Bug Reports

I don't usually launch as admin, but I did try it once to see if it would make the difference. Just tried it again, still no dice. I'll try moving stuff around (I assume "unloading" the better ship scale module means moving its folder into "Unloaded Modules" or deleting it entirely?) as you suggested, though I'll note that I have no trouble with Vista trying to write settings for BUG, which lives entirely in the Program Files/Firaxis/Civ/BtS/ hierarchy.

Oh God.

Ok. I have fixed it, it was entirely my bad, and I am deeply sorry to have put everyone through all this trouble. Wow, that was stupid. Ok. I tried moving stuff into the /My Documents/.../BtS/ section. Still no dice. I said to myself "maybe he meant in the MODS folder in that BtS folder?" so I tried moving th RevolutionDCM folder into MODS and was told... there is already a folder by that name there. "Wha?" sez I.
About 7 months ago I had tried an experiment with keeping my mods in the My Games area rather than in the Program Files area. I abandoned the experiment, but when I did so, I left a single, unused mod behind without cleaning it up... a now very old version of RevolutionDCM.

This may even have been long enough ago that the version that was in there was for 3.17, I'm not sure, but what I am sure about is that Civ was either trying to load it and dying or there was some conflict between versions. Probably the former- The issue may have been, as initially suspected, the wrong Civ version! Just... not as we thought.

Ugh. It didn't even occur to me to look there because I don't touch that entire directory hierarchy anymore. In fact, I forgot it existed. Thank you all again for helping me sort through this.
 
Should have thought of that one (I didn't). Another issue I have learnt thanks to Phungus is that there are issues with user admin to keep in mind in other cases.
Cheers
 
Very strange bug Report in LoR 0.9.7c. The bug is non critical, but certainly worth checking out.
Interesting bug:

1. Conquered city from Korea.
2. It was a holy city, so it revolted -- I granted it independence, it became Vietnam.
3. At some point, perhaps because of the independence, Vietnam had an open borders agreement with me.
4. Vietnam eventually became a vassal of Khmer.
5. Even though I could get rid of open borders agreement with Khmer, I could not with Vietnam -- there was no option to cancel it in the "current agreements" part of diplomacy.
6. Eventually I went to war with Khmer and Vietnam, and even though our units were fighting, we still had an open borders agreement, which led to some interesting results, including units not being removed from each others' territories after DOW.
7. Finally fixed problem by eliminating Vietnam.

Save is here:
http://forums.civfanatics.com/attachment.php?attachmentid=235387&d=1259161888
Report in LoR forums can be found here:
http://forums.civfanatics.com/showpost.php?p=8670023&postcount=40


Also any information on the bug report made here:
http://forums.civfanatics.com/showpost.php?p=8657495&postcount=637

I'm worried about this one because Vista and Windows 7 are now used by many more users then XP, so I think there might be a bug that has slipped past glider, jdog and I, since I think we all use XP. Afforess could you check the save in Maniac's bug report and see if it crashes for you in Vista? The save is for LoR 0.9.7c.
 
Afforess could you check the save in Maniac's bug report and see if it crashes for you in Vista? The save is for LoR 0.9.7c.

I'm running Win7, but same thing really.

Yeah, I can check it out, DL'ing now.
 
Okay Phungus, I checked out Maniac and Brian's save both.

Maniacs save works fine on my machine, the turn times are slow, but I've got 10 turns later.
(Sidenote: do you have python callbacks? I would remove them if I were you... I got RoM to have faster turn times, about 100% faster. RoM's faster than LoR now, which is sad really, LoR should be 2-3x faster. If you have individual needs, PM me, I could probably help)

Brian's save is bugged. I Declared War on Vietnam, and the units were not ejected, just like you said. That's really odd...
 
Cool, maniac's crash must really have been something really obscure and computer specific then. Thanks for checking that.

As for LoR and python callbacks, they are all disabled in the current version of LoR available in the SVN. The official version has not been updated, as the SDK changes to remove the python callbacks breaks save games. There are some other updates I'd like to make before releasing a major version change that breaks save game compatibility.
 
As for LoR and python callbacks, they are all disabled in the current version of LoR available in the SVN. The official version has not been updated, as the SDK changes to remove the python callbacks breaks save games. There are some other updates I'd like to make before releasing a major version change that breaks save game compatibility.

Ahh. Good. I'm glad to hear v0.9.8 will be much faster.
 
Hello everyone!
Long time reader, first time poster...
Im quite new to Revolution so maybe it's supposed to be like this, but i think it's something that should be looked at.
I have been playing a classic game of Terra, and i really like how a lot of small civs is emerging in the new world by the way.
But here's my problem, i've just sent my first tiny fleet of conquerors to overtake the capital of the Native American City State. My one galleon is loaded with two knights and one mustketman which easily defeats it's one of each; archer, dog soldier, catapult and swordsman. I then turn to the next city with only two archers in it, but then the Native Americans becomes a Kingdom, and from one turn to the next it spawns a Great General with a small army of macemen, longbowmen, knights and catapults attach to it. I have tried to reload a turn or two just to see if the turn of events would come out differently. When i captivated the smaller city first instead, the only thing that seems to change is the location and the composition of that said spawned army.

I guess what determines when a City State becomes a Kingdom, is turn based and not size based in this case, which doesn't seem right (it just lost it's biggest and i presume oldest city). Instead of x units in one turn, wouldn't it be more balanced if it got one unit per turn over x amount of turns?
 

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Capturing a city from a minor civ causes a strong reaction ... often a Great General will rally the minor civ, raise a small army, and they will transition to full civ status and attack the invader. If the units appear one at a time for the new civ, then the new civ will pose little threat and rarely be able to recapture anything ... if this civ is to be anything other than a footnote in history, it has to get a burst. The burst will frequently still fail because they cannot sustain it, but without the burst they stand no chance at all.
 
I forgot to say thank you all for your fantastic contribution on this mod and all of its components.

I guess you're right jdog. It just took me a bit by surprise to experience it in action first hand like that.
I thought losing your capital as a minor would be a mayor blow, but when i think about it, then you could just take aim for the capital first and the rest would be a walk in the park from there. In the future i just have to bring more troops if i'm serious about messing with a minor that's all.
 
I thought that AIs are forced to always keep their favorite civic once they have access to it. Pacal has Hereditary Rule as his favorite and in this game he switched to Universal Suffrage after he researched Democracy. (Other leaders abide that rule correctly so far.)
Am I wrong or have I found a bug? (probably a bug in Civ itself of course, but I didnt see any better folder).
 

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Jdog, there is a bug in WoC with their larger GameFonts, if you add too many new resources to the game (after ~80), it destroys the icons in game. Sephi found a fix for FFH2, which uses a modified version of WoC, detailed here.

I was not able to ever correctly debug and find the appropriate value for our game fonts, but I would appreciate it if you could take a look at it and see if you can find it.
 
I thought that AIs are forced to always keep their favorite civic once they have access to it. Pacal has Hereditary Rule as his favorite and in this game he switched to Universal Suffrage after he researched Democracy. (Other leaders abide that rule correctly so far.)
Am I wrong or have I found a bug? (probably a bug in Civ itself of course, but I didnt see any better folder).

I think that AIs just value a favorite civic at 4/3 the value of a regular civic, so they'll tend to stay in it longer but it's not impossible for them to switch.
 
Religious victories are not working in LoR, which pretty much has the same Python and Dll as the RevDCM SVN. I may have broken this with the code that moved the inquisitor trainability over to the SDK, I am not sure. Also maybe RevDCM hardcoded the limit needed for religious victory (I reduced it to 67% in the XML), so it may still need 80%? I just don't know, at all. Any ideas on how to fix religious victories in the current RevDCM SVN? Here is the bug report in LoR where religious victory is not working:

http://forums.civfanatics.com/showthread.php?t=346422


As a member of the RevDCM team I wish I could help out fixing this more. But I have no idea about code wise how the victories work, so I don't even know where to begin figuring out where and when this victory quite working, etc.
 
Religious victories are not working in LoR, which pretty much has the same Python and Dll as the RevDCM SVN. I may have broken this with the code that moved the inquisitor trainability over to the SDK, I am not sure. Also maybe RevDCM hardcoded the limit needed for religious victory (I reduced it to 67% in the XML), so it may still need 80%? I just don't know, at all. Any ideas on how to fix religious victories in the current RevDCM SVN? Here is the bug report in LoR where religious victory is not working:

http://forums.civfanatics.com/showthread.php?t=346422


As a member of the RevDCM team I wish I could help out fixing this more. But I have no idea about code wise how the victories work, so I don't even know where to begin figuring out where and when this victory quite working, etc.

I'm no expert, but the code for religious victories in is CvGame and hasn't been modded by RevDCM as far as I can tell. It's right here:

Code:
if (bValid)
    {
        if (GC.getVictoryInfo(eVictory).getReligionPercent() > 0)
        {
            bool bFound = false;

            if (getNumCivCities() > (countCivPlayersAlive() * 2))
            {
                for (int iK = 0; iK < GC.getNumReligionInfos(); iK++)
                {
                    if (GET_TEAM(eTeam).hasHolyCity((ReligionTypes)iK))
                    {
                        if (calculateReligionPercent((ReligionTypes)iK) >= GC.getVictoryInfo(eVictory).getReligionPercent())
                        {
                            bFound = true;
                            break;
                        }
                    }

                    if (bFound)
                    {
                        break;
                    }
                }
            }

            if (!bFound)
            {
                bValid = false;
            }
        }
    }

It looks like there has to be at least 2 cities for each player, on average (which may or may not be happening, if there are a lot of Revolutions, there could be too many players), and he has to have the holy city for that religion, which it looks like he has from the screenshot. I'd see what happens if you killed a few of the AI's off and gave yourself those cities, perhaps you aren't meeting the first check for cities to player ratio.
 
If I'm reading it right it's 2*NumberOfPlayers cities. There are like 8 players in that game still alive, and definatly enough cities to meet that check. All those checks are met in that game.
 
If I'm reading it right it's 2*NumberOfPlayers cities. There are like 8 players in that game still alive, and definatly enough cities to meet that check. All those checks are met in that game.

In which case I would check the BUG settings panel, perhaps inquisitions are enabled? In the RevInquisition.py there seems to be a victory related section of code:
Code:
    def isVictory(self, argsList):
        eVictory = argsList[0]
        if eVictory == gc.getInfoTypeForString("VICTORY_RELIGIOUS"):
            if RevDCMOpt.isINQUISITIONS_ENABLED():
                return False
        return True

A sidenote, why should having inquisitors disable your chances of religious victory? I'm commenting that out for my mod now.
 
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