v21 bugs and crashes

I can't think of the tech, but the one with the quote from Life of Brian.
Rods
They are NOT thanking the romans for RODS, they are thanking them for roads lol.
So both the text and the audio reading are inccorect. ;)
nothing much i just cringed everytime i hear it lol

proof in link.
http://www.youtube.com/watch?v=ExWfh6sGyso
 
@AIAndy: EDIT:

nvm, i didnt have my :coffee: yet,

@Koshling:[/B]

The workers are just sitting around still doing nothing at all now, alot are still in green, and my end of turn wont go to red without them moving?? (pic 2 plus savedgame) or it JUST this ONE turn, and everything goes back to normal??
 
- Not sure if it's a bug, but coastal assault promotion doesn't work if you attack a boat on a reef.
- Is it normal that some regular buildings (example : Brick Mason) have a iHurryCostModifier of 100 (compare to Agora : 0), making them twice as expensive to rush build?
- BUG Options - City Screen - Hurry Detail : there are 3 different check boxes labeled Include Current. Only the last seems to be working.
- Can someone explain to me why the number of hammers generated by whipping varies? I get values between 120 and 230 :hammers: per citizen sacrificed, with 130 and ~174 happening more often than others. And yes, I've already counted the iHurryCostModifier penalties and the 1.5x penalty for hurrying on the first turn...
- Meager and Lesser Wealth/Research/Culture are still available in the city construction popup even if you have more advanced ones available.
- Overflow : I got 171 :hammers: converted into 151 :gold:, a ratio of 88%, while if I build wealth the ratio is only 80%, not to mention that I got those :hammers: with a production bonus of +120%, while regular build wealth gets only +95%... so the real ratio is 100%... (note that using Conscription you can also convert :food: into :gold: that way, using the :hammers: bonuses applicable to "build wealth", a neat trick...)
By the way, what is the condition for :hammers: to be converted into :gold: on overflow?
- Income from trade routes (be it :commerce: or :food:) is rounded down to the nearest integer instead of adding the exact value.
 
Weird happening in my Capital. GP rate keeps increasing every time I recalc assets.
Same settings, modified files, and mod folder name as last time.

Cheers

Edit: Oh, and revision 1917.
 
Weird happening in my Capital. GP rate keeps increasing every time I recalc assets.
Same settings, modified files, and mod folder name as last time.

Cheers

Edit: Oh, and revision 1917.

Thanks for the save game. Bug squashed. Will be in today's SVN update.

Edit - anyone who has done a number of modifier recalculations on their game may be in for a bit of a shock once they see the result with the bug fixed, since each one they had done previously had added an EXTRA copy of all the base modifiers (builds+specialists) EACH time. The fixed version now resets it to the correct value. In your save game you went from 19 turns to next GP, out to 127 turns.
 
One bug that always had bothered me is that when you want to convert a specialist to another : you would think that transforming the specialist into a citizen first would force the AI to use that citizen first when you want to add another specialist. But sometimes, for some reason, the AI decides that you're better off removing a worker from one of the valuable city tiles instead!
 
Thanks for the save game. Bug squashed. Will be in today's SVN update.

Edit - anyone who has done a number of modifier recalculations on their game may be in for a bit of a shock once they see the result with the bug fixed, since each one they had done previously had added an EXTRA copy of all the base modifiers (builds+specialists) EACH time. The fixed version now resets it to the correct value. In your save game you went from 19 turns to next GP, out to 127 turns.

Thank you ever so much Koshling.

Cheers
 
@AIAndy: EDIT:

nvm, i didnt have my :coffee: yet, :hammer2:

@Koshling:[/B]

The workers are just sitting around still doing nothing at all now, alot are still in green, and my end of turn wont go to red without them moving?? (pic 2 plus savedgame) or it JUST this ONE turn, and everything goes back to normal??

Fixed. Will be in today's SVN push when I get to it.
 
Just got these error messages??

Traceback (most recent call last):
File "BugInit", line 93, in callInits
File "UnitUtil", line 73, in init
AttributeError: 'NoneType' object has no attribute 'getDescription'
 
I know this one;). It is happening because I could not figure out where that popup was generated.

Tsentom did something with his Trade Fair of Troyes Wonder. Need to edit canMaintain and cannotMaintain in CvGameUtils to ensure only 1 type of process to be shown. However, not sure how you gonna port it to BUG though
 
Just got these error messages??

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugOptions", line 1482, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 622, in lookupModule
File "<string>", line 52, in load_module
File "EventSigns", line 15, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
IndentationError: unindent does not match any outer indentation level (CvRandomEventInterface, line 324)
I hate Python's indentation = block and how it deals with space and tab. Fixed.
 
I hate Python's indentation = block and how it deals with space and tab. Fixed.

I still get this error message:

Traceback (most recent call last):
File "BugInit", line 93, in callInits
File "UnitUtil", line 73, in init
AttributeError: 'NoneType' object has no attribute 'getDescription'


ANYONE PLS!!!
 
Is it intended that when having 'usable mountains' turned on all the obsidian and 75% or more of the stone resources are in the mountains? I suppose this makes a kind of sense, but these are resources which are most useful in the early game. By the time I can start using mountains they are pretty much useless. I've created about 12 maps of different sizes with the C2C_PerfectWorld2f and all the obsidian is in the mountains and almost all of the stone.
 
Is it intended that when having 'usable mountains' turned on all the obsidian and 75% or more of the stone resources are in the mountains? I suppose this makes a kind of sense, but these are resources which are most useful in the early game. By the time I can start using mountains they are pretty much useless. I've created about 12 maps of different sizes with the C2C_PerfectWorld2f and all the obsidian is in the mountains and almost all of the stone.

I think it is just luck of the map gen. For instance in one of my game for that map had stone available but all the gold and silver were stuck in the mountains. It was just mocking me as my economy was struggling.
 
I just got the "Your explorer found this sticky flammable stuff..." popup. I paid the whopping 10:gold: required to study the stuff. It revealed the oil on the tile. But not just that oil. It revealed all the oil on the map. I am hundreds of turns from discovering the tech that normally reveals oil. Seems a bit buggy. It may be that there is no way to reveal only one of a resource but otherwise this popup should be adjusted so as not to pop so early in the game.
 
I think it is just luck of the map gen. For instance in one of my game for that map had stone available but all the gold and silver were stuck in the mountains. It was just mocking me as my economy was struggling.

My bad luck, I guess.
 
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