Bug Reports

for some strange reason after I pay mai first ransom for my noble I must pay every time when that unit is enghaged in a fight even if I win
 
for some strange reason after I pay mai first ransom for my noble I must pay every time when that unit is enghaged in a fight even if I win

Thanks for the report. That is one part of the code I haven't touched in a while. You can disable this feature in Player Options(hopefully). I need to set this off by default and revisit this code.
 
Thanks for the report. That is one part of the code I haven't touched in a while. You can disable this feature in Player Options(hopefully). I need to set this off by default and revisit this code.

it is disabled by default , but is a cool feature
 
More Fog of War issue:

I am experiencing more issues similar to the sea doughnut, but this time it happens inland. It is not doughnut shaped, because the visible area depends on forests and mountains, but I still can see several areas without fog of war.

I am not at home now, so I don't have the save game here. If you can't reckon the issue, I can post a save game later.

Edit: Nay, forget this. It may have been because of my bad patching again. :blush: It could be something I am doing not right with the extra dll file. Don't remember where it must go or if it had to be run in some way.
 
Editing doesn't update the thread, and I want to make sure my shame in the previous message is exposed.
 
it is disabled by default , but is a cool feature

We'll get this fixed up for you and perhaps with added features in an update coming soon to a download near you :)

More Fog of War issue:

I am experiencing more issues similar to the sea doughnut, but this time it happens inland. It is not doughnut shaped, because the visible area depends on forests and mountains, but I still can see several areas without fog of war.

I am not at home now, so I don't have the save game here. If you can't reckon the issue, I can post a save game later.

Edit: Nay, forget this. It may have been because of my bad patching again. :blush: It could be something I am doing not right with the extra dll file. Don't remember where it must go or if it had to be run in some way.

The extra dll is only for bug hunting or if you are having issues. You replace that one with the default dll and it may return a FAssert message letting us know what is wrong, or it may not. However, I forgot to add one to the last Quick Fix update so the debug dll is out of date and should not be used. Which reminds me I need to merge the updates into one download today.
 
It may have been because of my bad patching again. :blush:
Clearly the patching approach is horrible if it results in bogus bug reports. Using git to download master or release-2.5 will handle the patching for you. We really need to get a git test player team up and running before even releasing anything and the patching issue will be a thing of the past (hopefully).
 
Clearly the patching approach is horrible if it results in bogus bug reports. Using git to download master or release-2.5 will handle the patching for you. We really need to get a git test player team up and running before even releasing anything and the patching issue will be a thing of the past (hopefully).

I wouldn't call it horrible, simple copy and paste horrible? If you can install the mod you should be able to install the patch with little effort. Perhaps we need a exe made. I was going to look into that as some modders made exe for their mods but haven't done it yet.
 
I wouldn't call it horrible, simple copy and paste horrible?
That's not really the issue. The issue is that people fail to install correctly when upgrading multiple times.

If you can install the mod you should be able to install the patch with little effort. Perhaps we need a exe made. I was going to look into that as some modders made exe for their mods but haven't done it yet.
More importantly we can add M:C version to XML. The exe installer can then detect if it is a version it can figure out how to upgrade and give a proper error message if somebody skipped a step.

I'm not quite sure how to do that with an exe. I can presumably do it in perl, but then people will have to install perl to use the exe installer, which is bad. There has to be something better available.
 
to be honest I think all that really needs to happen is to put all the patches into one download, it is the apply this patch then this one then this one, but you don't need this one, that causes mistakes in installing.

Done, I am going to use my onedrive drop box for putting up any patches.

Oh yeah, I discovered a crash bug that I created and fixed it in the develop branch, need to do the same in the patch branch.
 
Oh yeah, I discovered a crash bug that I created and fixed it in the develop branch, need to do the same in the patch branch.
You should be able to cherry-pick that into the release branch. However I think it would be best if you fix it first in the release branch as that one is put into develop, but often not the other way.
 
You should be able to cherry-pick that into the release branch. However I think it would be best if you fix it first in the release branch as that one is put into develop, but often not the other way.

They are fixed in both. I fixed it in development in order to continue my saved game.
 
I think the 'Workers can build after moving' code from the civic code is still an issue, I seem to have problems ending the turn of all my units now (well units after they move I should say)..

I am fairly certain it kicked in with this feature as well.

To be honest I don't know if the feature is that useful either (at least not useful enough to bother with extensive fixing..) the other benefits of of the civic are still pretty great without it, it is definately one of my frequent choice civics.

Also I seem to have a 'load yields button' problem. I am not certain when it started, and i haven't tested to see if it is all kinds of units yet, but I attached the save for anyone to look at, I have 2 merchants in the very north of the map and loads of ox carts running around in my main area for beginning tests..

I also just noticed something else strange (it may be present in the save game but I onl;y just noticed it, if it is not I can provide a save)

It looks like after I rush buy something (I think) the town in question does not ask for a new build order, so I have several cities building nothing..
 

Attachments

I think the 'Workers can build after moving' code from the civic code is still an issue, I seem to have problems ending the turn of all my units now (well units after they move I should say)..

I am fairly certain it kicked in with this feature as well.

To be honest I don't know if the feature is that useful either (at least not useful enough to bother with extensive fixing..) the other benefits of of the civic are still pretty great without it, it is definately one of my frequent choice civics.

Also I seem to have a 'load yields button' problem. I am not certain when it started, and i haven't tested to see if it is all kinds of units yet, but I attached the save for anyone to look at, I have 2 merchants in the very north of the map and loads of ox carts running around in my main area for beginning tests..

I also just noticed something else strange (it may be present in the save game but I onl;y just noticed it, if it is not I can provide a save)

It looks like after I rush buy something (I think) the town in question does not ask for a new build order, so I have several cities building nothing..

OK, you've convinced me. We'll change the worker move code. What exactly is the "load yields button" problem? I noticed some strange things when I loaded the save game, but I am not sure what you mean by the mentioned problem?
 
OK, you've convinced me. We'll change the worker move code.
Presumably it would be best right now to just make the code unreachable. We will never know if we can benefit from the code in question at some point. Do comment that the code is unreachable, possibly also putting it inside #if 0 #endif to make the compiler ignore it for the time being.

I noticed some strange things when I loaded the save game, but I am not sure what you mean by the mentioned problem?
Considering that I'm almost done with the savegame code conversion, I would say that I'm pretty deep into how the code works by now. If anything behaves odd in this regard, I would like to hear about it as it may not be that tricky to fix.
 
the load yield button problem is with the load yield onto transport button, the little box going up the ramp, I click on it and nothing happens. unloading and loading units (also unloading yields) button seem to work, but the load yields one just doesn't. It did work at first (I have successfully used it in that game) it just started not working at some point when I was playing.

So I click it and no pop up box appears to select what yields you want to load.
 
the load yield button problem is with the load yield onto transport button, the little box going up the ramp, I click on it and nothing happens. unloading and loading units (also unloading yields) button seem to work, but the load yields one just doesn't. It did work at first (I have successfully used it in that game) it just started not working at some point when I was playing.

So I click it and no pop up box appears to select what yields you want to load.

Yeah, when I loaded the game I got a popup to load yields. It was like the popup was delayed or something. Never seen this before, and I had no way to track this bug as the Popup was called from the exe or something.

I also got a popup to choose profession for your Taxcollector.

You could try to change Civics. Save and reload. Then apply the patch.

Anyway, I am uploading a patch for this, that removes the workers building after move and instead gives a +50% to worker speed. I also, adjusted Lumber and Stones prices so they can't be exploited in the Trade Screens.
 
Back
Top Bottom