Post Feb 1st 2013 - bugs - Single Player

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SVN 5023
I capture a Korean city. They are in Caste, I m in Bourgeois. The Civics (caste) building stay in the city and is still active (I have +1 commerce from slaves)
It's the same thing with bandit's Hideout, look like it's for all civics building.

I can have a 0 size city because of migrants...
 
SVN 5023
I capture a Korean city. They are in Caste, I m in Bourgeois. The Civics (caste) building stay in the city and is still active (I have +1 commerce from slaves)
It's the same thing with bandit's Hideout, look like it's for all civics building.

I can have a 0 size city because of migrants...

Can you provide a save of the turn before a city capture (so the capture can be repeated) as a test case please (for the civic building issue)
 
I hate this.. I capture Seoul again, and the civics building are gone...
I reload my "true" game, and I can see it (but my bad : non-active because there are no palace anymore) :/

Which buildings survive capture is random, so unless you do things in precisely the same order (random seed generates the same sequence each time) the set of preserved buildings can change anyway, masking the underlying problem you reported. I think I can see the issue in the code - post the save that allows Seoul to be captured that turn and I can probably diagnose from that by changing the random building preservation to a 100% chance just for testing...
 
random seed generates the same sequence each time

Well... I use this option to have another seed at each loading ^^'
So... I cant
The only 100% bug on capture are : a captured city dont have the Civics (Republic) when I capture them and WHEN I manage to capture bandit's Hideout, it still active (At least for espionnage and revo).
 
Well... I use this option to have another seed at each loading ^^'
So... I cant
The only 100% bug on capture are : a captured city dont have the Civics (Republic) when I capture them and WHEN I manage to capture bandit's Hideout, it still active (At least for espionnage and revo).

That'll do as a test case - I can force the building capture in testing - post that one please with instructions on where to capture.

Edit - nvm - I've managed to produce my own test case, and I can reproduce the problem, so expect a fix on the SVN later today.
 
This Bug won't probably affect anyone's gameplay. Just wanted to list it here for completeness. There are two "Remove Jungle" checkboxes in the BUG Options Automation Tab, the second one appears for me in the last option EDIT:column and says "Remove Jungle</link> (".

This was from a very recent SVN version and I'm sure is still in there because of its relative unimportance.
 

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When I was playing a recent SVN version, the Audio Quote for the Tracking Technology didn't match the Robert Frost quote that was printed on the screen.
 
When I was playing a recent SVN version, the Audio Quote for the Tracking Technology didn't match the Robert Frost quote that was printed on the screen.

Yeah i know, i haven't had time to get the correct quotes i borrowed from RI.
 
SVN 5023

Ran into this just now when building a Work Boat (Ancient). I built 2 more just to see if it was the work boat and it happened again both times. The onscreen text can be seen in the image, but it said:

Error in unitBuilt event handler <bound method BuildUnitName.onUnitBuilt of <UnitNameEventManager BuildUnitName object at 0x1F5E1E10>>

Nothing bad happened, but this message displayed. I think the auto-naming thing where it will say for example "Gatherer 2 (Mexico City)" didn't work for the Work Boat (Ancient) for some reason. The work boat was just named Work Boat (Ancient).
 

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SVN 5023

Ran into this just now when building a Work Boat (Ancient). I built 2 more just to see if it was the work boat and it happened again both times. The onscreen text can be seen in the image, but it said:



Nothing bad happened, but this message displayed. I think the auto-naming thing where it will say for example "Gatherer 2 (Mexico City)" didn't work for the Work Boat (Ancient) for some reason. The work boat was just named Work Boat (Ancient).

If you have logging on please post the PythonErr log, that will give a bit more info about the problem.
 
The attached savegame is from January and was produced with the then current SVN. Trying to open it now, either by double-clicking the file or from in-game leads to CTD even before it is fully loaded. Windows task manager shows a quick increase in memory usage and then - poof - Civ4 is gone.

I have observed some other things when playing into modern era and beyond that might have someting to do with this:
  • It takes very long to save games now, much longer than it was about a week ago (then a few seconds, now about a minute), that´s with comparable world size and era.
  • Savegames are about twice the size they were 3 months ago (also in modern/future era).
  • I also have issues with the other game I am currently playing that tends to show both CTD and MAF. I am trying to get it reproducable for me before posting a savegame, though.
 
If you have logging on please post the PythonErr log, that will give a bit more info about the problem.

I turned logging on in BUG Options, but how do I turn on Python logging and where would I find the PythonErr log? In the mod folder? In MyGames folder? I will search for it in the meantime.
 
I turned logging on in BUG Options, but how do I turn on Python logging and where would I find the PythonErr log? In the mod folder? In MyGames folder? I will search for it in the meantime.

That is described in the first post of this thread with a link to the FAQ on exactly how to turn on logging.
 
Trait bug - Python errors when trying to look at 'jungle camp' in Pedia. See attached image.
 
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