RifE 1.20 Bug Thread

ok, little mistake - this is FF bug

Spoiler :
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 717, in onClose

AttributeError: CvScreenUtils instance has no attribute 'onClose'
Code:
715def onClose (argsList):
716	# allows overides for mods
717	if (CvScreenUtilsInterface.getScreenUtils().onClose(argsList)):
718		return
719
720	if (HandleCloseMap.has_key(argsList[0])):
721		screen = HandleCloseMap.get(argsList[0])
722		screen.onClose()

What exactly is that from?
 
Hi there.

Out of curiosety i tryed out a archipelago map, to see how the AI handels the navy.
I figured out, it wont handle it at all, infact it wont reserch sailing, even after 200 turns(fast gamespeed) it just wont do it.
So the AI either builds land units over and over again or workboats, could it be, that the AI is somehow blocked from reserching sailing?
 
Hi everybody!

This mod is fantastic! But I have a few questions, game constantly crashes with this mod, especially at later stages, and every end turn lasts about 30 seconds at later stages, what can be done about it? Thing is I oftenly play good civilizations and then bring in Mercurians in the game, and then the game oftenly crashes and is very tedious when every turn I need to wait forever... I play Erebus map, everything standard, except difficulty: prince. I have Intel Core 2 duo, 3,16 Ghz, 4 Gb ram, and Ati Radeon 4870 512 Mb, so I thing hardware is not the issue. Game works just fine in the beggining, with no frequent crashes, but as it progresses, the become more and more often and game starts slowing down considerably and even stutters when ending turn... So any suggestions or is there nothing to be done?
 
I still keep getting first turn crashes AFTER downloading the hotfix. If the game doesn't crash first turn, it ends up crashing after a few hundred turns.
 
Blight hits twice (This bug was also in FFH 2 not too long ago). Pictures for redundancy.
First, game asks me what to build in my city. So I look into it. Blight hits for 27 :yuck:
Spoiler :
blight1.png

Then the popup appears...
Spoiler :
popupo.png

And when I look into city again...
Spoiler :
blight2.png

Blight hits for 50 :yuck:!! :( What I unfortunately can't handle. Is there any way how to halve blight unhealthiness (in XML/python?) without breaking save games?
You can also chop forest with smoke in it infinitely (you get the hammers but it doesn't disappear)
If you use dispell on Loki, the game crashes - but it might depend on circumstances (haven't tested this one)
 
Blight hits twice (This bug was also in FFH 2 not too long ago). Pictures for redundancy.
First, game asks me what to build in my city. So I look into it. Blight hits for 27 :yuck:
Is there any way how to halve blight unhealthiness (in XML/python?) without breaking save games?
You can also chop forest with smoke in it infinitely (you get the hammers but it doesn't disappear)
If you use dispell on Loki, the game crashes - but it might depend on circumstances (haven't tested this one)

This has been brought up several times and I haven't seen a response from V or any of the other mod designers. Maybe it will be tested and fixed in the new version.

The other thing that I noticed in my games is that not only does it hit the human player 2-3 times as hard, AI civs are barely affected, if at all. Not talking about Scion or d'Tesh here.

Recovering from this uber-Blight takes a long time and often your cities will be dropped down to a pop of 1 where they will stay awhile. AI civs continue to grow, build Wonders, generate GPs, etc. and you are left in the dust.

If you can keep the AC below 30, fine. But, if you get Blight, and happen to have large pop cities, you are killed.
 
Hi everybody!

This mod is fantastic! But I have a few questions, game constantly crashes with this mod, especially at later stages, and every end turn lasts about 30 seconds at later stages, what can be done about it? Thing is I oftenly play good civilizations and then bring in Mercurians in the game, and then the game oftenly crashes and is very tedious when every turn I need to wait forever... I play Erebus map, everything standard, except difficulty: prince. I have Intel Core 2 duo, 3,16 Ghz, 4 Gb ram, and Ati Radeon 4870 512 Mb, so I thing hardware is not the issue. Game works just fine in the beggining, with no frequent crashes, but as it progresses, the become more and more often and game starts slowing down considerably and even stutters when ending turn... So any suggestions or is there nothing to be done?

I still keep getting first turn crashes AFTER downloading the hotfix. If the game doesn't crash first turn, it ends up crashing after a few hundred turns.

Unfortunately, most of those crashes are caused by lots of little things; It's hard to track down precisely what is causing it. We are actively trying to do so, however. ;)

Blight hits twice (This bug was also in FFH 2 not too long ago). Pictures for redundancy.
First, game asks me what to build in my city. So I look into it. Blight hits for 27 :yuck:
Spoiler :
blight1.png

Then the popup appears...
Spoiler :
popupo.png

And when I look into city again...
Spoiler :
blight2.png

Blight hits for 50 :yuck:!! :( What I unfortunately can't handle. Is there any way how to halve blight unhealthiness (in XML/python?) without breaking save games?
You can also chop forest with smoke in it infinitely (you get the hammers but it doesn't disappear)
If you use dispell on Loki, the game crashes - but it might depend on circumstances (haven't tested this one)

Well, that's unfortunate... A few versions back in FF, Xienwolf said he fixed this, so I'll ask him how he did it. And what may have broken it again.
 
Hmm... The 'Cities producing nothing' issue gives me an idea, actually. Do you have python exceptions turned on, or no? Assuming you DON'T, then I think it may be an effect of typos CvGameUtils.py, which has functions telling the AI what to tech/build/etc. A while back there was a merge of the 'FFPlus Better AI' mod, in which we've found quite a few typos/missing variables/etc... As it was built on FFPlus (RifE), I was able to just drop the file in place. Which meant I didn't read through it. :blush:

Grey Fox has spent quite a bit of time optimizing python... With the work he's done, any residual typos (which could possibly result in a city doing nothing, or a civ not teching) are gone, and the size of the file has been trimmed by nearly a third. Far fewer loops, consolidated variables (for some reason the same tech was stored in multiple variables, one per civ... Now it's one variable), etc. Hopefully it will fix some of these crashes, as well as improve game speed.
 
Mechnos, all default, game crashes after the first turn.

First turn crash - Install the hotfix (first post of the Download thread, or my sig) into Rise from Erebus/Assets. Should be replacing a file called CvGameCoreDLL.

Sometime soon (Tonight for the Team/testers, more likely this weekend for the public) I'll be putting out a 'flavor patch', which just updates a few things to work with a version of ErebusContinent Seven05 made expressly for RifE; That patch will contain the hotfix.
 
Hmm... The 'Cities producing nothing' issue gives me an idea, actually. Do you have python exceptions turned on, or no? Assuming you DON'T, then I think it may be an effect of typos CvGameUtils.py, which has functions telling the AI what to tech/build/etc. A while back there was a merge of the 'FFPlus Better AI' mod, in which we've found quite a few typos/missing variables/etc... As it was built on FFPlus (RifE), I was able to just drop the file in place. Which meant I didn't read through it. :blush:

Grey Fox has spent quite a bit of time optimizing python... With the work he's done, any residual typos (which could possibly result in a city doing nothing, or a civ not teching) are gone, and the size of the file has been trimmed by nearly a third. Far fewer loops, consolidated variables (for some reason the same tech was stored in multiple variables, one per civ... Now it's one variable), etc. Hopefully it will fix some of these crashes, as well as improve game speed.


Well i doubt that i have python exceptions turned on, to be honest i dont realy know what that is or how to turn it on.
When talking about fixing it, do you mean some upcomeing patch?

:crazyeye:
 
Well i doubt that i have python exceptions turned on, to be honest i dont realy know what that is or how to turn it on.
When talking about fixing it, do you mean some upcomeing patch?

:crazyeye:

It's off by default (or rather, on). Go to your Beyond the Sword folder, find the "_Civ4Config" shortcut, and search for 'python'. Will bring you to a line that says "HidePythonExceptions = 1". Change it to a 0.

It'll show a message when an error occurs in python, allowing you to report it and us to debug it. ;)

And yes, I meant in a future patch; Not sure on the release date. Will have a small patch soon, but it won't contain any of these bug fixes, it is ENTIRELY to accommodate a new version of ErebusContinent.
 
Hopefully the next patch will help with my problem, since I know absolutely nothing about python or XML XD

I suppose I'll just play Orbis until then.
 
Turn 87, Hotseat Game (Human: Dural, Bannor, Archos, Amurites, Sidar, Mechanos, Illian. AI: Sheiam, Doviello, Balseraph (Eliminated), Elohim, two others IIRC) (You will have to play through all the turns for the Human players to see the bug.)

Issue: Dural player has a Barbarian Giant, strength 4.7/7, Combat 2, outside his capital. Inside capital, player has Two warriors, one of which is strength 5 from Conviction and Strong, and has a few other promotions due to a Mana Flare event.

Next Turn, the Dural player finds that both warriors have been evicted from his city and his city has been captured. The Giant has gone through the city, conquering it, and captured a worker on the tile next to the city.

There is nothing that would cause both warriors to move, as the Giant does not have a fear effect to evict the units from the tile, and neither warrior engaged in combat.

Perhaps this is intended, but it is rather odd that this occurs consistently.
 

Attachments

This is pretty weird bug what I have got:
open the save, and go to place labelled as "CRASH!!!!" with the warrior. The game (surprisingly) crashes. There is one more weird thing: try to remove the spider den in world builder, and then go with the warrior on the same spot. It doesn't cost him any moves and the buttons at the bottom of screen disappear (he can't disband, etc.). Only solution I found is to give mountains all the way around the tile and delete all gryffons :mischief:
 

Attachments

bug1.jpg



bug2.jpg


First one was one turn bevor the game crashes, second one comes durin the turn that crashes, i once again removed the non building cities and there where no more bugs for about 20 turns.:eek:
 
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