[We the People] Bug reporting

Hi! I have some strange symbols in game. Steam version of Civ4 and last version of mod.
The Screenshots are not working. :sad:
We can not understand and try to solve it that way.
 
I think that's how learning by doing has always worked. It kills the old unit and then it creates a new one. However it doesn't move the new one leaving it outside the colony.

Now that you mention it, I suppose it is something I could look into. When I noticed I was an inexperienced modder and didn't investigate. I'm no longer inexperienced. Also writing this, it just occurred to me that it might be using the same code as when a student finishes at school. Those are kicked out of the school and it wouldn't make sense for them to return.

EDIT: actually there is a problem. All units are looped and they do their turn. The old unit produce yields, new unit is created and the old is marked to for deletion and then the loop continues to the next unit. If the new unit is added to the colony, it's added to the end meaning it will get a turn too.
In short adding it instantly means old unit and then new unit both produce yields the same turn.

While this makes it complicated, it might not be impossible to get the new unit to move into the colony. It just has to be done later.

I noticed this behaviour for "Learning By Doing", too, when playing 2.8.2.

If the city has several free colonists working in different jobs and one of them is promoted, e.g. to elder statesman, the game places the new specialist outside the colony. This often results in the game automatically shifting the working free colonists inside the colony so that another free colonist takes over the free job, e.g. as statesman. This probably can break the learning by doing records of the shifted free colonists if the player does not correct the shifting. You can notice the shift by mouseover the colonists. I noticed a free colonist carpenter with 80+ turns suddenly working as statesman after his colleague was promoted.

It would be great if the promoted colonists would not leave their jobs.
 
@historix69

There is a button "Turn Off Citizen Automatization" in the City Screen.
Then AI (City Governor) will not move any colonists to other Worker Slots. :thumbsup:

This is however not related to "Learning by Doing" itself which again is 100% working as designed. (see here) :)
If you want to make sure that "Learning by Doing" is not messed up by "Citizen Automatization", simply turn it off. :thumbsup:

It would be great if the promoted colonists would not leave their jobs.
I already explained, that it was purposely implemented by design. :dunno:
@Nightinggale also explained the effort and technical issues it could cause to change it - so they would not be popped outside of the City :sad:

Summary:

It will not be changed. (And it is definitely not a bug.)
They will be popped outside the city as of now and as they did the last 13 years ...
 
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https://gyazo.com/b89a000ca2086a0921ef449a5286a8f9 https://gyazo.com/110ab725e45d5c2cb4644a0949f9a7fe

Hi! I have some strange symbols in game. Steam version of Civ4 and last version of mod.
I changed the IMG to URL to make the links work. They are links to screenshots, not screenshots themselves.

The error popup is because you have non-English characters in the file path. Nothing we can do about that. Install the game somewhere where only standard ASCII is used (English characters)

The wrong symbols (GameFont symbols) appear to be displaying Russian characters. That's quite interesting considering we do not have Russian characters in the GameFont file. I'm not really sure what to do about that.
 
That's quite interesting considering we do not have Russian characters in the GameFont file.
But the "Russian Localization" (different exe) of the game itself has.
But most Russina Players - as I have been told - still choose English language.
(And if they want to play WTP they have to do so anyways.)
 
But the "Russian Localization" (different exe) of the game itself has.
But most Russina Players - as I have been told - still choose English language.
(And if they want to play WTP they have to do so anyways.)
It can still be related to using the English exe with Russian locale. Since Russian is a single byte characterset, it is doable. However why that would affect GameFont.... no idea.

Speaking of character encoding, I could still use the Japanese exe. Since Japanese has more characters, it reserves 2 bytes for each character and using that would solve all our language issues.
 
Still loving 2.9! I did notice one thing acting weird, and I think I know what's happening, but I'm not positive. I have a large river (I added in Worldbuilder) and a few cities on the river. I'm using large coastal ships on auto trade to move goods. Occasionally, one of the ships will come out of auto trade in a city with units in its hold. I think what's happening is units moving automatically (using Go-To) will sometimes enter a river square (ford or ferry) that also has a coastal ship on it, so instead of staying "on land" on the river, it loads into the ship. Then the ship goes on to its next stop, and "wakes" when it gets there.
I haven't seen units load onto the ship; by the time the ship "wakes" it's several turns later and when I go to old saves, I don't even remember what moves I made that may have caused it.

Not a huge deal, of course; some units just end up taking the long way to their destination. (I can even roleplay it: "Oh, there is only a ferry to Montreal, not Tadoussac? Okay, we'll go there then!") Still, wanted to mention it in case other people have had this issue.

Thanks for all the awesome work, team!

EDIT - I just saw this happen "organically" (I didn't engineer it with Worldbuilder), and sure enough, a unit auto-moving who moves into a large river tile with a boat with open cargo spaces will load into it.
 
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I think what's happening is units moving automatically (using Go-To) will sometimes enter a river square (ford or ferry) that also has a coastal ship on it, so instead of staying "on land" on the river, it loads into the ship.
That is so funny, I would almost call it a feature ... :lol:
But no, it is not intended and thus a bug.

EDIT - I just saw this happen "organically" (I didn't engineer it with Worldbuilder), and sure enough, a unit auto-moving who moves into a large river tile with a boat with open cargo spaces will load into it.
It is basically a free mini-game !!! :think:
"Catch the Automated Colonist"

-----

Should not be too difficult to prevent "accidental Loading on Ship" if Unit is automated (by Human Player). :thumbsup:
We need to check though how we can fix it.
 
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Bug: Ships in a (hostile) city or (neutral) native settlement defend against land units
(already reported here #1)
Savegame attached, see the Portuguese carrack+brigantine in Garifura settlement (=St. Vincent Island).

For me this can be reliably reproduced in 2.9. I suspect this Apr 7 change as the cause. I will try to have a look at it, not sure I understand the code enough to fix it though ...
 

Attachments

Yay, Fixed it :)
Bug: Ships in a (hostile) city or (neutral) native settlement defend against land units (already reported here #1)

CvUnit.cpp:1105 should be
Code:
if (!pPlot->isValidDomainForAction(*pDefender))
instead of (current version)
Code:
if (!pPlot->isValidDomainForAction(*this))

btw I also noticed there is something strange in
CvUnit.cpp:1121
Code:
CvPlot* pAdjacentPlot = pAdjacentPlot = plotDirection( ...
The additional "pAdjacentPlot = " can be removed, it is probably optimized away by the compiler anyways because it has no effect ...
 
@Nightinggale

re: ButtonPopup_utf8.xml

For testing I've committed a fully revised and translated version of the imports-export window.

There are several issues with this pop-up window:
* colouring does not work
* size of the font is too small
* both spinbuttons should be moved more to the left to leave more space for longer names of the boxes to the right (to check change language to German and compare)
 
For testing I've committed a fully revised and translated version of the imports-export window.

There are several issues with this pop-up window:
* colouring does not work
* size of the font is too small
* both spinbuttons should be moved more to the left to leave more space for longer names of the boxes to the right (to check change language to German and compare)
I noticed those issues as well, but I fear there is nothing to be done about those issues. It seems to be a "feature" of the popup window engine in the exe :sad:
It's really annoying that the exe takes care of spacing and then leave that much empty space between buttons where there isn't enough space in total.

The exe most certainly limited the amount of text, which can be written. If there is too much text, it will cut it off. No idea why text formatting seems to be broken.
 
When I assign free colonist as colonial militia, it just dissapears and is not seen neither on colonial screen, nor on map. Military advisor shows him just well. Reproduced bug 3 time, savegame included
Looks like an issue with unrest
Fixed. You can no longer remove citizens while there is unrest in the colony. This is the wanted behavior from a gameplay point of view and it solves the bug as well.
 
Bug: Ships in a (hostile) city or (neutral) native settlement defend against land units
Yay, Fixed it :)
Indeed you did. Killed my plan to investigate the issue on my own. I'm not complaining.
Git entry with the fix.
You made it into the git log :woohoo:
That doesn't have to be the last time. If you are interested on working on the mod, feel free to say so.
 
That doesn't have to be the last time. If you are interested on working on the mod, feel free to say so.
No, you are not "free to say so" ! I can now see your fix in the GIT log, this is a contract ! :deal:
You are now recruited by force because we are at war with the evil bugs. (Resistace is futile ! :assimilate:)

Your Civ4Col needs you ! :thumbsup:

Jokes aside, maybe you would like to join our internal modders community. Just let us know. :hug:
We are infact considering / trying to build a "full size team" again, like in the old "golden days of Civ4Col modding".
 
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I started a new game on the giant americas map and used worldbuilder (to have a look at the large rivers in 2.9). When I set the complete map to "explored", the Europe Ocean tiles in northern part of the map are no longer highlighted.
 
I started a new game on the giant americas map and used worldbuilder (to have a look at the large rivers in 2.9). When I set the complete map to "explored", the Europe Ocean tiles in northern part of the map are no longer highlighted.
Known issue since years - nothing we can do about it. :(
It is related to the size / shape of the map and to graphics engine.

We know what causes it and how to prevent it for future maps created.
For the existing map we can not change it anymore with any reasonable effort.

We will either have to live with it or alternatively remove the map from the mod. :dunno:
 
Known issue since years - nothing we can do about it. :(
It is related to the size / shape of the map and to graphics engine.

We know what causes it and how to prevent it for future maps created.
For the existing map we can not change it anymore with any reasonable effort.

We will either have to live with it or alternatively remove the map from the mod. :dunno:

Is it the enormous map size of ca. 34,000 tiles or are there too many Europe Ocean Tiles on the map? The Europe zones could be made smaller if this would help.
Removing the map would only help if you could replace it with a comparable map since this map with this level of detail and resolution is awesome for history fans.
 
Is it the enormous map size of ca. 34,000 tiles or are there too many Europe Ocean Tiles on the map? The Europe zones could be made smaller if this would help.
No it's purely based on number of plots related to the width of the map. For whatever reason it seems the exe will only handle drawing X plots correctly and X is based on the width of the map, but not the height. If the map is tall, it can run out of plots in the exe drawing code.

Yes it seems odd and I have no idea why they coded it like that. My guess it that it's an unintentional bug rather than a planned limitation. Since we can't change the exe internals, all we can do is to make maps wider to work around this issue.

Writing this gave me an idea. Create a new terrain and domain for padding and let the DLL add those to meet the width requirement. The map then continues to the right, which can't be entered. This allows scrolling to the right of the map, but it does solve the other graphical issue. Apart from the padding terrain, I think I can do this, but it won't be in the next release. It sounds like something, which could take a while to get working correctly.
 
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