[We the People] Bug reporting

Encountered Negative food bug after random event with deseased native village
UPD: resetted to 0 on the next turn

upload_2021-5-27_22-30-57.png
 

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No, you are not "free to say so" ! I can now see your fix in the GIT log, this is a contract !
I'm feeling really honoured by this :)
I actually don't mind contributing now or then if I find time for it, but I am concerned "joining the team" would require taking this renowned medic (=me ;)) from the town hospital and you know what happens to your city then, don't you?
Please, let me just stay around the forums and when I manage to fix something I will share it of course :)
 
Just started playing 2.9.
I am trying to be more attentive to errors so I can report them.

So, first, I noticed that some old text xml files are still using the "&#" html codification for some char in french and spanish, and that cause a failure when loading. I had to remove them to be able to load the mod.
That happened in CIV4GameText_Missing_Civ_Desc_utf8

On another hand, I reported some time ago a failure loading a savegame from in-game. It does not happen everytime, but it happens a lot still. It happens a lot less if I exit to main menu and load the savegames from there. Maybe is a memory problem. Although the game goes just fine.
Just in case it helps and it worth a fix attempt, I am attaching the savegame.

Edit: In case it helps, I just entered again, loaded the savegame, made 2 moves (unload the ranges against the bear and advance over the ship wreck) and load it again from in-game, and it crashed again

Last thing, I noticed that natives are no longer appearing in the right latitudes as they use too. Inuits are appearing in the middle of the map, or aztecs are appearing below urraca. In The New World map, inuits are in Florida and Aztecs in Colombia/Venezuela. I am talking about this because they use to appear in the right zones in the past.
Not a big deal, anyway. Just a bit weird seeing natives with seal fur coats in miami :)

Regards,
 

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I actually don't mind contributing now or then if I find time for it, ...
We perfectly understand. :thumbsup:

Please, let me just stay around the forums and when I manage to fix something I will share it of course :)
Do not feel under "preasure". :)
We appreciate any support of course.

@f1rpo
Since I accidently invented that word in our discussion recently I am going to use it now all the time. :lol:
I like this combination of "pleasure" and "pressure" when speaking about modding. :mischief:
 
Just started playing 2.9.
I am trying to be more attentive to errors so I can report them.

So, first, I noticed that some old text xml files are still using the "&#" html codification for some char in french and spanish, and that cause a failure when loading. I had to remove them to be able to load the mod.
That happened in CIV4GameText_Missing_Civ_Desc_utf8

On another hand, I reported some time ago a failure loading a savegame from in-game. It does not happen everytime, but it happens a lot still. It happens a lot less if I exit to main menu and load the savegames from there. Maybe is a memory problem. Although the game goes just fine.
Just in case it helps and it worth a fix attempt, I am attaching the savegame.

Edit: In case it helps, I just entered again, loaded the savegame, made 2 moves (unload the ranges against the bear and advance over the ship wreck) and load it again from in-game, and it crashed again

Last thing, I noticed that natives are no longer appearing in the right latitudes as they use too. Inuits are appearing in the middle of the map, or aztecs are appearing below urraca. In The New World map, inuits are in Florida and Aztecs in Colombia/Venezuela. I am talking about this because they use to appear in the right zones in the past.
Not a big deal, anyway. Just a bit weird seeing natives with seal fur coats in miami :)

Regards,

Adding one more bug, the fourth I think:

This is playing in Spanish (as maybe it is related to that):

Spoiler screenshot :

upload_2021-5-28_13-3-21.png


Missions are not clear. I read somewhere that maybe you add how many yields are missing to complete the missions. Still, there are some missions that is just impossible to know what are they asking for:

Spoiler screenshot2 :
upload_2021-5-28_19-40-35.png


Regards!
 
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Finished my fifth 2.9 WTP game, and I must say - you guys did wonderful job, such a pleasure to play!!!
I found few minor bugs:
1) When u "finish" 2 buildings in city, but u don't have enough of some material, let say tools (for example 30 tools for building A, and 40 tools for building B), and later u bring 100 tools into the city, when u unload it, it offers u to choose which one u want to finish. U can choose one and that's it. Then u just need to enter city screen, load remaining 70 tools back into ship/train, unload it again, and then it offers u to finish second building.
2) Asking king for military help - In rare occasions when he is willing to give u some military unit (Heavy artillery is waiting for u at the european docks), u can repeat that request infinite number times in same turn, and he is constantly willing to give u another unit (shouldn't that be limited to unit or two max?)
3) Is it possible to add "unload all" button to ur ships/trains in ur cities (similar to "sell all" in europe)
4) Is it possible to add "save/load" template for export/import city screen, many times after I found new city, I would like to import stone,tools,horses, blades and guns into it (200 max per good), so its quite annoying to do it "manually" for every good, also when u conquer few cities, u need to do it multiple times
5)Playing patriot level, at the end, kings "Man-o-war" are pretty weak, I manage to defeat all of kings fleet (100 MOW), with my 20-30 ships (4-6 MOW and 20+ ship of the line), Also REF always decide to attack 1 or 2 (first founded) cities, is it possible to make him attack on multiple fronts?
6) Quick idea about new colonists, when u have 200+ food in ur colony u r getting new colonist, and its always free colonist, but what about some randomness? For example, if u have colony size 10 consisting of 5 europeans, 2 african slaves and 3 converted natives , maybe new colonist should be 50% chance european, 20% african, and 30% native, also small chance (like 5%) to be already with profession (maybe even more if there is schoolhouse/colloege/university in the city) thoughts?

P.S. keep up the good work
 
I'll echo the feature request for a template on import/export rules. :)

EVENT_CARGOSPACE
This event has a chance to grant two additional cargo slots to a ship, however these slots 'vanish'. (Can't really say if quitting/reloading the game is the culprit or a recent edit to stored variables).

3) Is it possible to add "unload all" button to ur ships/trains in ur cities (similar to "sell all" in europe)
I would be enormously mistaken, but you actually can unload a ship/land-based transport at once. Keys are SHIFT+U, the button is to the right.

Regards
XSamatan
 
I'll echo the feature request for a template on import/export rules. :)
Me too. However if it was trivial to add, I would have done so by now :sad:
I might have an idea though, which is worth investigating.

EVENT_CARGOSPACE
This event has a chance to grant two additional cargo slots to a ship, however these slots 'vanish'. (Can't really say if quitting/reloading the game is the culprit or a recent edit to stored variables).
It's quite possible that saving and loading resets this. I will check.
 
@Nightinggale
Thanks for all the effort you put into all those bugfixes. Currently 9 out of 10 bugfixes are from you. :hug:
And also for all the effort you put into preventing them in the future that players will probably never know about. (e.g. "Type Save XML")
 
EVENT_CARGOSPACE
This event has a chance to grant two additional cargo slots to a ship, however these slots 'vanish'. (Can't really say if quitting/reloading the game is the culprit or a recent edit to stored variables).
Confirmed. That event calls changeCargoSpace, which is normally used by promotions. Promotions are recalculated on load based on the promotions the unit has meaning anything added, which isn't a promotion is lost. This this event is the only thing using the code in question, I'm leaning towards deleting the ability for non-promotions to call this and instead let the event give a free promotion. This will also appear as a promotion icon on the affected unit.

The reason why some data isn't saved is best explained with the counter for how many units can see each plot. This has been kind of buggy, leaving behind plots, which could be viewed after the unit left. Part of my fix is to recalculate on load instead of saving. It results in the following:
  • smaller savegames
  • xml changes to visual range won't break existing games
  • broken plots will be fixed on load, fixing all existing games when I fixed the bug
Promotions kind of work the same way. Even though it caused a bug this time, it also prevents a lot of issues.
 
@Nightinggale

Are you still in need of savegames of the negative stored goods bug?

This save is a turn before your crafty little message pops up.
Autosave is from the turn the message appears.

Is the anything else that can help you debugg?
 

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I'm leaning towards deleting the ability for non-promotions to call this and instead let the event give a free promotion.
Sounds like a good solution. :thumbsup:
The Python Event System itself can already give Promotions so changing the Event would be a piece of cake.

Of course the new "Promotion Cargo Expansion" would need a button and of couse also a bit of XML config.
We can ask @Schmiddie for it - otherwise I can create that button as well. :thumbsup:
 
A great Admiral spawned while I most certainly did not fight a naval battle that turn. Could it be that either Mounted Conquistadores, Conquistadores or Rangers happen to create Admiral points?
 
A great Admiral spawned while I most certainly did not fight a naval battle that turn. Could it be that either Mounted Conquistadores, Conquistadores or Rangers happen to create Admiral points?
No, the logic just checks the "Domain" of the Units - not specific Units.
(And they are definitely land or they would be completely broken.)

A great Admiral spawned while I most certainly did not fight a naval battle that turn.
Maybe you were attacked by a Sea Animal without noticing. :dunno:
By the way, you can see your "Admiral Points" ingame.

"Great Admirals" is another one of these uncounted small features added in RaR ...
(And we never had issues with it since then.)

Maybe just check a previous save:
Spoiler :

civ4screenshot0000-jpg.598333

 

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