and yell, "THERE CAN BE ONLY ONE!"[/ramble]
 
Hmmm, I've got a strange glitch here. I'm playing WolfRev 1.60, in which I've made some slight XML edits, but XML tweaks shouldn't be leading to this problem, I would think. So, I'm playing as Isabella. Whenever I try to conquer Pacal's last city with my curaissier, I kill his last unit (Holkan), I hear the wailings of a city being captured, and I see the animation of my horse starting to move into the city, and then...the game freezes, before even getting to the "do you want to keep the city?" popup, and I see the little spinny-wheel thing start to rotate in leiu of my Civ4 cursor, and Windows Vista tells me that Civ4 has stopped working. I've tried turning the on-screen de-bug logging on, but the game freezes before it can tell me anything. Also I've had the game freeze in between turns a few times in this game I'm playing right now as well...but only after 1450 A.D. or so did this start happening, and I seem to, oddly enough, be able to avoid these in-between freezes if I do something before ending the turn to run the random number generator (like, if I attack another unit or something). They are almost definitely not MAF-related, I'm almost certain. And neither could this bug with the Pacal city conquest be. And unlike the in-between turn hangups, this one happens every time, whether I wait a turn or not to try and take the city. Also, I should mention that, in addition to Pacal's last lowly Holkan, there's also a cog in his city when I capture it. Maybe that could be causing a glitch? I don't know. Usually I capture cities with naval units in them all the time, and the naval units get harmlessly destroyed.

I'd post a save, but you won't be able to play my save without my XML changes.

Also, I have a question that might be slightly related...

If I've made XML modifications under an earlier version of WolfRev, can I just install WolfRev 1.60 and take those modded XML files from the previous version and pasted them over the WolfRev 1.60 XML files, if I want to keep my XML mods but just have the RevDCM core updated for my game? Or is it not that simple? Because I have noticed one odd thing after doing this exact process to update to WolfRev 1.60: now every time I fire up WolfRev 1.60, I get notified of XML errors in Civ4ForceControlInfos.xml. But the error messages don't make any sense. They say stuff like "music note symbol-ERRAIN_COAST" (when I say "music note symbol," I don't mean the words, I mean there's an actual pair of eighth notes next to the string "ERRAIN_COAST", like symbols you would type with alt codes), but when I look into Civ4ForceControlInfos.xml, I don't see anything about "TERRAIN_COAST", and I haven't even done anything to modify Civ4ForceControlInfos.xml. There are about 8 XML errors that popup when I start the game, but they all reference Civ4ForceControlInfos.xml, and nevertheless, from what I could tell, these errors had no effect on the game whatsoever...at least until I started getting these frozen screens. Any ideas?
 
From another post we have been discussing, you may have an IDW option turned on "emergency draft". Is this the case? In the past I have seen problems with capturing cities with this option. I also would encourage you to get rid of any xml errors when the game starts possibly by switching to Phungus's LoR mod. The xml system is pretty fragile and intolerant to a swathe of issues.
Cheers.
 
now every time I fire up WolfRev 1.60, I get notified of XML errors in Civ4ForceControlInfos.xml. But the error messages don't make any sense. They say stuff like "music note symbol-ERRAIN_COAST" (when I say "music note symbol," I don't mean the words, I mean there's an actual pair of eighth notes next to the string "ERRAIN_COAST", like symbols you would type with alt codes), but when I look into Civ4ForceControlInfos.xml, I don't see anything about "TERRAIN_COAST", and I haven't even done anything to modify Civ4ForceControlInfos.xml. There are about 8 XML errors that popup when I start the game, but they all reference Civ4ForceControlInfos.xml, and nevertheless, from what I could tell, these errors had no effect on the game whatsoever...at least until I started getting these frozen screens. Any ideas?

Those are caused when the game is looking for values in the Global Defines, and doesn't find them. The last XML it loads is the Force Controls Info, so when it loads it, and still doesn't see all the global defines, it gets angry at you.
 
From another post we have been discussing, you may have an IDW option turned on "emergency draft". Is this the case? In the past I have seen problems with capturing cities with this option. I also would encourage you to get rid of any xml errors when the game starts possibly by switching to Phungus's LoR mod. The xml system is pretty fragile and intolerant to a swathe of issues.
Cheers.

Ah, thanks! I will try disabling emergency draft for that one battle to see if I can get past it.

In general, I don't mind playing a mod that freezes up every once in a while, such that I have to restart. Once the turns start getting longer, I start manually saving every turn, and if I forget, there's autosave. But if a glitch always happens at one spot, such that I can't continue with my game, then I start to fret.

Those are caused when the game is looking for values in the Global Defines, and doesn't find them. The last XML it loads is the Force Controls Info, so when it loads it, and still doesn't see all the global defines, it gets angry at you.

Ah, good to know! So, my plan at this point is to see if I can finish my game (by disabling emergency drafting), and after that, I'll re-install WolfRev 1.60 and copy/paste all of my 15 or o slightly-modded XML files, except for globaldefines. With that file I guess I'll just have to go into the original WolfRev 1.60 globaldefines.xml file and manually reproduce every one of my changes. Perhaps there were some new tags that were added in between 1.50 and 1.60 that my copy/paste job from 1.50 is missing. I'll let you all know if that works. Thanks for the tips!
 
Okay, so here's an update on that bug situation that I had. Disabling emergency draft didn't do anything. I still couldn't capture Pacal's last city without the game freezing. So instead I just vassaled him and decided to go for a conquest victory rather than a diplomatic one. So I was able to finish that game out without any other problems.

As for the XML errors, I got those entirely taken care of by re-installing WolfRev 1.60 and re-copy/pasting all of my modded XML files, except for globaldefines.xml and globaldefinesalt.xml. I went through and compared my old modded versions from Wolfrev 1.50 with the new 1.60 versions, and yep, as it turns out there have been a lot more tags added into the new 1.60 versions (that I had inadvertently "deleted" when I copy/pasted over them the first time). I should have known I would be missing things, seeing as the new globaldefinesalt.xml file was like 18 kb vs. like 9 kb for the old version.

Anyways, now I'm not getting any XML errors at all on startup, and if I come around to playing a game that has Pacal in it, I'll be curious to see if fixing those XML errors also fixes the Pacal city-capture bug I had. In which case, sorry for pestering y'all about a mistake that was my fault (although glider and Afforess definitely helped to point me in the right direction as far as how to fix the problem (thank you so much!), so it wasn't a total waste bringing it up here, I guess).
 
I received a critical bug report from Maniac a few days ago with LoR 0.9.7c. This is the only critical bug known of in LoR 0.9.7c (other then BUG fails and destroys the interface when cyrillic symbols are in the user's path to the mod --which is obviously unrelated to Revolutions and needs to be fixed by the BUG team). I was unable to reproduce the bug, everything worked fine. Here is the BUG report:
http://forums.civfanatics.com/showpost.php?p=8638584&postcount=518
And my response:
http://forums.civfanatics.com/showpost.php?p=8639289&postcount=521

At first I figured this was a user specific issue that couldn't be reproduced or fixed. But then I realized it's a known issue that some CTDs can only occur on Vista and Windows 7 machines but work fine on XP systems. I think this is what is happening here. I am uploading the save here for jdog to take a look at. My current theory is that because the civ is absorbed and destroyed a NULL value is getting returned for a player/civ check which causes a CTD on Vista and Windows 7, but continues fine for XP users.
 
My current theory is that because the civ is absorbed and destroyed a NULL value is getting returned for a player/civ check which causes a CTD on Vista and Windows 7, but continues fine for XP users.

Hmmm...I run Vista..maybe this is the source behind my CTD whenever I tried to take Pacal's last city (and kill his last units in the process)....
 
I get sometimes an error in the start of the turn. Mostly they are in EndPlayerTurn event handler bound method and sometimes in cityGrowth or CulturalExpansion or some Revolutions method. In some games there are no errors and in some games it happens almost every turn. Some screenshots are enclosed. But otherwise the game seems to procede normal, revolutions and events do happen... Still it bugs me - could please anyone point me out if its just my computer, bad installation of the mod, Civ4 or something? I guess such errors wouldnt pass the testing :).
I use RevDCM 2.61 (but I remember this from 2.6 too) and barbciv mod, marathon speed... I'll post other settings if needed.
Otherwise 2.61 works perfectly, thanks for it!
 

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