[WTP] Feedback, bugs and discussions about "river_merge" [CLOSED]

Forget what I wrote, it was non-sense. :)

Thought about allowing this here - but only for Human Player.
(Effort would have been almost 0 if done just for Human. Only dangerous if also done for AI.)

But there is no UseCase for Pillaging your own Improvements.
You can always replace your Improvement you already have with a more valid Improvement.

In MP games it would even feel like an exploit.
(Not all players like "burned soil" tactics to be allowed in MP games.)
 
Last edited:
somehow, as I mentioned before, mouseover grid is shifted down/south by about 1/3 of plot square ... we may need to align them so they precisely overlap

I think I managed to make it more precise, I also created new widget for it, as I do not want to move WIDGET_ASSIGN_CITIZEN_TO_PLOT around adjusting x,y ... I am not sure if it would be precise enough for all resolutions
Code:
screen.addDDSGFC("CityPlot" + str(iPlotIndex), "", x-(size_x/64), y-(size_y/4), size_x, size_y, WidgetTypes.WIDGET_CITY_PLOT_HELP, iPlotIndex, -1)
CitizenHideList.append("CityPlot" + str(iPlotIndex))
 
Fixed Bug:
- When a settlement is built on a tile with level 3 roads, they are replaced with level 1 roads
That is very much possible considering my old logic for ensuring roads in Cities. :think:
Will check for it. :thumbsup:
 
Last edited:
False Bug Report (Closed)
In this event option 2 and 4 give identical results (+hammers). Is that intended or an oversight?
Thanks, will check and fix it if needed. :thumbsup:

Edit no, false Bug report.
(See here.)
 
Fixed Bug
TXT_KEY_EVENT_TRIGGER_AT_THE_SWORD_1
"Soldiers from our victorious %s3_unit have rallied behind their combat heroes! Their strength and resolve have firmed! Their proficiency has increased!"
Thanks, will check it. :thumbsup:

@Fürstbischof it is fixed now. :)
Branch "river_merge".
 
Last edited:
  • Readme_WTP_deutsch.txt
Please help to review it and translate it for the English version.

I did a quick DeepL translation. Here are a few of your paragraphs, copied directly.

"Detailed information is available in our forum:
https://forums.civfanatics.com/forums/civ4col-we-the-people.591/

Welcome to "We the People"!

Foreword
-------
"We the People" is the most extensive and complex mod for "Sid Meier's Civilization IV: Colonization" that you can find.
As a player, you must decide for yourself whether it is also the best. Just try out a few mods.

There is a lot of heart and soul and a lot of modding history in "We the People", as the next few paragraphs will show you.
It is not for nothing that a small but passionate team is still continuously improving and expanding this mod with the help of the community.

Our origins:
-----------------

To avoid confusion, let us say straight away that "We the People" (simply WTP for short) is the successful continuation of "Religion and Revolution" (simply RaR for short).
WTP now continues the proud tradition of RaR with a new team. Among them were or are also old team members of RaR.

WTP therefore still contains all the features of RaR, but is even bigger and much better.
That means more new features, nicer graphics, better AI, countless bug fixes, text corrections, balancing improvements, performance improvements ...

Even the old RaR veterans will therefore always recommend that you play WTP directly instead of RaR.
But that is of course up to you the players and your preferences.

"Religion and Revolution" (RaR) - the predecessor of "We the People" WTP - is in turn based on "The Authentic Colonization" (TAC) in version 2.03_final.
Without TAC, WTP would not exist today. Therefore, we also owe TAC eternal gratitude and corresponding credits.

So why the change of the project name? ..."

If that translation is accurate enough, I can do the remaining two-thirds. I will say it sounds like you. I'm not exactly sure where to replace the original on GitHub.
I looked at CIV4GameText_Credits_Readme_Hints_utf8.xml but I don’t see it there.
 
Really nice other than this:

"Among them were or are also old team members of RaR"

I'm guessing this is an error and you meant to say: "Among them are many old team members of RaR"

EDIT: I'm not trying to be overly critical. I know how easy these mistakes are. I just had to edit my post to correct a similar mistake. :lol:
 
Last edited:
@Kendon

If that translation is accurate enough, ...
Thanks, it reads perfectly fine. :thumbsup:
You could fully translate all of it if you like.

Thanks for your efforts. :hug:

-----------

"We the People" WTP - is in turn based on "The Authentic Colonization" (TAC)
Only small things like this sound strange for my "German English" mind. :)
I would rather write "is itself based". :dunno:

But after you fully translated and commited to GIT, we can review again and discuss. :thumbsup:
(It will be easier than doing it in small pieces.)

I will say it sounds like you.
Really ... :mischief:
Yes, it probably does, since I completely rewrote the text. :dunno:
  • The old version was considering of text passages still from 13 years ago (TAC) with only minor changes in "Mod Name".
  • It was extremely formal and stiff (using formal German "Sie" to address people, which is pretty outdated today and only old people still use).
  • There was a strange distance that could be felt between mod team and community and I did not feel that this was fitting for WTP and communit today.
  • Half of the text was still about TAC and the other half about RaR. But I wanted this to be about WTP as well without being unjust to our origins.
  • I wanted to entertain a bit as well and not just give pure facts aabout "Credits" and "Copy Rights" and "Contacting us" and ...
I hope that my writing is not too bad ... :dunno:
Feel free to change everything that you feel sounds strange. :thumbsup:
 
Last edited:
"Among them were or are also old team members of RaR."
That is what I actually tried to say. :)
(I simply do not know that will be in the future.)

I guess you just meant: "Among them are many old team members of Rar"
See, this "Readme" is supposed to still be correct in 10 years.

Who knows if we old RaR guys will still be active modders.
Maybe a completely new generation of modders will have take over the "torch in the storm".

What I really hope is:

That the community will keep this mod alive for some time.
Thus even without any RaR modders being active anymore, I still hope the mod will continue because new modders take over "the torch in the storm."
Currently that is not the case. (@Nightinggale, @devolution ,@Schmiddie and myself are stil active)

What I would not like to see again:
  • TAC team members have gotten tired of modding -> TAC ends
  • RaR team members have gotten tired of modding -> RaR ends
This time it should simply be different ...
Maybe we will succeed to properly hand over the "torch" to the next generation once we really get tired.
 
Last edited:
Hi guys,

this bug in an event is fixed now. :)

-----

But it is really desperately needed that I explain this to some of the other modders. :thumbsup:
I am really happy that we will have the WTP Modding Academy Training on Python Event System.

Here is some knowledge sharing about bugfixing in Python Event System may look like.
Spoiler :

Event Story / Trigger Condition:

A wounded Combat Unit that already got some XP returns to your own Colonial Plots to get "promoted" (getting more XP).

Perceivable Bugs:

1. No Unit Name displayed in Text of the EventTrigger.
2. No XP given to the Unit when selecting the Event (Choice).

Root Cause Analysis:

The EventTrigger worked seemingly on first sight (by checking the conditions) and the Event Choice (was generally valid and thus) showed up.
But in the background the EventTrigger logic did not actually select and hand over the actual Unit to the Event (Choice).

Solution:

Deep dive into code and XML attributes to figure out the valid XML combination of the Event Trigger.
(Thus handing over the Unit properly to the Event and making it work again)

-----

Without understanding how these EventTriggers and Events work, you will search and analyze yourself to death.
Even myself who programmed huge parts of it, searched for 2h to find this seemingly tiny bug ... :(
 
This here is now fixed as well. :)

Was related to my old "Trains and Trainstations Code".

By checking and fixing my code I realized again how poorly and hastily I hardcoded my first features in the early days of being a Civ4Col modder. ... :blush:
(That old "Trains and Trainstations Code" is really prone to break one day if the mod should one day get bigger changes in Buildings and Units again.)

It really took you guys and me almost 10 years to notice that bug ! :eek:
(It must have happened several times every game.)

@Vaeringjar
Congratulations you really have found one of the oldest bugs in the mod. :thumbsup:
That deserves a "WTP bug hunter award". :trophy2:
 
Last edited:
@Vaeringjar
Congratulations you really have found one of the oldest bugs in the mod. :thumbsup:
That deserves a "WTP bug hunter award". :trophy2:
We get rewards for finding old bugs? :eek:
Where do I get my reward for finding a vanilla bug?
Also I'm quite happy that I found it because of the method of finding it. I taught the compiler to look for when types are mixed and it caught vanilla checking team ID against a player ID. The bug might not be important, but I find it important that the compiler will no longer accept that type of bugs. It's more likely that somebody mixes up UnitTypes and UnitClassTypes and it will catch that one too.

Also good work @Vaeringjar :thumbsup:
 
@Kendon

You could fully translate all of it if you like.
I will.

I hope that my writing is not too bad ... :dunno:
Just the contrary. Being from a nervous and apologetic culture I find the passion you bring to everything refreshing, especially since you're still resting and recovering.

Feel free to change everything that you feel sounds strange. :thumbsup:
I think I can do that while still keeping the personality of the original style. That's always what I try to do.
 
@Schmiddie, @Mr. ZorG, @Raubwuerger, @Kendon, @Fürstbischof

@Nightinggale
and myself are currently busy fixing bugs.
Thus we hardly get time enough to test or play.

Thus please help us to test and collect all bug and necessary todos for current release "river_merge".
(Unless you currently work on something else like texts, graphics, events, ... and can finish it in reasonable time.)
  • Bugs that are only in old test branch 2.8.2.X do not matter currently.
  • Features and Improvements not yet ready or discussed for future development do not matter currently.
  • Features / Improvements already in work or almost finished are ok. (e.g. translations, texts, graphics, Mouse Over of @inaiwae, ...)
A few bugs / todos we already know:
  • OOS desyncs --> @Nightinggale is working on it, no guarantee though it will make it into "river_merge"
  • Automated Trade Routes / Switched Boxes -> @Nightinggale is working on it
  • Large Rivers Maps (last 2 ones) --> @raystuttgart is working on it
  • City Plot Mouse Over Help --> @inaiwae is working on it
----

@inaiwae
Can you give us an estimation how long you will need?
(Do not worry too much about texts or translations. We will help there.)

----

Currently our focus is not to test and fix 2.8.2.x.
Play and test only with "river_merge" now.

But:
If there was a bug reported in 2.8.2.x, please try if you can reproduce in "river_merge".
  • Bug is reproducable: Tell us here. :hug:
  • Bug is not reproducable: Currently we do not care. :dunno:
----

Most important question:
Is there still anything that blocks our release for "river_merge"?

Thanks to all in advance. :thumbsup:
The faster we find and fix the remaining issues, the faster we will finally publish. :)
 
Last edited:
in my opinion, "Automated Trade Routes / Switched Boxes" (issue # 425, 444) and "bottom interface overlaps the unit icon" (issue # 437) are the only big problems.
all the rest are nice, but not critical. however, it would be nice to have some small improvements in the new release. what exactly, I can write in the work chat.

p.s. I just started a new test with the most recent updates.
 
@inaiwae
Can you give us an estimation how long you will need?

next few days, I hope, this weekend plans changed

weather turned out a bit better than expected, so trying to become Hardy Pioneer :hammer:, it should turn into Cabin in 30 turns, right ? Wikipedia says so :crazyeye:

cabin.jpg

not sure if I am better with an axe or a keyboard :badcomp:, no native tribes around to learn from :hammer2:
 
I need multiplayer testers
The hardest part of tracking down the OOS bug is that I can't recreate it on command. I need people willing to play multiplayer using the newest development version to play until it causes an OOS and then give me log files for analysis.
What you should do:
Edit documents/My Games/Civ4Colonization/CivilizationIV.ini (Civ4Colonization might have a different name depending on which version you have, like steam vs GOG vs disc)
PHP:
LoggingEnabled = 1
Set that one and all the following log enabled to 1.
Play normally.
When an OOS occurs, open the ingame main menu (pressing escape). A new button has appeared called Generate OOS debug log. Let one player press it and it will generate files for all players at once. Next collect the following files:
  • Desync log for player 0.txt
  • Desync save for player 0.ColonizationSave
  • Random Player 0.log
First two are in the WeThePeople folder while the last file is in documents/My Games/Civ4Colonization/Logs.
Collect those files from all players, put them in a zip file and give it to me.

Currently I'm stuck until I get more log files to examine.

in my opinion, "Automated Trade Routes / Switched Boxes" (issue # 425, 444)
That's what I'm working on right now. I think the problem is that it's vanilla code, which has been modded multiple times by multiple people. This has resulted in some inconsistencies in the code (naming, placement etc), which makes it harder to read. Hard to read code is more prone to bugs and we have had a few here.

I'm tired of fixing this. I'm going to do a full out cleanup, which would not only fix this bug, but also make it less prone to future bugs. We shouldn't have code, which is prone to bugs.
 
It seems that bears can run over water now...:lol:

Spoiler Screenshot :
civ4screenshot0002-jpg.595498


I played the scenario RaR Americas Huge map for this test. It seems that there is a part of a ford but no unit can pass the river at this point. Nevertheless, it seems to be enough for the bear to run on it.
 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    786.9 KB · Views: 276
Back
Top Bottom