Single Player bugs and crashes - After the 16th of May

@strategyonly

Here are the Judge bugs I was talking about in my PM to you.
 

Attachments

  • judgeerrors.jpg
    judgeerrors.jpg
    124.4 KB · Views: 101
I wanted to remind us of this super tile issue and share my theory on it so that either Koshling, AIAndy and/or DH can look into it further.

I believe what's happening is the way Natural Wonders is interacting with our multiple features mod. As I understand it, secondary features aren't graphically displayed and perhaps that also means in any text references? The plot really looks to be modified as if it were under the influence of a natural wonder but the natural wonder must've been placed after the feature already there (the forest) and is thus in no way expressing itself in the game beyond the modifiers themselves.

If I'm not mistaken, there's a different call to be used if we want a feature to be assigned without it being possible for that feature to be relegated to a 'additional feature' slot and to instead replace any existing features already present on the plot. Perhaps this needs to be taken into consideration for a tweak in the python programming where the Natural Wonders are being placed?

I forgot about C2C having many terrain features on a plot so you may have identified the problem as the NW code would normally expect to replace any existing feature with the new feature. I'll have a look and make sure that any existing feature is removed before adding the Natural Wonder.
 
You can't have it both ways. It can't not show up and show up in pink.:D

I can't read the blue either, it is old age I think. No that is not right it is red that should go not the blue.
 
Speaking of colours: I really hate the brown that shows you what part of a tech you get when you conquer enemy cities.
I am playing on my TV and have always to stand up and get half way to it to be able to read the techs name :scan:

EDIT: yeah blue is unreadable too.

Green and white works the best, red is ok too.
 
Speaking of colours: I really hate the brown that shows you what part of a tech you get when you conquer enemy cities.
I am playing on my TV and have always to stand up and get half way to it to be able to read the techs name :scan:

EDIT: yeah blue is unreadable too.

Green and white works the best, red is ok too.

Red sucks. 1 in 6 males have red-green colourblindness (myself included)
 
I built the Great Zimbabwe...The city is supposed to continue to grow when building with food, the pic shows I am building a settler and the city has stopped growing. Am I misunderstanding what this wonder does?
 

Attachments

  • Civ4ScreenShot0024.JPG
    Civ4ScreenShot0024.JPG
    349.8 KB · Views: 46
Speaking of colours: I really hate the brown that shows you what part of a tech you get when you conquer enemy cities.
I am playing on my TV and have always to stand up and get half way to it to be able to read the techs name :scan:

EDIT: yeah blue is unreadable too.

Green and white works the best, red is ok too.

Yellow or 'COLOR_HIGHLIGHT' works nicely as well.

@Koshling: when something is in red does it make it hard to see it at all if you're colorblind? It seems such a useful color for the WARNING texts as for those not colorblind, its the most starkly contrasting color to the rest of the screen and carries a dangerous, MUST pay attention, feel to it.
 
Okay I had a couple of error messages after SVN 5434

Also I have added a pic of a unimproved tile at the start of game giving me 6 :food:, 4:hammers: 5 :commerce:, not sure what is happening there, but made for a great start position.

This definitely looks like something that is happening because of the Natural Wonder mod. For some reason the extra yields are being added in via the Python rather than defined on the feature itself. It is also not clearing any existing feature before placing the Natural Wonder. This would work fine in any other mod but C2C allows multiple features on a plot. I think I will remove any existing features on the plot first. I just need to remember how;)

I also need to add these features to the nature reserve (or whatever I called it) improvement. We probably need some buildings for them also - "Tourist Information Site", Hotels and so on.

Red sucks. 1 in 6 males have red-green colourblindness (myself included)

Yes worked with someone with the same problem. It made it very hard for them to maintain the program where those colours had important meanings for the users. We wanted to come up with an alternate and selectable colour scheme for the system but there was "no money" for it :sad: never thought at the time to bring it up as a diversity or occupational health and safety issue.
 
Yellow or 'COLOR_HIGHLIGHT' works nicely as well.

@Koshling: when something is in red does it make it hard to see it at all if you're colorblind? It seems such a useful color for the WARNING texts as for those not colorblind, its the most starkly contrasting color to the rest of the screen and carries a dangerous, MUST pay attention, feel to it.

It's contrasts really. Red and brown are pretty much indistinguishable. Yellow and green are a low contrast. Large areas of color are ok, it's just contrasts, especially if its a smaller or detailed shape.
 
Considering Red and Green are some of the highest contrast for those not colorblind, perhaps we should program a 'For the Colorblind' gameoption that swaps out the red and green announcements to something with better contrast for y'all.
 
@ DH

I believe this is a python error?? It has been there since is was in the game, but doesnt always appear? Can you fix thx. .. SO

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "AppianWay", line 66, in onBuildingBuilt
UnboundLocalError: local variable 'pCity2' referenced before assignment
 
V30 vanilla:

Conquererd a city from AI that had Andean Worker in it (BTW: Why? I started the GEM scenario on Immortal).
After conquering, I recived two Workers (not Gatherers!). I just researched Bonewkorking, so I'm far away from Sedentary Lifestyle, so those two Workers are a HUGE benefit!
 
V30 vanilla:

Conquererd a city from AI that had Andean Worker in it (BTW: Why? I started the GEM scenario on Immortal).
After conquering, I recived two Workers (not Gatherers!). I just researched Bonewkorking, so I'm far away from Sedentary Lifestyle, so those two Workers are a HUGE benefit!

With all the changes to terrains and terrain features why would you play a Map like GEM that is dependent upon them. It's Not been updated recently iirc.

JosEPh
 
This definitely looks like something that is happening because of the Natural Wonder mod. For some reason the extra yields are being added in via the Python rather than defined on the feature itself. It is also not clearing any existing feature before placing the Natural Wonder. This would work fine in any other mod but C2C allows multiple features on a plot. I think I will remove any existing features on the plot first. I just need to remember how;)

Red: I explained why
Blue: Because regeneration of map does not clear NW python bonus.
 
I'm not sure if this means there is a bug in the file or not, but I thought it might be worth mentioning:

I was using the Civ4 XML Scanner to search buildings, and it told me that it could not process the Hydro/Craft/Craft_Civ4BuildingInfos.xml file.
 
Playing downloaded V30. Look at the city, it is barbarian but has the culture Iroquois. Now attack and capture the city from the barbarians and it loses the culture.

Has anyone tried this yet? Upsetting when the only Mid East culture near me is in a Barbarian city, and it goes away after I take the city.

Save game is in post #10 in this thread, 1st page.
 
It seems like you only get the culture type of the previous owner of a city, not the original city builder. If that was the barbs you get nothing. The barbs themselves were theoretically getting the ability to build the culture specific things of whoever they took it from - but that is theoretical in as much as I think they are blocked from building any of the relevant buildings.

It might be doing this on purpose. Or it might be a bug. Perhaps barbs are supposed to wipe out the culture of any city they capture. Perhaps they are not.

I'm not sure what happens if the intermediate owner was not the barbarians since in C2C I don't remember taking a city from someone who was not the original owner other than barbs any time recently. It might not be an issue only with them, maybe you always get access to the last owner's culture? Or it could be barb specific. (As a bug source possibility, perhaps when it does the check for barbarians, since they have no native culture and therefore may have special code to deal with them, it is checking the barbarian status of the previous owner instead of the original owner which leads to it setting the uniques for the city to you instead of leaving it as the original non-barb owner's set. Or something like that.)
 
Back
Top Bottom