v 26, and above ALL Bugs/Crashes reporting thread

Yeppers just as expected it was the "Flood Plains: that is causing the Red Blob????
Correct: similar to the forests the flood plain ends up as secondary feature despite being river art (the code that places guaranteed features again after a city is destroyed set it as secondary).
I fixed that now so that kind of feature is only set as main feature and I will also push some temporary save game fixing code that makes those features primary features.
 
OK, it was my merge of "Statesman" mod that caused the save game problem.

Now with just the SVN starting a new game I am starting with unhappy citizens which means a non-viable game since you have no ability to build anything to get you out of the problem.

Edit I am getting huge red blobs in WB also which makes it a bit hard to test stuff. ;)
 
Something else I have noticed since I started using Viewports; there are a lot of tiles that are showing volcano on the map, but really aren't volcanoes. Is there anything that can be done to work around this? There are some other features that are not mapping correctly, like bridges over river squares.
 
Something else I have noticed since I started using Viewports; there are a lot of tiles that are showing volcano on the map, but really aren't volcanoes. Is there anything that can be done to work around this? There are some other features that are not mapping correctly, like bridges over river squares.

Can you clarify with a screenshot and ideally save game? If you can reproduce an example reliably from a save I can look into it.
 
Can you clarify with a screenshot and ideally save game? If you can reproduce an example reliably from a save I can look into it.

Here are a couple of screenshots to illustrate. You can also see a bunch of displaced bridges in the first shot. I don't know much about the viewports, but it looks to me like whatever layer is placing those features on the map is getting displaced.

View attachment 331465View attachment 331466

The save game is right where I took the first screenshot. I had viewports on, set to 40 x 40.
 
Another minor thing I just noticed: Game Hunter becomes available at Matchlock, but doesn't require Firearms resource. Should the Game Hunter require Firearms?
 
@ Thunderbrd:

I believe ALL PromotionLine TXT needs to be texted.

Also on one i am in Prehistoric Era yet BUT its is allowing for Mountaineering Promotion to be given, _ HUH???

Another one has numbers after it promotion??
 
@ Thunderbrd:

I believe ALL PromotionLine TXT needs to be texted.

Also on one i am in Prehistoric Era yet BUT its is allowing for Mountaineering Promotion to be given, _ HUH???

Another one has numbers after it promotion??

1) I'm simply not done with the process of converting the core xml over to the promotion line system (I'm about halfway - simply ran out of time thanks to a huge delay the other night and last night I had not time to mod at all.)

2) I didn't touch the prereqs at all so that's a bit interesting. But so I can set them up correctly on Mountaineering, what SHOULD the prereq be?

3) That, I'm glad you pointed out. I think I may have thought it was going to end up as a part of a promotion line but then realized later it wasn't so removed the line but left the line tags on the march promotion. hmph. I'll take a look at that tonight too.
 
I noticed a very small content bug:
The incans have as their preferred religion Naghualism when it should be Andeism

Awesome mod and keep up the good work!
 
1) <snip>
2) I didn't touch the prereqs at all so that's a bit interesting. But so I can set them up correctly on Mountaineering, what SHOULD the prereq be?

<snip>

At one time AND had a Mountaineering Promotion that came before the Tech by the same name was available. Could this have been reactivated in some way?

JosEPh
 
v26p1

switching civics from Federal to People's Republic causes HUGE local rebelliousness in all my cities, regardless of no crime, low pollution, etc... the People's Republic civic text says it lowers local rebelliousness but it seems to be doing the opposite (I wanted to switch to it for the bonus to great person generation)
 
v26p1

switching civics from Federal to People's Republic causes HUGE local rebelliousness in all my cities, regardless of no crime, low pollution, etc... the People's Republic civic text says it lowers local rebelliousness but it seems to be doing the opposite (I wanted to switch to it for the bonus to great person generation)

It's a Civopedia weakness, in that it doesn't tell how much it lowers by, and it is comparing that to no-modifier rather than to your current modifier. Having looked at the XML here is what I found:

Local rev index modifier: Federal - -3 vs People's Republic -1 (so both lower local rev index, but federal by 3 times as much)

National rev index modifier: Fed -2 vs PR -3 (you got a slight win there)

Rev index distance modifier: Fed -50, PR 0 (BIG loss here)

Rev index hit on switching into: Fed -80, PR: +70 (BIG hit here)

Other modifiers from REV seem to be a wash.

I think we need to improve the Pedia text in several ways:

1) Display more of the modifiers (many are just not included currently but are important) - REV distance modifier here being a rather important example

2) Be more precise about the modifiers ('reduces local instability' -> 'reduces local instability (2)' - i.e. - include the amount of the modifier)

3) If you are viewing the text from the domestic advisor screen (i.e. - when you are thinking about switching) display the DIFFERENCE relative to your current choices, NOT the absolute (or better yet perhaps, the absolute but with the effective in brackets or something)

PS - this wasn't me volunteering to do this in the short term!
 
ah, ok so there are different amounts of reduction then, that's certainly good to know

the amount of local rebelliousness "caused" by switching to people's republic was still ridiculous though, considering it says it lowers it but suddenly i'm looking at huge chunks of red, probably 5 or 6 turns to rebelling in most cities, even the freaking capitol would have rebelled in 10 or 12 turns with that civic. with federal, we have no local rebelliousness in any cities at all.
 
ah, ok so there are different amounts of reduction then, that's certainly good to know

the amount of local rebelliousness "caused" by switching to people's republic was still ridiculous though, considering it says it lowers it but suddenly i'm looking at huge chunks of red, probably 5 or 6 turns to rebelling in most cities, even the freaking capitol would have rebelled in 10 or 12 turns with that civic. with federal, we have no local rebelliousness in any cities at all.

Right. My guess would be that is down to the one time hit on switching into it of 70. I suspect those numbers could use some tuning...

@someone
 
v26p1

the game is non-MAF crashing every few turns now, around 150bc. they don't appear to be repeatable, it just happens after maybe 30 minutes of playtime. how do you read these minidump files anyway? I'd love to know what is happening to cause me to not really be able to play in this stage of the game.
 
v26p1

the game is non-MAF crashing every few turns now, around 150bc. they don't appear to be repeatable, it just happens after maybe 30 minutes of playtime. how do you read these minidump files anyway? I'd love to know what is happening to cause me to not really be able to play in this stage of the game.

To read them you need:

1) A copy of the Microsoft development environment (any version of VisualStudio back to at least VS2003)
2) The PDF file that matches the DLL
3) (ideally but not crucial unless actually trying to fix it) The source code for the DLL

Given (1) and (2) put the PDB and DLL in the same folder as the minidump and double-click the minidump - that will launch VisualStudio as a debugging session

Edit - remind me what version you have please...
 
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