[We the People] Bug reporting

NOT on some the lair in the desert
Ok, that I think that is easy to explain then.

There is a rule for spawning the Animals, that it is supposed to match the Terrain.
(Each Animal has one or more "Native Terrains" assigned.)

But no Animal has "Desert" assigned as "Native Terrain".
--> Thus Desert Lairs will never spawn wild Animals.

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That is really easy to fix in XML. :)
(see below: I have to rebalance that due to the new Terrains in "Plains" anyways.)
 
Actually no, the solution above is not good enough.

The "Native Terrains" of "Wild Animals" also do not consider the new Terrains added in "Plains" properly.
(So I need to completely rebalance that anyways and can also add Desert to it.)
 
Edit:
Ok I adjusted "Terrain Natives" of Wild Animals so they consider all new Terrains.
(Deserts are now also included and might also spawn Cougars.)

This is the commit in "Yields", which is the branch I am currently working on and can easily test.
Since it is a correction / mini-bugfix, we will probably also merge it to "Plains" sooner or later.
 
It has taken almost 15 years for me to notice that many of our female Units had male Selection Sounds ... :lol:
(Obviously nobody else in community had noticed either ... :crazyeye: )

It is now corrected though. :)
All female Units now also have correct female Selection Sounds.

For the future:

For female Units add in ArtDef:
Code:
<ActionSound>AS3D_UN_SPY_SURR_VOX</ActionSound>
<SelectionSound>AS3D_UN_SPY_SURR_VOX</SelectionSound>

It will then overwrite the standard male Selection Sound.
 
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the double quotes
 

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more bugs
1 the price is wrong . pic price
2 cant buy granary but i have the money. pic granary
3 the price is wrong , i have the money and melons in the desert. pic desert
4 not game breaking but my ship spawn in the ice. pic spawn
 

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3 the price is wrong , i have the money and melons in the desert. pic desert
Damn, the "Bonus Resource Events" reference the Resources by ID.
Why did I implement it like that ? :gripe:

But since I added so many new Bonus Resources in "Plains" and also "Yields" all these IDs are wrong now ...
(Those IDs got shifted to other positions.)

Thus e.g. the "Bonus Resource Event" for Salt now wrongly has "Melons".
(Which will of course not work.)

Summary:
All the "Bonus Resource" Events (Python Events need to be corrected.
Ideally the Referencing by ID is converted into Referencing by BonusType.

It is simply one more todo on the list ...
(It is actually pretty easy to do but of course also requires a bit of effort.)

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Edit:
Here is the ticket for it.

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Edit 2:
The price was also hardcoded in XML which is fixed now (see below).
The problem of wrong referencing of IDs still persits and needs to be fixed by the ticket.
 
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1 the price is wrong . pic price
Seems like the GameSpeedModifier for this event has for some reason not been considered in "Help Text".

Edit:
The gold amount (1000) was hardcoded in the Event text.
Such hardcoding of amounts in texts should always be prevented.
I changed it and will commit the fix.

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Edit 2:

I just noticed that there are lots of other similar cases ...
But they also have been fixed now.

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Status:
This case is fixed. :)
 
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4 not game breaking but my ship spawn in the ice. pic spawn
I think we already have a ticket for it.
It is a problem that is definitely known.

Still thanks for reporting. :thumbsup:
Rather report too much than too little.

Edit:
This is the ticket for it.
 
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2 cant buy granary but i have the money. pic granary
That is a known problem and not really possible to fix easily.
It is extremely rare though in Python Events.

It is possible that while the event was already triggered, something gave you enough gold to push you above the limit of 3000.
(That is pretty likely when I take a look at your screen, since you are barely above 3000.)

So the Event dialogue thinks you still have less than 3000 because that was its status when it triggered.
(It cannot know what happened after it triggered and will also not updated itself afterwards.)

Summary:
Extremely rare and almost impossible to fix.
Happens maybe 1 in 100 times of Python Event Popus.
 
the double quotes
I do not think it is caused by any of our changes. We never even messed with the "Hints System" to my knowledge.
(These Quotes / Hints are a vanilla system which we just gave texts of our own. So we just changed and added XML entries.)

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Depending on the resolution, it might be possible that it will display more than 1 Hint / Quote.
So on lower resolutions most likely only 1 hint and on high resolutions there might be enough space for 2 Hints.

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This does not cause any problems.
So I also see no reason to worry about it.

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Edit:
I also checked all the Quotes / Hints in the Screenshot.
They all look perfectly fine. (So there is also no bug in XML.)

Edit 2:
I also tested with my current version of "Yields". I still see only one quote / hint.
(It is based on "Plains". So that is definitely nothing related to the code or the XML.)
I thus really believe it is somehow related to the resoution.
 
Those Specialbuildings never got their own GameFontIcons.
(I consider this a bug that I can now fix. The only place it was really noticed was the Advisors.)
  • SPECIALBUILDING_MILL
  • SPECIALBUILDING_WELL
  • SPECIALBUILDING_TRAIN_STATION
  • SPECIALBUILDING_PRINT
  • SPECIALBUILDING_DEFENSE
  • SPECIALBUILDING_HEALTH
The reason was, that until today it was simply not possible to have more than 25 SpecialBuilding Icons without totally messing up all other GameFont Icons.
(That change was also only possible due to a change of @Nightinggale to make GameFonts start positions configurable by GamFontIDs.xml)

Now however with the GameFonts I have built today and configured using GamFontIDs.xml, we can have up to 50 SpecialBuildings.
(They also allow currently 125 Yields and up to 200 Bonus Resources. All space limitation I had encountered are now resolved.)

Thus within the next days, the SpecialBuildings above will also get their own Icon. :)
Will do it the next days, though. Already a bit tired from modding of today.

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@Nightinggale:
Thanks for the new System that offers configuration with GamFontIDs.xml.
It is really awesome. It has proven extremely handy today. :goodjob:

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These are now the biggest and most flexible GameFonts ever seen in Civ4Col.
(I doubt that even I will ever fill them ... :lol:)

By the way:
The GameFonts are scrolling much further to the right, than what you can see in the Screenshot.
I could not take a picture showing the complete width without making details in the screenshot too small.



Edit:
Now all old SpecialBuildings have Icons of their own for the AdvisorScreens. :)
(This is a Screenshot using Debug / Test Option to see the IDs of the Icons.)

 

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@Nightinggale:
Thanks for the new System that offers configuration with GamFontIDs.xml.
It is really awesome. It has proven extremely handy today. :goodjob:
The xml file can be expanded as needed. The issue is that the exe handles GameFont at startup where it writes IDs to info classes and then reads it again. If it reads something other than what it wants to write, the game crashes. I suspect it has to do with billboard VRAM allocation, but we will likely never know for sure.

What I have done is waiting for the exe to be done with this and then run my own code to set IDs as we would like them. This seems to work just fine. I can specify the ID of every single icon, but that would be a pain to maintain. Instead I have set it to control the IDs of the first entry in each xml file. This appears to be good enough to cover our needs, possibly forever. However we can expand on this system if we need even better control.
 
@Nightinggale, can this innovation solve the problem of special characters?
Yes and no. Technically we can add a full Russian characterset this way. The problem is that doing it this way will ignore font size and color. There are also other issues like it may not really work as intended with billboards as we only have a limited amount of icons for billboards.
 
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