[We the People] Bug reporting

The grapes I had loaded on a wagon before I set it to automated, guess I didn't finish the chains of import export
 
sending a unit to Europe tries to split the group of 5 units, but it does that over and over
I figured out what is going on. Loading treasures (and apparently only treasures) into a ship and leave some behind of the same type allow you to control click on the loaded units to group them together in a single selection group. The issue is that they are grouped together with the ones, which aren't loaded. They stay together even when the ship moves and the group is no longer on the same plot. Since the code assumes the group to always be on the same plot, undefined behavior occurs.

This is a vanilla bug. I know for certain because I just tested this in vanilla and it does precisely the same there.

For now don't group loaded units together like that. I will fix this eventually, but it can be time consuming to fix meaning I won't do it right away. We have had this bug since 2008. It can't be urgent enough to require me to drop everything and work on this exclusively for a while.

The grapes I had loaded on a wagon before I set it to automated, guess I didn't finish the chains of import export
Oh then the bug is most likely the error message itself. Yeah I did make a fix to prevent transports from getting stuck. The issue is that if they couldn't find somewhere to unload, they would go to a colony and wait for somewhere to start importing. My fix is that it now has a last resort to unload somewhere which isn't importing just to become empty and that way go back in service. I suppose unloading somewhere, which isn't importing is no longer a bug and the assert check shouldn't be there anymore.
 
This is a vanilla bug.
And it has been reported the first time now. :eek:
For whatever reason I have run into multiple unreported vanilla bugs lately. I fixed one in world builder where promotion buttons would make the code think I clicked a different promotion (assumed button ID to be the same as promotion ID). Help text in popup windows can't contain code for formatting the text. Those two issues were unknown when 2.9 was released. I bet there are more unknown vanilla bugs to be discovered in the future.

EDIT: and there is the bug I worked on this week where not including an argument in a string can crash the game when trying to print the string on the screen.

This specific bug might not be unreported as such. I think the issue is more like when the game freezes, nobody made the connection to control clicking a unit the previous turn. Without debugging to figure out why it got stuck, nobody would be able to make the connection. Considering how many experienced debuggers the modding community has (or even people who can debug at all), I would say that if anybody encountered this bug before, odds are that the savegame will be declared broken/corrupted and they would just start a new game.
 
Is there any reason I would be getting all sorts of Python exception errors on start-up of the main game, and then after I load the mod, I get a bunch of Python exceptions followed by XML errors saying "there are more siblings than memory allocated for them inCvXMLLoadUtility:::SetVariableListTagPair" and "Tag: CONTACT_NATIVE_RAID in info class was incorrect," over and over? I've never had an issue with a single mod until this one.
 
Is there any reason I would be getting all sorts of Python exception errors on start-up of the main game, and then after I load the mod, I get a bunch of Python exceptions followed by XML errors saying "there are more siblings than memory allocated for them inCvXMLLoadUtility:::SetVariableListTagPair" and "Tag: CONTACT_NATIVE_RAID in info class was incorrect," over and over? I've never had an issue with a single mod until this one.
Sounds like you are trying to start the game without the dll file in place? Are you trying to start WTP 2.9 in linux? I would recommend using 3.0 as we released that one today.
 
No, it's 3.0 and on Windows. I found the issue. The DLL file was deemed unsafe by my Norton scanning software and was removed. Once I removed it from Norton quarantine, it is working but I'm still getting the python exceptions. But all I have to do is escape through them all and the game loads fine and appears to work.
 
I have a problem with rancher output.

rancher-problem.png
 

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I have a problem with rancher output.

It is a bug in Release 3.0 caused by a bugfix ... :blush:
See SPOILER below.

It is already corrected again. :thumbsup:
We need to check how we ship that new bugfix though.

Spoiler :

1. You are Playing Marathon. (Where a Cargo Load is 300 instead of 100)
2. The Community noticed that LiveStock Breeding had forgotten to Consider Gamespeed.

So this is corrected now. - It was correctly reported as a Bug.
So now for LiveStock Breeding at full capacity you also need a full Cargo Load of Horses:
  • 100 in Normal (was already working)
  • 300 in Marathon (was just 100 before 3.0)

Please get a full Cargo Load of Horses and Check if the behaviour is normal again. :thumbsup:

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Edit:

Ah damn, I might have accidently considered GameSpeed twice. :think:
(Because I called a "CargoSpace" method first that might already considers GameSpeed itself.)

Need to check it. :thumbsup:

Edit 2:

It is a bug ...

// WTP, Ray, fixing issue with Livestock Breeding having forgotten gamespeed
int iYieldDivisor = GC.getGameINLINE().getCargoYieldCapacity(); <------ Already has GameSpeed considered
iYieldDivisor = iYieldDivisor * GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getGrowthPercent() / 100;

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I have the GameSpeed twice in my compuation ... :(
getCargoYieldCapacity() itself also already cosiders it ....

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That is what happens if you have hardly time for testing yourself and develop without any testers on the team ... :dunno:
(I do not test and play on any other GameSpeed than "Normal" but this release I really hardly tested by playing at all.)

Edit 3:

Now it is really corrected.
Thanks for reporting the bug. :thumbsup:
(Sorry that it slipped into the release. :blush:)

@Nightinggale:
My correction is commited to Plains.
We should discuss how we can publish this bugfix.

Since I currently work on "Release 3.1" (Plains) I could not create a DLL with that Bugfix.
Could you attach a DLL with that later that day fix in this thread and maybe also correct the Release download in GIT? :thumbsup:
 
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3.0.1 Perhaps not a bug but WAD - ...
I think that is part of the Usability Concept of @Fürstbischof. (But he knows best.)
As you can see in this case for example it marks all "Haggling Information + according Choices".
 
I get a feeling that goodies no longer punish unprofessional scouts in 3.1... Not 100% sure, but so far none of my Free Colonist scouts were damaged or died from exploring Ancient Ruins or Burial Grounds...
 
I get a feeling that goodies no longer punish unprofessional scouts in 3.1...
They still do. :)
(There is "randomness" in there that depends a bit on "Difficulty Level".)

However the chances for those goodies was reduced a bit:
(Their relative percentage in the List of Goodies is decreased.)

1. Because the List of Goodies was lengthened overall.
(A lot more normal Treasure, XP, small Gold ... were added to not always have "Unique Goodies".)

2. I did purposely though not add more "Instant kill" / "War" Goodies - simply because I know "player reaction".
(I know that many players simply instantly load the game if that happens.)

Summary:

It feels different now.
But there is no bug.

You can check the Civ4HandicapInfos.xml:
You will still find e.g. "GOODY_WAR"
 
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@raystuttgart thank you very much for the explanation! My scouting strategy was using regular scouts for native villages only, and seasoned ones for anything else. These changes made it redundant.
 
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3.01
I'm getting a reproducable RTD after pressing EndOfTurn (Amerayca map).
(I think it's my first WTP crash ever)
The game cache tells that there are -1 scouts in an area. It then divides by (number of scouts+1) and crashes because it can't divide by zero. I did a really quick fix to make sure it can't divide by anything lower than 1, which prevents the crash. It does however not fix the real bug, but that appears to be a time consuming bug to fix. There is no reason why you should wait weeks before continuing your game.

To use the fix, unzip this zip file and place the resulting dll file in Assets where you overwrite the existing file.
 

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Yes. :)

@Kendon

Could you please change this here:
"Strengthens relations with the Natives"

Into this here (or something similar):
"Strengthens relations and leads to peace with the Natives"

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For experienced players that is self obvious of course.
But for new players that may really be something they are not aware of.

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Thanks. :hug:

Should I do a correction in "master" or "develop" or both? FatherInfo has Herman of Alaska at line 3912. I see there's a religious buildings happiness bonus that will work better as its own sentence, and a few unnecessary capitals. It can all be done in a few minutes.
 
@Kendon

Thanks for taking care of this. :thumbsup:

Please only work in "develop".
(Once we want to publish we can merge from there.)

"master" should not get touched unless we publish a release.
(But then @Nightinggale will take care of it.)
 
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