v 25, Bugs/Crashes reporting thread

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hi i fund out that i get a PythonErr whatever that is... but here it is can anyone help me?



Traceback (most recent call last):

File "BugUtil", line 692, in <lambda>

File "BugEventManager", line 576, in preGameStart

File "BugEventManager", line 340, in fireEvent

File "BugEventManager", line 350, in _dispatchEvent

File "BugEventManager", line 410, in _handleInitBugEvent

File "BugInit", line 43, in init

File "BugInit", line 64, in loadMod

File "BugConfig", line 88, in parse

File "BugUtil", line 249, in trace

File "BugUtil", line 295, in logToScreen

UnicodeDecodeError: 'ascii' codec can't decode byte 0xc5 in position 47: ordinal not in range(128)
ERR: Python function preGameStart failed, module CvAppInterface
Traceback (most recent call last):

File "CvScreensInterface", line 75, in showMainInterface

File "CvMainInterface", line 555, in interfaceScreen

File "CvMainInterface", line 403, in initState

File "PLE", line 180, in PLE_CalcConstants

File "PLE", line 858, in getMaxRow

ZeroDivisionError: integer division or modulo by zero
ERR: Python function showMainInterface failed, module CvScreensInterface
 
Using SVN 3386 and even though I've selected to hide all untrainable units & unconstructable buildings in BUG, they're still there all grayed out.
 
Automate Protect doesn't work, ie. nothing happens after you select a unit to protect. I noticed it's also bound to "S", which is also the keybinding to Sentry.
SVN 3386.

Ps.
Thanks for the quick flag fix :)
 
My fish traps say it will only produce one food, even though I have fish right next to my city? :confused:
 
Also, has resource for tech trading been stopped yet? Otherwise I'll just switch off one or the other.
 
Also, has resource for tech trading been stopped yet? Otherwise I'll just switch off one or the other.

No but some work on making the AI's valuations a bit better has been done. Probably still needs further tweaking but you should try it and see what happens.
 
No but some work on making the AI's valuations a bit better has been done. Probably still needs further tweaking but you should try it and see what happens.

No, no way. It's gamebreaking no matter how good the AI is.

I mean absolutely no offense by this, but just because someone enjoys something does not mean that everybody does *cough* heroes *cough*. Imagine if I was in charge of this mod, and I wanted automatically embarking units no matter what everybody else thought. How hard can it be to make these things optional?
 
this is how it looks when i load up a game...

civbug.jpg
 
No, no way. It's gamebreaking no matter how good the AI is.

I mean absolutely no offense by this, but just because someone enjoys something does not mean that everybody does *cough* heroes *cough*. Imagine if I was in charge of this mod, and I wanted automatically embarking units no matter what everybody else thought. How hard can it be to make these things optional?

Its not, but I'm not prepared to write AI variants for them all, so while it can be made an option, the AI is only optimized for a certain set. Also (as a general principal, not neccessarily for the current state of the AI on this feature) how can it be gamebreaking 'however good the AI is'? By definition if the AI is as good as the player it cannot be unbalancing to the game. Of course, if you're just saying 'its a feature I dont like' and that's the definition of 'game breaking' then fair enough, for that definition of game-breaking ANY feature can be said (by someone) to be game-breaking (tech trading at all say).

Bottom line is, I can make it optional, if enough people simply don't like it as an option. However, AI optimization will not necessarily occur for all settings of any given option, which is generally a reason to not make something an option unless there are strong feelings about it. I'm open to input on whether this is such a case - any others have opinions...?
 
The prereqBonuses tag in Unitinfos.xml is an OR listing. This means that putting more than one Bonus in there, and they become an OR. Example: Spanish culture unit Conquistador, has Bonus Spanish, and PreReqBonuses Horse, Iron, Sulphur. This comes out Needs Bonus Spanish, and "Horse OR Iron OR Sulphur," not and. Same for many other Culture units.

re-posted from above. This is a major problem. Is there a way to have more than 2 Bonus be required to build a unit? Right now it is one required and one or more as an OR requirement.
 
Its not, but I'm not prepared to write AI variants for them all, so while it can be made an option, the AI is only optimized for a certain set. Also (as a general principal, not neccessarily for the current state of the AI on this feature) how can it be gamebreaking 'however good the AI is'? By definition if the AI is as good as the player it cannot be unbalancing to the game. Of course, if you're just saying 'its a feature I dont like' and that's the definition of 'game breaking' then fair enough, for that definition of game-breaking ANY feature can be said (by someone) to be game-breaking (tech trading at all say).

Bottom line is, I can make it optional, if enough people simply don't like it as an option. However, AI optimization will not necessarily occur for all settings of any given option, which is generally a reason to not make something an option unless there are strong feelings about it. I'm open to input on whether this is such a case - any others have opinions...?

No offense to others but if it makes the "game" better by almost ALL, than by all means NO options, pls.:rolleyes:
 
When I "build" research in a city, if I click on this city, the music and the sound is muted.
This only applies if I changed the production to research and the mute lasts even when I change the production later on.
 
this is how it looks when i load up a game...

View attachment 328715

That and your error suggest that there is something wrong with your Python code. Assuming you have not moded anything it probably means a bad install. You did install into a clean (empty) folder? Overwriting an existing version of C2C with a new version just does not work.
 
That and your error suggest that there is something wrong with your Python code. Assuming you have not moded anything it probably means a bad install. You did install into a clean (empty) folder? Overwriting an existing version of C2C with a new version just does not work.

should i reinstall the game?
 
Its not, but I'm not prepared to write AI variants for them all, so while it can be made an option, the AI is only optimized for a certain set. Also (as a general principal, not neccessarily for the current state of the AI on this feature) how can it be gamebreaking 'however good the AI is'? By definition if the AI is as good as the player it cannot be unbalancing to the game. Of course, if you're just saying 'its a feature I dont like' and that's the definition of 'game breaking' then fair enough, for that definition of game-breaking ANY feature can be said (by someone) to be game-breaking (tech trading at all say).

Bottom line is, I can make it optional, if enough people simply don't like it as an option. However, AI optimization will not necessarily occur for all settings of any given option, which is generally a reason to not make something an option unless there are strong feelings about it. I'm open to input on whether this is such a case - any others have opinions...?

Well, when you've figured out how to make it as good as a human, let me know. But if you have some techs that, say, Isabella doesn't have, then all you have to do is demand some valuable resource from her, then use the resource to get even more techs? Doesn't that defeat the point of no tech brokering? Wouldn't even humans fall for that? Speaking of which, how complicated can it be for the AI? If I disable resource trading entirely, are you telling me that the AI can't properly value techs without resources? This isn't making sense at all.
 
One other thing about tech trading- since the tech tree is so enormous, the individual techs themselves are worth a lot less. Does the AI know how to handle that?
 
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