Bug Reports

Yes I am gonna restart a new game with the new version.

Thanks so much for the feedback Lib. I was going to give a reward to the most helpful bug reports but I will award all you guys who have been so helpful. What I was going to do is simply add a Leaderhead, or Unittype, that you request. Perhaps the unit can be something from your heritage, like my great great great grandfather was a Danish Tailor. So, be thinking on what you would like to see in the mod.:goodjob:

You too Trade Winds:goodjob:
 
hahaha

If it was for my current tester status, make it a Turtle Unit as I think I feel a bit unsure keeping up with all the new aditions.

At least make it gigant and breath fire, as in Master of Magic. Lizards were my favourite race. :devil:

I think I am playing testing an updated version now, as I saw a Pirate Base in the Colonopedia that I have not seen before.

And, yes, Pope Gregory I is out there, somewhere. He contacted me and I want to build a ship and pay a visit to the Sixtine Chapel. I may even catch Michel Angelo up in the ceiling with dirty hands.
 
one thing that might technically be considered a bug is that outlaws can move out of lands, which is a bit odd when serfs can't..
I'm not sure I would call it a bug. The code itself is working as intended. This is more like a game design decision (XML). Still I agree with you. Outlaws should also be restricted in several ways. For starters they shouldn't be able to take any military profession whatsoever.
 
one thing that might technically be considered a bug is that outlaws can move out of lands, which is a bit odd when serfs can't..

and another, I just got a brilliant dignitary but it won't let me build his house, no button..

Yeah, its not a bug it just wasn't designed that way, on both accounts as Brilliant Dignitaries don't have a workplace (calling it a workplace now instead of "home").

Outlaws are getting away with their crimes at the moment but yes, at some point we need to make them more memorable.

I have planned to create a "Bandit" profession that perhaps Outlaws would be the Expert. They will be able to function much like the rouge "Bandit" units. They can attack Treasure Units and steal some of the gold, attack defenseless units and steal gold, and perhaps raid villages for Goods, with a chance to get caught and have to fight if their are guards. All this without inciting war. Think Robin Hood stealing from the rich to feed the poor (Player):goodjob:

They would have their own line of Promotions as well that makes Banditry more easy and profitable.
 
I think I am playing testing an updated version now, as I saw a Pirate Base in the Colonopedia that I have not seen before.

And, yes, Pope Gregory I is out there, somewhere. He contacted me and I want to build a ship and pay a visit to the Sixtine Chapel. I may even catch Michel Angelo up in the ceiling with dirty hands.

Cool. Pretty sure the pirate base has been there for a while now but it is only for certain Natives. Are you using a Git GUI like SmartGit to pull the branches or did you just pull a snap shot?

Anyway, I have constantly updating the develop branch every other day or so, so new things keep coming. You can read the commit memos to see what all is in it.
 
Yes. I need to revise to be able to pull snapshops. I did it once and it didn’t work. But, I want to learn for the next release as source forge is the best option since so many modders are awesomely working now. Github was simpler at this I think.

What I am playing now is 2.5 patched with 2.5.4 and then with 2.5.41 from your One Drive. In my version I have the pope in the map (not seen yet) but I didn’t see the new victory conditions.

I am playing (when I can) toughest difficulty and I have not encountered anything worth mentioning. Maybe only the fact that everyone in the world declared war to me but they are none of a threat. They just wait for my soldiers to get the latest inventions and the best new equipment to plunder their cities. That could be an issue to be balanced in the future. What the AI does extremely well is reinforcing their cities with the best units, so that they make me come back later, with better equipement.
 
Yes. I need to revise to be able to pull snapshops. I did it once and it didn’t work. But, I want to learn for the next release as source forge is the best option since so many modders are awesomely working now. Github was simpler at this I think.
Check my post about wiki updates. It tells how to pull the newest git version using git and how to make it playable with the branch of your choice. I wrote most of the text today.

It's true that github may have been easier. It has become a bit more complex now that we share submodules. On the other hand python and DLL development have become much easier as they are now a truly shared resource.
 
Hmm, the Pope on the Map should not be in any patched version. That is all new development stuff.
I guess on Hardest Difficulty you pretty much have no frends. I have yet to look and see just what all the difficulties do. It would be nice to have them just Smarter, not cheat, and not be so mean:)

I have another update to push to the development branch when I return home so hold off testing anything from there just yet.
 
In this game I'm seeing something I've reported before, misdescribed. My workers have the action button to build a road on the square they're on. But they don't have the second, build-road-to, button.

[EDIT] Later in the game, the second button appeared. Tech-level related?
 

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In this game I have units with no action buttons. I have experienced this before occasionally. I saved the game, restarted and reloaded to see if the condition would clear up. No joy.

Thanks for this report, I found the problem and is fixed in next update.

In this similar game, my Viking explorer has no Found City button. Maybe it's Margareta, or the Viking Explorer that's bugged.

This issue is Vikings are "Raiders" in order to found a new settlement they have to first raze a enemy village. So, this was not a bug but a game design. It is noted in Ragnar's Leader help text. I have fixed it so that you get a help text in game now though, see the SS.
attachment.php

In this game I'm seeing something I've reported before, misdescribed. My workers have the action button to build a road on the square they're on. But they don't have the second, build-road-to, button.

[EDIT] Later in the game, the second button appeared. Tech-level related?

No, it is not Tech related. I didn't see anything out of ordinary as all workers had the build to button. Do they not have it when you load the save?
 

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I have been testing develop branch for a little, and I have come to several issues I want to report.

First, I come up with these bugs, after very few turns after customizing my game:

Spoiler :

Assert Failed

File: CvUnit.cpp
Line: 1253
Expression: pCity != NULL
Message:
___________________________________________

Assert Failed

File: CvGlobals.cpp
Line: 3808
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type PROFESSION_PIONEER not found, Current XML file is: xml\Units/CIV4FormationInfos.xml


Then, at a point when I saved, the game halted and after accessing Windows with the task manager, the game crashed.When I tried to reload the game, the savegames didn’t work. The most recent savegames crashed. In fact, I attach the last workable save game.

I have also noticed some little bugs relating to little icons such as the money icon when speaking to the natives (which has been changed for the little USA flag icon) and there is a little sugar icon next to the text every time a message appears on screen, such as “The price of tools falls to…”

I've also seen Rome on the map (using the world builder) and foreign peddlers going North (to the silk road may be?) in turn 15 or so.

Bugs or mispulling-miscompilling ? Please check if these reports are ok.

From now on I may be less active in the forums due to family holiday requests. ;)
 

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I have also noticed some little bugs relating to little icons such as the money icon when speaking to the natives (which has been changed for the little USA flag icon) and there is a little sugar icon next to the text every time a message appears on screen, such as “The price of tools falls to…”
Known issue. It is related to my GameFont update. My work in the DLL was perfect, but the exe turned out to have other ideas. It's fixed in the GameFont branch.

i don't know about the other bugs. We will have to look into those.
 
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