v23 Bugs and Crashes

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"Revolution Watch" screen which opens with 'CheGevara' button shows default domestic advisor views. When I added some views to show rev specific data they were lost after quitting the game.

By examining python code for RevolutionDCM I found that for Revolution Watch Advisor to work correctly there need to be a file named CustomRevAdv.txt in UserSettings folder of the mod. It is not created automatically. I googled that file, added it and Revolution Watch works fine in my game now. Dear commiters, please add this file to SVN (attached).
 

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Its not my error really. The bonus is missing which is effecting my astrogeology lab. not sure why Mars Rocks were removed. They should be in the mod. I am waiting for DH to put them back.

They don't appear on the map anywhere. I only do map resources. If they are manufactured resources then you should be doing them. Also what is the point of moon rocks?
 
They don't appear on the map anywhere. I only do map resources. If they are manufactured resources then you should be doing them. Also what is the point of moon rocks?

You had them in the game for awhile. The error only occurred when you removed them. They are suppose to be map resources just like the moon rocks.

Mars Rocks
Revealed: Planetary Exploration
Enabled: Astrogeology
Graphic: Carbon from SM2
Benefit: +1 :commerce:
Improvement: Mine
Appears On: Mars
Rarity: Very Common

Both Moon and Mars rocks give scientific benefits. They are also economically valuable since people want "Authentic Moon Rocks".

EDIT: Looks like DH deleted it at SVN v2635. Why would you delete something that was already done?
Spoiler :

Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- edited with XMLSpy v2005 rel. 3 U (http://www.altova.com) by Soren Johnson (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Bonus Infos -->
<!-- WARNING: It is not recommended that you remove Bonuses due to complications with the LSystem -->
<Civ4BonusInfos xmlns="x-schema:DH_CIV4TerrainSchema.xml">
	<BonusInfos>
		<BonusInfo>
			<Type>BONUS_MARS_ROCKS</Type>
			<Description>TXT_KEY_BONUS_MARS_ROCKS</Description>
			<Civilopedia>TXT_KEY_BONUS_MARS_ROCKS_PEDIA</Civilopedia>
			<BonusClassType>BONUSCLASS_GENERAL</BonusClassType>
			<ArtDefineTag>ART_DEF_BONUS_MARS_ROCKS</ArtDefineTag>
			<TechReveal>TECH_PLANET_EXPLORATION</TechReveal>
			<TechCityTrade>TECH_ASTROGEOLOGY</TechCityTrade>
			<TechObsolete>NONE</TechObsolete>
<!--			<YieldChanges>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>0</iYieldChange>
				<iYieldChange>1</iYieldChange>
			</YieldChanges>
			<iAITradeModifier>0</iAITradeModifier>
			<iAIObjective>0</iAIObjective>
            <iHealth>0</iHealth>
			<iHappiness>0</iHappiness>
			<iPlacementOrder>1</iPlacementOrder>
			<iConstAppearance>50</iConstAppearance>
			<iMinAreaSize>3</iMinAreaSize>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<Rands>
				<iRandApp1>20</iRandApp1>
				<iRandApp2>20</iRandApp2>
				<iRandApp3>0</iRandApp3>
                <iRandApp4>0</iRandApp4>
            </Rands>
			<iPlayer>0</iPlayer>
			<iTilesPer>128</iTilesPer>
			<iMinLandPercent>0</iMinLandPercent>
			<iUnique>0</iUnique>
			<iGroupRange>0</iGroupRange>
			<iGroupRand>0</iGroupRand>
			<bArea>0</bArea>
			<bHills>1</bHills>
			<bFlatlands>1</bFlatlands>
			<bNoRiverSide>1</bNoRiverSide>
			<bNormalize>1</bNormalize>
			<TerrainBooleans/>
				<TerrainBoolean>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_COAST</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_TUNDRA</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_SNOW</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
				<TerrainBoolean>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FeatureBooleans/>
			<FeatureTerrainBooleans/>
-->		</BonusInfo>
	</BonusInfos>
</Civ4BonusInfos>
 
Has anyone else noticed that for about 2 weeks now Divine Prophets can found ANY religion from the start. I researched Caste and the DP appeared and as the screenshot shows I could have founded my pick of religons, even the late game ones.

I have attached a savegame that is 1 turn away from a DP to assist.

This has happened throught the last 2 SVN updates I tried. I am currently running SVN version 2622
 

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Has anyone else noticed that for about 2 weeks now Divine Prophets can found ANY religion from the start.

Yes, I had that effect in my current game as well, but thought divine prophets just work that way. Is that a bug then?
 
SVN Revision 2644: I can't even load the game. I get to the "Init XML (uncached)" part of the loading process and the game crashes. Is there anything to look for to find out what exactly is happening?
 
Has anyone else noticed that for about 2 weeks now Divine Prophets can found ANY religion from the start. I researched Caste and the DP appeared and as the screenshot shows I could have founded my pick of religons, even the late game ones.

Do you have choose religions on?
 
Has anyone else noticed the AI not using unconventional warfare in the prehistoric/ancient eras. There used to be AI thieves and rogues running around casuing problems, but in my last few games I haven't seen any. I suspect that the AI isn't building the bandits hideouts anymore, so maybe something to do with the crime AI?
 
Has anyone else noticed the AI not using unconventional warfare in the prehistoric/ancient eras. There used to be AI thieves and rogues running around causing problems, but in my last few games I haven't seen any. I suspect that the AI isn't building the bandits hideouts anymore, so maybe something to do with the crime AI?

Come to think of it, your absolutely correct:confused::confused:
 
Do you have choose religions on?

I have same effect and 'choose religion' switched off in my game. And what's worse it's already turn 591 on snail, I'm already in ancient era and not one of AI players founded religion. Only religion in that game is buddhism, founded by me. Looks like something is wrong with 'Divine Prophets' option. Cannot attach save bigger than 2Mb, uploaded to http://rghost.net/38247660
 
SVN Revision 2644: I can't even load the game. I get to the "Init XML (uncached)" part of the loading process and the game crashes. Is there anything to look for to find out what exactly is happening?


Is anyone else having this problem, because mine works ok(well at least the savedgames do)??

If you still have the problem, best thing to do is, make another copy of that SVN folder you have and just put a 1 on the end of the name, then in the original SVN folder, KEEP the folder marked svn, and delete all thats under it, Assets/AutoLog/Docs, everything, then do an update, and see if that resolves your problem. If not at lest you still have the other original SVN copy. Just a pain to d/l is all.


EDIT: Is it just ONE error message about Mars Rocks? if so dont worry about that one right now, ok, just press OK and the game will load.
 
Do you have choose religions on?

I think it is on yes. It used to work that a DP could only 'found' a religion that had already been researched, so at the point in the screenshot I should only have had 4 or 5 to choose from, not all of them. This behavior changed (I think) somewhere around SVN 2605 or there abouts.
 
Has anyone else noticed the AI not using unconventional warfare in the prehistoric/ancient eras. There used to be AI thieves and rogues running around casuing problems, but in my last few games I haven't seen any. I suspect that the AI isn't building the bandits hideouts anymore, so maybe something to do with the crime AI?

Koshling changed the AI to be aware (primitively) of +crime on units, so he may have overdone that.
 
Is anyone else experiencing this problem:

When ever i play a game (C2C of course) my Audio does not work anymore, once i quit the game, not on my Monitor nothing?, until i restart again, it keeps happening only when i play C2C??
 
would be awesome to get this working, I've always wondered where did this get lost.

By examining python code for RevolutionDCM I found that for Revolution Watch Advisor to work correctly there need to be a file named CustomRevAdv.txt in UserSettings folder of the mod. It is not created automatically. I googled that file, added it and Revolution Watch works fine in my game now. Dear commiters, please add this file to SVN (attached).
 
Too many Archers in my neighbours civs. May be it's a bug. For example, one Gold mine secure 10 archers, in Capital City 10 Archers, some units just staying around (it's not one unit -> until 5 unites in same place)
 
I completely downloaded a new version, and it seems to be working except for two things: the Mars Rocks error (which is not a big issue) and there is a loose F that is the first character of Assets/XML/Units/CIV4UnitInfos.xml. This will screw up EVERYTHING if it isn't deleted. I got XML errors from just about every unit.
 
I completely downloaded a new version, and it seems to be working except for two things: the Mars Rocks error (which is not a big issue) and there is a loose F that is the first character of Assets/XML/Units/CIV4UnitInfos.xml. This will screw up EVERYTHING if it isn't deleted. I got XML errors from just about every unit.

Yeppers whom ever did the change to the UnitInfo's file messed up the header of the page,.

EDIT:
I fixed it, its in the SVN already. I am not going to change the Mars Rock though, i dont want to mess with that stuff.



EDIT EDIT: The New Worker Armed needs some TXT missing stuff?? Also since you have a new Unit_Combat you have to have the PYTHON to go with it!!!!

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_COMBAT_WORKER not found in mod UnitNaming


EDIT EDIT EDIT:

I already have a unit combat worker listed, but this way not your way:


self.addTextEdit(screen, columnL, columnR, "UnitNaming__Combat_WORKER")


Now if you want it different you need to let me know, to change in the python ok. Its not always as easy as it seems, as you can see.
 
I completely downloaded a new version, and it seems to be working except for two things: the Mars Rocks error (which is not a big issue) and there is a loose F that is the first character of Assets/XML/Units/CIV4UnitInfos.xml. This will screw up EVERYTHING if it isn't deleted. I got XML errors from just about every unit.

Oops, sorry. I fixed that error in my playing version, but forgot to put it on the SVN.:sad: Thanks SO for fixing that.
 
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