v 26, and above ALL Bugs/Crashes reporting thread

@shenryyr In the past week alone the SVN has become a far better game. If you update the svn and you find that you don't like the change that was done today, you can always just revert it back to a previous revision, like yesterdays for example.

Also I like your videos, can I give you a couple of little tips.

- You couldn't find crime listing for cities - goto F1 city list, then you EDIT that list. It opens up a page where you can add a crap tonne different facts about your cities. Down the verrrry bottom of that list are the properties - crime, pollution etc. Add them into the list, hit save and then whenever you goto F1 it'll show your edited city list.

Also with the F1 city list, you can click on the top of the list, then shift click the bottom (highlighting them all) and then you can control-left click a building to add it to the top of ALL your cities' build queue's, shift-left click adds them to the BOTTOM of your build queue's. This is an easier way to do it than going through them all.

Again, just wanted to say cool vids, and im glad your gonna play deity! Can't watch noobs its so boring.
 
@Koshling Is there a 'best way' to correct any graphic bugs that occur when viewports adjust. Like how the terrain features are often all miscued. Like bamboo scattered in the ocean and volcano's appearing as if they are in your territory when really they're not.

Oh and is it possible to get Dot Map to work again, I love using the dot map to map out my cities to distribute resources properly between them so they fit in the fat cross etc. No rush, just a friendly reminder :)
 
@Koshling Is there a 'best way' to correct any graphic bugs that occur when viewports adjust. Like how the terrain features are often all miscued. Like bamboo scattered in the ocean and volcano's appearing as if they are in your territory when really they're not.

Oh and is it possible to get Dot Map to work again, I love using the dot map to map out my cities to distribute resources properly between them so they fit in the fat cross etc. No rush, just a friendly reminder :)

To be honest, it's as much a mystery to me as it is to you. Hanging a rabbit foot over your monitor seems as likely to work as anything! The game engine is just arcane in what it does with the graphics. One day well get it all working right.
 
Temple of An, Enki, etc. (mesopotamian) do not give free promotions as they used to. Riding school stopped giving free Speed promotion as well.

When i promote units which have those promotions (from previous SVN builds) promotions get removed.
 
Temple of An, Enki, etc. (mesopotamian) do not give free promotions as they used to. Riding school stopped giving free Speed promotion as well.

When i promote units which have those promotions (from previous SVN builds) promotions get removed.

This is one for Thunderbrd mostly. The reasons are:

1) Religious promotions that are tagged as requiring the religion as a state religion (most are) will now be stripped as soon as they are given unless that IS your state religion - this is a combat mod change. In some sense this is a bug fix, but it may actually be unintentional that those promotions have this tag (I raised that in the promotions thread yesterday).

2) 'Speed' has as prereqs either Combat IV or Flanking III (which I also raised on the promotions thread yesterday). The combat mod changes mean that it will be stripped from any units that do not have one of those UNLESS it was given as a 'free' promotion. Given by a building SHOULD qualify as 'free' and so should NOT be stripped. HOWEVER, if you were using any SVN prior to rev 3745 then it would not be flagged as free if the promotion was given to the unit a while ago (i.e. - it already had it in the save) and then the game loaded into an interim rev. (3745 automatically retrospectively tags such promotions as free on load to prevent the stripping). So if you are on 3745 or later AND you are no getting 'speed' on units constructed now, please post the save game as it implies there's still a bug with that mechanism

Edit - ok - the free promotions from buildings ARE still broken. I now understand why and there will be a fix later today (which accounts for the Speed promotion loss)
 
OK I have the SVN now and it seems to work with my crashy saves, so things are all good. It removed the tattoo promotions and allowed me to select new promotions for those units(tattoos were not earned promotions, they were freebies) .. we have some homeless now, and plenty of units/buildings were removed from the "punk" techs... so it looks like using the v26p1 savefile seems perfectly fine so far.

It also seems to run faster, I'm even playing without viewports and there is very little slowdown
 
OK I have the SVN now and it seems to work with my crashy saves, so things are all good. It removed the tattoo promotions and allowed me to select new promotions for those units(tattoos were not earned promotions, they were freebies) .. we have some homeless now, and plenty of units/buildings were removed from the "punk" techs... so it looks like using the v26p1 savefile seems perfectly fine so far.

It also seems to run faster, I'm even playing without viewports and there is very little slowdown

It's been optimized some.

Note that promotions have been HUGELY reworked (well still in the process of being) - see the combat mod threads. Right now they are still a little buggy, which is why some promotions are being lost that shouldn't be.
 
I have noticed that the Canine units cannot get the more general promotions they use to such as the terrain promotions and combat promotions. I think they also use to get Flanking and Shock too. They should really still be able to get those promotions too.

Oops, I forgot to make Canine a sub-combat. I'll fix that soon.
 
There's a bug in v26p1 release that causes the interface (buttons, sliders, bars, scores, etc) to disappear when trying to double-click on another player's city to view it in debug mode (ie, with CTRL-Z). I suspect the bug may also appear when trying to view team member's cities or possibly even with cities you have sufficient EP in to examine.

The bug is related to the build lists -- there's a player ID check missing in CvMainInterface.py when adding the build list interface to the screen. Fix is below:


Code:
=== modified file 'Caveman2Cosmos/Assets/Python/Screens/CvMainInterface.py'
--- Caveman2Cosmos/Assets/Python/Screens/CvMainInterface.py     2012-09-22 19:50:16 +0000
+++ Caveman2Cosmos/Assets/Python/Screens/CvMainInterface.py     2012-09-22 19:33:45 +0000
@@ -2926,21 +2926,22 @@
           bFound = False

         # Build Lists
-        pPlayer = gc.getPlayer(pHeadSelectedCity.getOwner())
-        iListNum = pPlayer.getBLNumLists()
-        for i in range( iListNum ):
-          if (pPlayer.getBLListLength(i) > 0):
-            order = pPlayer.getBLOrder(i,0)
-            button = None
-            if (order.eOrderType == OrderTypes.ORDER_TRAIN):
-              button = gc.getUnitInfo(order.iData1).getButton()
-            elif (order.eOrderType == OrderTypes.ORDER_CONSTRUCT):
-              button = gc.getBuildingInfo(order.iData1).getButton()
-            else:
-              button = gc.getProjectInfo(order.iData1).getButton()
-            screen.appendMultiListButton( "BottomButtonContainer", button, iRow, WidgetTypes.WIDGET_BUILD_LIST_LIST, pPlayer.getBLID(i), -1, False )
-            iCount = iCount + 1
-            bFound = True
+        if (pHeadSelectedCity.getOwner() == gc.getGame().getActivePlayer()):
+          pPlayer = gc.getPlayer(pHeadSelectedCity.getOwner())
+          iListNum = pPlayer.getBLNumLists()
+          for i in range( iListNum ):
+            if (pPlayer.getBLListLength(i) > 0):
+              order = pPlayer.getBLOrder(i,0)
+              button = None
+              if (order.eOrderType == OrderTypes.ORDER_TRAIN):
+                button = gc.getUnitInfo(order.iData1).getButton()
+              elif (order.eOrderType == OrderTypes.ORDER_CONSTRUCT):
+                button = gc.getBuildingInfo(order.iData1).getButton()
+              else:
+                button = gc.getProjectInfo(order.iData1).getButton()
+              screen.appendMultiListButton( "BottomButtonContainer", button, iRow, WidgetTypes.WIDGET_BUILD_LIST_LIST, pPlayer.getBLID(i), -1, False )
+              iCount = iCount + 1
+              bFound = True

         screen.show( "BottomButtonContainer" )
         if CyInterface().getCityTabSelectionRow() == CityTabTypes.CITYTAB_UNITS:
 

Attachments

While we're at it, here's another bug in v26p1. This one's been around for a long time tho. In one of the DLL function to calculate Realistic Culture distances, cultureDistance(), someone mixed up east & west plot coordinates. The way the code is written, the bug ends up having no effect except in the case where a culture boundary is near a north-south running river. Then the effect of the river gets applied in the wrong place. (That made it very annoying trying to figure out where the hell the bug was... :) ) Patch is below.

Code:
=== modified file 'Caveman2Cosmos/Sources/CvCity.cpp'
--- Caveman2Cosmos/Sources/CvCity.cpp   2012-09-22 20:00:41 +0000
+++ Caveman2Cosmos/Sources/CvCity.cpp   2012-09-22 20:10:16 +0000
@@ -7896,7 +7896,7 @@
        //     one for reaching that particular square
        //   note 3: if a neighbor has a distance of MAX_INT, then it is ignored
        //     since that means that the neighbor is defined
-       int iPlotIndex = HASH_RELATIVE_CLOSE_DIST(iDX-1,iDY);
+       int iPlotIndex = HASH_RELATIVE_CLOSE_DIST(iDX+1,iDY);
        int iEastDist = m_aCultureDistances[iPlotIndex];
        if(iEastDist != 0 && iEastDist != MAX_INT)
        {
@@ -7912,7 +7912,7 @@
                distance = std::min(distance, iSouthDist+1);
        }

-       iPlotIndex = HASH_RELATIVE_CLOSE_DIST(iDX+1,iDY);
+       iPlotIndex = HASH_RELATIVE_CLOSE_DIST(iDX-1,iDY);
        int iWestDist = m_aCultureDistances[iPlotIndex];
        if(iWestDist != 0 && iWestDist != MAX_INT)
        {
 

Attachments

@Combat Mod People

I found the following promotion line tags which do not have proper text. They normally say something like "This promotion lies on the ______". The Blank has the tag error.

- Desert Combat
- Arctic Combat
- Fieldsman
- Sentry
- Anti-Tank Defense
- Speed
- Formation
- Pinch
- Trench
- Urban Tactics
- Berserker
- Navigation
- Maneuvering
- Coastal Assault
- Coastal Guard
- Range
- Medic
- Air to Missile
- Transport
- Chemical
- Patrol
 
@Combat Mod People

I found the following promotion line tags which do not have proper text. They normally say something like "This promotion lies on the ______". The Blank has the tag error.

- Desert Combat
- Arctic Combat
- Fieldsman
- Sentry
- Anti-Tank Defense
- Speed
- Formation
- Pinch
- Trench
- Urban Tactics
- Berserker
- Navigation
- Maneuvering
- Coastal Assault
- Coastal Guard
- Range
- Medic
- Air to Missile
- Transport
- Chemical
- Patrol
I'm working on that now... I'll take a look to see what may be happening there but I have a feeling its going to be a bit confusing since I believe many of those DO have defined... wait... I may have missed a step the other night. I think those are all the ones I did the other evening after Calvitix had fixed up the ones done before... huh... I wonder what I missed? Anyhow, I'm committed to getting that sort out fully today so thanks for bringing it up now!

OH I see what happened! I'd presumed Calvitix had done all the promo lines I'd defined but he hadn't done those... ok... easy peasy. Fix coming soon.
 
Looking at the civics, it seems that there are only 3 civics total that give fixed borders.
Government; Monarchy and Totalitarian.
Power; Vassalage.
This can't be right, only THREE!!!?

none of the civics say enable the building of the Parliament building. What happened to it?
 
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