Bug Reports

Thanks for the feedback. I have noticed Ore appearing where it shouldn't so I'll be looking into this.

I am not sure about your inability to load saved games. Nightinggale did fix one crash bug on load, and I'll upload some changes as soon as I can.

Yeah, I plan on adding more info, sounds, and art perhaps that indicate your mining efforts, depletions and such in more detail. Thanks again for the feedback!
 
I have been able to visit a Newcomen Steampower waterpump replica near Birmingham, thing that mentioned Nightinggale
While I do have a reputation related to steam power, being informed that a steam engine spoke of me is new :eek:
It's a good thing though. Visiting that engine is on my todo list.

I could also add that water is not the only problem to overcome with technology. There is mechanical ventilation so that gases could be extracted; Electrical illumination, so that there are no more flames setting fumes on fire; dynamite to save lots of digging time and drills and conveyor belts to get profit from ores with a lower concentration of mineral, and it may not be difficult to find much more.
Those are some good points, but most of them aren't in medieval times. Toxic gasses in mines are mostly carbonmonooxide (aka CO, not to be confused with CO2), which is mostly related to coal mines. This is known as the silent killer because you can't see or smell it and you just get a headache and get sleepy, possibly nausea. If you go to sleep, you risk never waking up again. The first detection system was based on birds (most famously canary birds). They would drop dead before the point of no return for humans meaning if miners had caged birds with them and all miners ran out right away if the bird died. Primitive and possibly not that animal friendly, but people do stuff like that if they know they die if they don't.

Not sure about gasses in lead or mercury mines. I can't imagine that to be particular healthy either.

Now I start wondering. Did medieval miners have air supply. The blacksmiths had quite powerful bellows meaning they could be build, but did they use them to replace air in mines. Never heard of it, but it is quite possible that they did. Now that I think about it, somehow they must have done something at some point because England started mining coal 400 years ago (+some years). Coal mines would fill with heavier than air gasses, which would kill the miners. Logically since they did mine, they would have had to come up with something to prevent that from happening. I wonder if any historians are aware of what they did.


As for the savegame bug, I fixed something yesterday. Kailric changed what is saved recently as well without adding backward compatibility to it. If it fails to load savegames made with the newest version, then we have a problem I'm unaware of.

I will look at the assert stuff later.
 
I get a crash to desktop when using the medieval large continent map. No error message..

On the bright side I have fixed both my computer and Col.! so now I can test all these lovelly new features!

I also got this error message, I know it got posted before but I thought I would share it.
Spoiler :

Assert Failed

File: CvGlobals.cpp
Line: 3807
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type PROFESSION_PIONEER not found, Current XML file is: xml\GameInfo/CIV4GameFontInfos.xml


It happened I THINK jsut after my peddler stepped off a mountain. I think I picked up a bonus from a ruin (mo9ving mountain to plain) then got the popup

same again a turn or 2 on, peddler standing on a hill.

Seems to happen every turn, no apparent affect on gameplay, I switched to always ignore.

Is the prospecting overlay (yellow circles) supposed to appear for a worker or just a prospector? (because I have it with my worker)

Did the yield help box in city used to say how much food/lux food was needed for a new 'birth'?

Also I like the consumed display, and how some units (like monk) need food now. Those are new features right? ( I just tried it, I could build a monk without food..)

Hmm.. I also seems that there are no 'native' cities when I play the medieval faire weather map. I became concerned when I didn't find anyone, and when I opened World builder there seem to only be the other major nations... and a very empty continent...

wait no, there are 'natives' just not very many, and everyone (except me) seems to be on the coastal edges, with nothing (but me) in the center of the continent. I think I will restart using the 3rd map option and see if it gives a better result.

Does the pope get any special abilities? Cause he seems to be massive! he has 4 cities, and all larger than my capital!

I also got a CTD when going back to the main menu, no error message.

Ok the crash when loading a map may be connected to the huge option.. I got 2 crash in a row when trying that with the conquest map.

One thing that just suddenly dawned on me, is it would be really useful to have your gold stock displayed on the civic screen. As civics cost gold.

Got this error in my new game, can't remember if this is a new or old bug.
Spoiler :
Assert Failed

File: CvPlayer.cpp
Line: 21041
Expression: pPlotGroup != NULL
Message: city lacks a plotgroup

It seems to be connected to gaining a vassal...


Oh another thing that may or may not be an issue, does the pope having all the techs affect 'first to research gets X' stuff?

What is the difference between a worker and a worker (pioneer)?

I think when you have a building requires X yirld to be built message, it has no 'let me take a closer look' option.

I think I may have mentioned this before, but I can only tax 1 vassal city. when I put a tax collector on another vassal city there is no tax option..

Spoiler :
Assert Failed

File: c:\users\teddy mac\documents\my games\sid meier's civilization iv colonization\mods\medieval_conquest\sourcedll\dll_sources\CvPlayerAI.h
Line: 25
Expression: ePlayer < MAX_PLAYERS
Message: Player is not assigned a valid value

Got this error after a minor civ declared war on me...

It is really annoying becasue I was just about to get my military sorted..

I also get a crash no error when I try to load a game...which kinda sucks cause I was enjoying that game..

NEW GAME:
I have a bug with the diplomat waiting element, I click it and nothing happens, and I cannot end the turn... Which is annoying cause this was shaping up to be a sweet start!!

Spoiler :
Assert Failed

File: CvUnit.cpp
Line: 10130
Expression: false
Message: Goods transported over water by none Sea Vessel


Spoiler :
Assert Failed

File: CvPlayer.cpp
Line: 20500
Expression: getNumDelayedResponses() > 0
Message:
 
Thanks for the reports, I looked into all of these as soon as possible. The current downloadable development version is unstable, but you can still check out the initial prospecting development. I am thinking of just having a Expert Prospector that perhaps gets better results, but all workers can Prospect instead of having a Profession that all it does is prospect, what you think?
 
Really the most important bug is the loading saves crash bug, I imagine something somewhere is missing a read or write element.
This is one of the most demoralising and miserable bugs a mod can have I think as you really get into a game and then discover you can't get back to it, that really sucks..

I quite like the idea of having 'all workers can prospect but the professional prospects better' as this is one of the basic gameplay mechanics of Col. We just need to work out the:

How are they better?
and
Are they better enough to warrant the extra effort in acquiring them?

This is the wrong place to do this discussion really. I will move to the one that covers this stuff.
 
NEW GAME:
I have a bug with the diplomat waiting element, I click it and nothing happens, and I cannot end the turn... Which is annoying cause this was shaping up to be a sweet start!!

Yeah, I have experienced this myself. Do you recall if a Civ declared war on you? That is when it happened to me, he appear, Declared War, and then the Diplomat waiting symbol appears and it does nothing.

Anyway, don't test much further on this version. There are several issues that need addressed and we have fixed a few already. I'll post another update this week hopefully. Thanks for all the feedback and testing:goodjob:

PS, save your saved games because I will attempt to make them still usable.
 
No with the diplomacy, I think it might have been a conversation with the pope, but it wasn't anything major as far as I remember.

All my saves were just auto saves, so they have since been overwritten, but it is no big deal.

I need to get better at my early game.. I never seem to be very good at getting troops and I always get attacked by one tribe or another, right when I am on the cusp of preparing my military!
 
Do you recall if a Civ declared war on you? That is when it happened to me, he appear, Declared War, and then the Diplomat waiting symbol appears and it does nothing.

I don't believe it always happened to me when declaring war. Could it be because two leaders contact you on the same turn?
 
It happened I THINK jsut after my peddler stepped off a mountain. I think I picked up a bonus from a ruin (mo9ving mountain to plain) then got the popup

same again a turn or 2 on, peddler standing on a hill.

Seems to happen every turn, no apparent affect on gameplay, I switched to always ignore.

I have no idea about this one, can you provide a save?

Did the yield help box in city used to say how much food/lux food was needed for a new 'birth'?

It shows it when you hover over the "Growing(24Turns)" like Text in the upper left corner of City Screen.

Also I like the consumed display, and how some units (like monk) need food now. Those are new features right? ( I just tried it, I could build a monk without food..)

Workers and Monks have an Additional Settler type version of their Profession so that you can Carry Food to a spot and when you settle there you will already have food. This is for Food Scare areas you want to settle.

Hmm.. I also seems that there are no 'native' cities when I play the medieval faire weather map. I became concerned when I didn't find anyone, and when I opened World builder there seem to only be the other major nations... and a very empty continent...

I'll have to test of maps, I have only been using Medieval_Conquest map.

Does the pope get any special abilities? Cause he seems to be massive! he has 4 cities, and all larger than my capital!

Yes, he is considered the new "Nation State" that starts out with several Cities to his advantage. I don't think Nation States are setup to attempt to win, they are just Actors in the game :)

I also got a CTD when going back to the main menu, no error message.

Haven't had this issue yet.

One thing that just suddenly dawned on me, is it would be really useful to have your gold stock displayed on the civic screen. As civics cost gold.

Wish granted. Actually, the Civics Screen does not take up the whole screen so you can still see your gold in bottom left corner, correct?

Oh another thing that may or may not be an issue, does the pope having all the techs affect 'first to research gets X' stuff?

I actually can't remember atm if Nation States do research. Thinking they don't.

What is the difference between a worker and a worker (pioneer)?
As mentioned above, the Pioneer is just for settling as you will have a set of tools and food when you found the settlement.

I think when you have a building requires X yirld to be built message, it has no 'let me take a closer look' option.

This is a Vanilla issue.

I'll be looking into the other bug reports as well.
 
With the pioneer issue, it stopped happening, it may have been some peculiar mod switch aboration, I don't have a save and I haven't seen it in my latest games..

Civic screen does take up the whole screen for me, it may be because I am on a windowed version, possibly on higher res. it doesn't cover the whole screen.

With the Pope research issue, he seems to start with everything (or at least a whole lot of techs) and everytime I reach a 'first to research gets X' tech nothing happens, now it may be that I am always getting beaten to the line, but I don't think so..

Ah cool, I like this idea of pre-resourced settlers, I know it was spoken about, didn't know you had implemented it. Nice. I also like the free well granted with tech, that is very useful for rough area founding as well.

Are you able to load save games? I don't know why it keeps crshing for me when going back to main menu..
 
Civic screen does take up the whole screen for me, it may be because I am on a windowed version, possibly on higher res. it doesn't cover the whole screen.

I thought that may be your case. I can add a gold count to the screen.

With the Pope research issue, he seems to start with everything (or at least a whole lot of techs) and everytime I reach a 'first to research gets X' tech nothing happens, now it may be that I am always getting beaten to the line, but I don't think so..

I'll check into this. I haven't notice receiving any free units either and I could have used them.


Are you able to load save games? I don't know why it keeps crshing for me when going back to main menu..

Yes, I can load saved games as one issue has been fixed. Like I mentioned I'll upload a newer development version this week.
 
Awesome, I am really enjoying the latest additions.

Does the pope also no longer control taxation and gift requests?

I have only been asked to go on crusade so far. I am enjoying the less intrusive Pope though, I am now at the point of starting to consider if there are any benefits to 'courting the pope' at the moment. Like asking for protection he just offers you a peasant.. oh geese thanks.. that will keep the marauding hordes at bay..
and I have never seemed to have been able to get friendly enough for him to want to trade techs..
 
Awesome, I am really enjoying the latest additions.

Does the pope also no longer control taxation and gift requests?

I have only been asked to go on crusade so far. I am enjoying the less intrusive Pope though, I am now at the point of starting to consider if there are any benefits to 'courting the pope' at the moment. Like asking for protection he just offers you a peasant.. oh geese thanks.. that will keep the marauding hordes at bay..
and I have never seemed to have been able to get friendly enough for him to want to trade techs..

He will do taxation and gifts requests still. All the Popes working are still in development as mentioned in another thread.

I found a couple bugs in development. There was a bug that created extra yields if Multi Yields where produced and there was a deficiency.

Also, the code could no longer determine if Armor was Heavy or Light Armor as the below code was incorrect. I fixed it with the correct code.

Code:
pXML->GetChildXmlValByName(&bBuffer, "bIsLightArmor");
SetBit(m_bfA,[COLOR="Red"] YIELD_INFO_BM_BILLBOARD[/COLOR], bBuffer);
pXML->GetChildXmlValByName(&bBuffer, "bIsHeavyArmor");
SetBit(m_bfA, [COLOR="Red"]YIELD_INFO_BM_BILLBOARD[/COLOR], bBuffer);
pXML->GetChildXmlValByName(&bBuffer, "bIsNativeTrade");
SetBit(m_bfA, YIELD_INFO_BM_NATIVE_TRADE, bBuffer);
pXML->GetChildXmlValByName(&bBuffer, "bIsOnBillboard");
SetBit(m_bfA, YIELD_INFO_BM_BILLBOARD, bBuffer);

Correct:
Code:
pXML->GetChildXmlValByName(&bBuffer, "bIsLightArmor");
SetBit(m_bfA, YIELD_INFO_BM_LIGHT_ARMOR, bBuffer);
pXML->GetChildXmlValByName(&bBuffer, "bIsHeavyArmor");
SetBit(m_bfA, YIELD_INFO_BM_HEAVY_ARMOR, bBuffer);
 
Also, the code could no longer determine if Armor was Heavy or Light Armor as the below code was incorrect. I fixed it with the correct code.
We need to figure out what to do about armor yields. We have all sorts of complex special rules for them, but if you look at it, they are just regular yields used by some professions. It would make more sense to remove lots of the hardcoded rules and then add simple rules like "yields shows up on billboards if they are used for professions, which provide power" (power > 0 mean military unit to the AI).

We might also consider something regarding the interface to make a decent balance between micro management without killing the game with micro management.
 
We need to figure out what to do about armor yields. We have all sorts of complex special rules for them, but if you look at it, they are just regular yields used by some professions. It would make more sense to remove lots of the hardcoded rules and then add simple rules like "yields shows up on billboards if they are used for professions, which provide power" (power > 0 mean military unit to the AI).

We might also consider something regarding the interface to make a decent balance between micro management without killing the game with micro management.

Yeah, that is a good idea to stream line the Armor yields, I'll keep that in mind as I playtest.

I have encountered a crash bug probably in the delayed response code. When the Pope asks me to join a Holy War if I accept the game crashes. When debuging it is because the enemy Team is not being passed to python, when python sends it to dll it is a huge negative number.

I have attached a saved game that on the next turn the Pope asks you to join. Remember I am using the LimitedResource branch for the DLL and LimitedYields for the XML stuff. I can't remember now exactly but I was having issues pushing my changes so I am worried about changes branches at the moment:D

If you can look this over Night that would be great:goodjob:

Edit:

A little more testing: When the code checks for getData, iData returns the correct value, which is 4. But when the iData |= DELAYED_RESPONSE_BITS_FROM_QUEUE;
is processed it gets changed. I don't know why this change is here so I'll have to consult Night on that. Night, where for art though?
Code:
void CvPlayer::addDelayedResponses(CvDiploParameters* pDiplo)
{
	// set bits in iData telling that it should be removed from queue when displayed
	int iData = pDiplo->getData();
	if (iData < 0)
	{
		iData += DELAYED_RESPONSE_BITS_NEGATIVE_OFFSET;
		FAssert(iData >= 0 && iData < DELAYED_RESPONSE_BITS_IS_NEGATIVE);
		iData |= DELAYED_RESPONSE_BITS_IS_NEGATIVE;
	}

	iData |= DELAYED_RESPONSE_BITS_FROM_QUEUE;

	pDiplo->setData(iData);

	m_aDelayedResponses.push_back(pDiplo);
	if (getNumDelayedResponses() == 1)
	{
		gDLL->getInterfaceIFace()->setDirty(GameData_DIRTY_BIT, true);
	}
}
 
Just posting to say that my lack of reply isn't due to jumping ship or anything, just that I had something else, which took my attention. I will try to fix this bug this weekend.

Just what is happening with the code "iData |= DELAYED_RESPONSE_BITS_FROM_QUEUE;"?

I could add a check for if iData is > 0 but that is probably not what needs to be there. I remember us having an issue before and you fixed it.
 
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