RFC Europe: Small bugs/fixes

Does anyone else have trouble with Middle-Eastern civs on the latest SVN build? I found a bug that crashes the entire thing to desktop and I traced it back to a reference to some art functions. Then I tried to start a game with Arabia, Cordoba and the Ottomans and in all cases I got a Tech selection screen with a Python error. The weird thing is that t he error goes to a module that was never altered from the original BtS. The tech screen doesn't appear if I try another civ, however, Arabian units do crash the game on attack.

I want to know if this is a problem that everyone else has or is it just me. There may be a problem with my Civ installation.
 
Well my game doesn't crash on choosing a islamic civ, but i have an other weird thing happening, everytime i start a game with autoturns a blank technology advisor shows up. If i click on exit the whole interface doesn't show up again, even when the autoturns are over. When i click on exit after the autoturns are finished the interface is normal. Still when i want to open the technology advisor it is still blank.

Python Error Message is like this:
Spoiler :
Code:
  File "CvAppInterface", line 70, in preGameStart

  File "CvScreensInterface", line 100, in showTechChooser

  File "CvTechChooser", line 125, in interfaceScreen

  File "CvTechChooser", line 206, in placeTechs

RuntimeError: unidentifiable C++ exception
ERR: Python function preGameStart failed, module CvAppInterface

This however may be caused by my own python work. I'm not quite sure about this. I haven't done anything with Interfaces and Techs.
 
Exactly what I get with the Islamic civs only. Those modules have not been edited by us, so this problem would be somewhat more convoluted. You don't happen to remember when you first saw this problem? We should look at recent changes to the Islamic civs and specifically the art.
 
Actually i don't know. The last time i really played an islamic civ was when i revamped the cordobian UHV and that was already before beta3 was released. I only played France lately to test my new papal features.

Merjin should know about this, if the error has something to do with art and graphics. He has done the latest updates to the art files.

Edit: I recently found one bug. Islamic Longswordsman are missing, they are only red dots.
 
I didn't change or delete (with the exception of the islamic Longswordman) any islamic units. I only deleted the files that aren't used. (or changed the a little so I could delete them, like the atlas'.

I will restore the islamic Longswordman soon.
 
Hmm I was building a currasiur in Genova (as Genova) and when it came it, it was a winged hussar, except that it says it was building a currasiur, and winged hussars are definitely not the special unit of Genova
 
Hmm I was building a currasiur in Genova (as Genova) and when it came it, it was a winged hussar, except that it says it was building a currasiur, and winged hussars are definitely not the special unit of Genova

And you dont have Topkapi Palace and vassals? They will always show the original unit in the building queue but once completed you get the unique unit.
 
And you dont have Topkapi Palace and vassals? They will always show the original unit in the building queue but once completed you get the unique unit.

Wow I didn't even realize what that meant, cool! Poland was indeed my vassal (that can be a really useful wonder!)
 
When I played Bulgaria (orthodox), I was the first to discover printing press. But Protestantism was founded only several turns later when Germany (catholic) discovered it in Augsburg. I wonder if that's intentional because I understand the concept is that the first player to discover printing press founds protestantism regardless of state religion?
 
When I played Bulgaria (orthodox), I was the first to discover printing press. But Protestantism was founded only several turns later when Germany (catholic) discovered it in Augsburg. I wonder if that's intentional because I understand the concept is that the first player to discover printing press founds protestantism regardless of state religion?

Yes. It's intentional. You only will only found protestantism if you are the first to discover Printing Press AND you have catholic state religion.
 
Hey there, i want to say that i realy appreciate the work of the developers of RFCE, trying to get all the uhvs done, read about the spanish bug, and had a problem with venices 1st goal too, but solved it by changing python: if (iGameTurn <= i1200AD and self.getGoal( iVenecia, 0) == -1 ):
into: if (iGameTurn == i1200AD and self.getGoal( iVenecia, 0) == -1 ):

Now i got a new problem with polish uhv, got the first 2 conditions, but it didnt triggered the 3rd condition (have 3 cath + orth cathedrals, 2 prot cathedrals + jewish quarter

I'm not like a specialist for those configurations, but maybe someone finds an error on polish's orders in python, although it has already been changed somehow..:

Spoiler :
elif ( iPlayer == con.iPoland and pPoland.isAlive() ):

if (iGameTurn == con.i1600AD and self.getGoal(iPoland,0) == -1 ): #Really 1600
if (self.checkOwnedCoastalArea(iPoland, (tBaltic[0],tBaltic[1]), (tBaltic[2],tBaltic[3]), 1)):
if (self.checkOwnedCoastalArea(iPoland, (tBlackSea[0],tBlackSea[1]), (tBlackSea[2],tBlackSea[3]), 1)):
self.setGoal(iPoland, 0, 1)
else:
self.setGoal(iPoland, 0, 0)
else:
self.setGoal(iPoland, 0, 0)
#Really 1500 to 1520
if ((iGameTurn >= con.i1500AD) and (iGameTurn <= con.i1520AD) and self.getGoal(iPoland,1) == -1 ):
iAgriculturePolish = pPoland.calculateTotalYield(YieldTypes.YIELD_FOOD)
bFood = True
for iPlayer in range( iNumMajorPlayers ):
pPlayer = gc.getPlayer( iPlayer )
iAgriculture = pPlayer.calculateTotalYield(YieldTypes.YIELD_FOOD)
if iAgriculture > iAgriculturePolish:
bFood = False
if (bFood):
self.setGoal(iPoland, 1, 1)
if ((iGameTurn > con.i1520AD) and self.getGoal(iPoland,1) == -1):
self.setGoal(iPoland, 1, 0)
#See onBuildingBuilt for 3rd goal

# Sedna17: Polish UHV changed again
elif ( iPlayer == iPoland ):
if ( pPoland.isAlive() ):
if ( self.getGoal( iPoland, 2 ) == -1 ):
lBuildingList = [con.iCatholicCathedral,con.iOrthodoxCathedral,con.iProtestantCathedral,con.iJewishQuarter]
if ( iBuilding in lBuildingList):
iNumCities = pPoland.getNumCities()
lBuildingCounter = [0,0,0,0]
lBuildingGoal = [3,3,2,2]
for iCity in range(iNumCities):
pCity = pPoland.getCity(iCity)
for index,building in enumerate(lBuildingList):
if (pCity.hasBuilding(building)):
lBuildingCounter[index] += 1
bBuildingGoal = True
for count,goal in zip(lBuildingCounter,lBuildingGoal):
if count < goal:
bBuildingGoal = False
if bBuildingGoal:
self.setGoal( iPoland, 2, 1 )

I know yall folks have a lot to do, yall busy and i'm not going to cry if it takes a little while for 3miro, zipzap etc to take a look at this, but, thnx.. Keep up the good work, yall pioniers..
 
lBuildingGoal = [3,3,2,2]
I think this means
3 Catholic Cathedral
3 Orthodox Cathedral
2 Protestant Cathedral
2 Jewish Quarter
 
I met a bug quite usefull, but still a bug : playing as the Arabs, I got prepared for the crusades. But the Crusaders never declared war on me and spotted outside of my borders !
 
This isn't small at all, but the fix is probably small.

Has anyone been able to look at why the Muslim nations show a tech screen on starting the game? Does anyone know, when did this bug happen? The python code points to a place in BtS code, not ours, so this is probably an issue with the XML. I will download the Beta 3, but I am assuming that it works fine and the problem was introduced afterwards.

PS I posted this on another thread, but I think it will get drowned in a heated discussion over there.
 
2 small things i've noticed

Genoa:



goes back to normal either after you produce culture, expand culture or when this culture flip thing happens on turn 2-3



the second issue annoyed me enough to go ahead and find out what's going on :)

Portugal:
you only notice it if tiles are already improved (mines etc) or timber
you somehow manage to squeeze out enough production to culture expand in 2 turns
and... ha :p
At first I thought it was only in the capitol, but I founded Talavera and noticed the same thing there too.

once you produce over 5 culture/turn (or 50% of what is required for expansion) you only get 75% of what you normaly would

or as I found out in numbers ;)

C= culture

4.5C = 4.5C = 100%
5C = 3.75C = 75%
6C = 4.5C = 75%
7C = 5.25C = 75%

theory..


reality..



There was a similar problem with the Netherlands in a previous version. But I've switched to running 100% culture for a couple of turns instead, much better :).
 
Genoa: there is code that restricts culture spread during the birth of a civilizations (as to avoid the civilization being overrun by foreign culture during the first few turns). Those tiles are probably not considered as belonging to Genoa or something like that. I will take a look at his.

Portugal: there are unique modifiers fro every civilization for growth, production, worker speed and among other things culture. Unit cost, growth cost and culture is different for the different civilizations (in both RFC and RFC:E)
 
quick response :)

what bothers me is that it doesn't show in the tooltip (why I posted screenshots)

I don't care that the rate hammers/culture changes, it only bothers me that it doesn't say so :) and that this 'modifier' isn't there from the getgo but 'kicks in' at some point
kinda sneaky :p

I assumed that it wasn't intentional that I have to take notes on things like that.
 
Culture modifiers kick in after 4 culture (same as RFC). None of the "hidden" modifiers show anywhere (you don't have +25% production cost for playing France). I agree that culture is sneaky in the sense there is a discrepancy n what is shown and what is happening. I will see if I can fix this (low priority of course).
 
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