[We the People] Bug reporting

Somehow attaching the savegames didn't work. New try:
 

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Most annoying, I've got a problem with founding fathers. I've been able to take and reject Exploration FFs. But even though I have the points to also get FFs in trade/religion... I am not offered those. I've attached a savegame where, if you go to the next turn, you will be offered the next ExplFF. If you reject him, you will not be offered other founding fathers that should be available in the other categories (you can even see that I haven't gotten or rejected any of them in the FF-F6 view).
I made a change so you will only be offered one FF per turn. So you should be offered another FF on the next turn (might be the same category though but not the one you rejected), until you have either rejected them all or not enough FF points left to recruit one. If you don't get a FF offer at all during a turn, please check the log if the AI recruited one on that same turn. There is a bug if you are meant to be offered an FF, but the AI would also recruit the same FF on the same turn, the offer to you is cancelled and never appears. (Working on this internally atm)

I got a Galleon from an event (from the King for 2000 gold, to take treasures home) ... but that Galleon is bugged. It can transport treasures and cargo ... but I cannot put any unit on it, even when it's empty. An ordinarily bought Galleon works fine, it's only the event Galleon that is troubled.
This is a change to diversify ships and WAD. Each ship can only carry certain cargos. Military ships e.g. don't allow civilian units, galleons only allow treasures and goods etc.

Sail To Europe pathfinding seems bonked. I can manually send a ship from my port to Europe in one turn, but if I click the button a different path is chosen and the ship is stuck not going to Europe for another turn (it ends the tile on the travel zone, but doesn't actually vanish from the map that turn).
We have had reports for similar issues before. I think I remember that when the turn ends on the first travel zone tile, the travel to Europe only happens on the next turn. But you would not be able to do this manually either then. Are there any obstacles like storms etc. in the way that might change the number of moves needed? They move each turn, so the travel time might vary depending on the placement of storms.

Minor issues/bugs:

The three rows of goods in the colony view. Neither the tooltips nor the dragging the cargo is well aligned with the positions. It seems like a bit offset, and it's annoying to have to adjust mouse positioning to actually grab the goods.
I can confirm this, might have to do with different screen resolutions (1920x1080 here)

Some promotions can stack so many tooltip lines that it breaks the overall tooltip. The most interesting stats (strength,xp) get pushed out of the top left corner, so they can no longer be read. Ranger 1/2 especially with some other promotions (mountaineer 1/2) does it, because it lists so many different forest-like features.
Confirmed, but I have no idea how to fix this.

I've also got a lot of other comments and thoughts on balanceing, where do you want me to contribute those?
You could open a new thread for those. But be aware that suggesting changes is always easy while implementing them is much more complicated. So if that thread ends up being something like a "wishlist", there's quite a chance to get annoyed comments, because we are not short on suggestions for sure, but short on modders to implement them ;)
 
I got a Galleon from an event (from the King for 2000 gold, to take treasures home) ... but that Galleon is bugged. It can transport treasures and cargo ... but I cannot put any unit on it, even when it's empty. An ordinarily bought Galleon works fine, it's only the event Galleon that is troubled.
That is actually a new feature and part of the rebalancing of ships.
Check Colopedia, it explains it. :thumbsup:

Galleon says: "can only transport goods and treasures.
Other ships can only carry other stuff.

It is supposed to make gameplay more interesting.
(In the past many players just bought Galleons and nothing else.)
 
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We have had reports for similar issues before.
Please ask the map creators to check if they may have placed the wrong "Europe Plots". :thumbsup:
(E.g. Europe West instead of Europe East - that would explain the issue.)

This had already happened in the past by inexperienced map makers.
(I once noticed it in RaR in many of the old TAC maps and had corrected it there.)

But yes it may also be caused by e.g. storms that ships move a bit further. :thumbsup:
Because automated Ships are taught to not enter storms and get hurt.
 
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Some promotions can stack so many tooltip lines that it breaks the overall tooltip. The most interesting stats (strength,xp) get pushed out of the top left corner, so they can no longer be read. Ranger 1/2 especially with some other promotions (mountaineer 1/2) does it, because it lists so many different forest-like features.
We know about it, but it is pretty annoying to fix.
Somebody will need to find the time for it.
 
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The three rows of goods in the colony view. Neither the tooltips nor the dragging the cargo is well aligned with the positions. It seems like a bit offset, and it's annoying to have to adjust mouse positioning to actually grab the goods.
Which resolution do you play?

The game is supposed to be played in 16:9 resolutions.
(Which was the normal resolution ration in 2008 that 90% of people used.)

Edit:
I just tried with 1920 x 1080 (also 16:9) and it was working perfectly fine. :dunno:
(I designed the screen for 16:9 resolutions but also tested with 4:3 a bit.)

Edit 2:
One of the problems is that now tiles are a lot smaller since there are almost twice as many.
So small issues in scaling for other resolutions than 16:9 might be much more noticable.
 

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Sorry about the Galleon issue, that shouldn't have happened; I jumped the gun there.
The cargo in colony view seems misaligned to me, 1920x1080 resolution. I'll come back with a better description, it's not just shifted, it's a bit weirder. If I have the time I'll even upload a short video on youtube that shows the issue.

And I'll be returning on the founding father problem. I'll do a bit more testing, because it's not happening in the current game (though i still think the last save was bugged on FFs; I wasn't offered any founding fathers in several categories that I had the points for, both political and their categories; over many turns, even though they were not taken or rejected by me). I'll investigate a bit and write it up.



But I have to insist on the sail to Europe issue, it's happening in both saves. (FaireWeatherEx - Gigantic; trivial setups on the East Coast, first settlement).

I am attaching another savegame here. You can easily sail the Caraval (with Navigation 1 & 2, 7 moves) to Europe in one turn, even with two turns to spare for the best path); no damage from storms. But the automatic version fails, in this case it doesn't even reach the marked zone, which it did in the original savegame I provided (at the top of the page, the "BugReport-1535-Travel").
 

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The cargo in colony view seems misaligned to me, 1920x1080 resolution. I'll come back with a better description, it's not just shifted, it's a bit weirder. If I have the time I'll even upload a short video on youtube that shows the issue.
Same for me. I actually have the impression that each button has three "zones", ordered like a flag: upper third is correct, middle third has no tooltip and no drag&drop, lower third is correct again.
 
Same for me. I actually have the impression that each button has three "zones", ordered like a flag: upper third is correct, middle third has no tooltip and no drag&drop, lower third is correct again.
Maybe the Yield amout display overlays the "drag&drop" - but I have really no idea how that could be changed. :dunno:
Still I really have absoltely no problem using "drag&drop" at all. I also have no problem getting the "Mouse Over" to display.
 
I guess that you all in the Team knows about that there is some "?" in the cityscreen and in the Overview outside the cities instead of an icon in "New Hope". This has possible been reporting before so just a kindly reminder on your great work on the next generation of this marv work :grouphug: (Managed to install "New Hope" yesterday and of course I know that this is not in public yet, so I should wrote my thoughts in another post :crazyeye:)
 
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I guess that you all in the Team knows about that there is some "?" in the cityscreen and in the Overview outside the cities instead of an icon in "New Hope". This has possible been reporting before so just a kindly reminder on your great work on the next generation of this marv work :grouphug: (Managed to install "New Hope" yeasterday and of course I know that this is not in public yet, so I should wrote my thoughts in another post :crazyeye:)
Actually, that should not happen. Could you post a screenshot? Please also note your system language!
 
Of course :) Using the english version in a scandinavian system.
 

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I guess that you all in the Team know ...
This is known to all experienced modders because we have reports like this each year.
(see below, it is related to the path of your installation, not the mod itself)

Using the english version in a scandinavian system.
That is not a bug of the mod itself. ;)
As I said is simply a bad installation path of a Civ4Col mod.

I bet you installed the mod somewhere in the Users directory (/Documents).
Also I bet that your Windows User has some non-Latin special characters in it.
(Thus the path to the mod will also have non-Latin special characters which is an issue.)

To fix the bug:
1) Find the actual install directory of the game. (Where the Colonization.exe is)
2) Create a directory called "/Mods" in it and move the WTP directory there with drag&drop.
3) Start the game with the mod and everything should be fine.

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Never ever install Civ4BTS mods or Civ4Col mods in paths that have special characters.
(It is extremely likely that it will cause bugs somewhere which could be avoided otherwise.)

Summary:
If you do as advised you should not have the bug anymore. :thumbsup:
 
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Actually not a bug, more a balancing problem:

CONSTRUCTION_SUPPLIES always generate 40 hammers, but cost different amounts depending on the game speed. At a slow game speed it becomes much less profitable.

Probably not so easy to solve, but does not seem logical.
 
CONSTRUCTION_SUPPLIES always generate 40 hammers, but cost different amounts depending on the game speed.
At a slow game speed it becomes much less profitable.

Probably not so easy to solve, but does not seem logical.

Oops you are right, required Hammes of Buildings (and Units) scales differently with GameSpeed. :hmm:

--------

It is however easy to fix because we can also scale the hammers given by Construction Supplies by GameSpeed.
(It is just that I am currently not up to date with my source code since I am taking a break from really active modding.)

I may fix it once I get active again unless somebody else wants to fix.
(It is like 10min effort to fix if source code and mod is up to date.)

@AemonAlCaar: Please create an Issue in our GITHub so it is not forgotten. :thumbsup:
 
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It is however easy to fix because we can also scale the hammers give by Construction Supplies by GameSpeed.
(It is just that I am currently not up to date with my source code since I was taking a break from modding.)

I may fix it once I get active again unless somebody else wants to fix.
(It is like 10min effort to fix if source code and mod is up to date.)
Yeah I was starting to look into this, but then I got sidetracked due to chatting activity and ended up not doing more modding today. I did fix a crashing bug earlier today (occasional crash when reloading) so I guess I met my daily quota anyway :badcomp:
 
Hi, New Hope, latest sources and build, the French are cheating! It's already hard to kill off AI, but having a Royal Frigate deliver support by docking in inland cities is just another level! :crazyeye:

Edit: It's not clear from the image but the pointer is hovering over Montreal.
 

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