C2C SVN Changelog

After loading game and it is asking you to recalculate, and if you have lesser research (in my case) - you get negative research in that city. Also i noticed 2 days ago after doing same recalculation after newer version - i had negative taxes in INCOME part of Finance advisor report

Need a save game from before the recalc that breaks when you recalc please...
 
Deleted the extra Attila_CIV4UnitInfos.xml dont know if this is the correct one, but now there is only one.

Also Changed Spartacus to have Unit_CombatHERO, Thx DH, i never saw this.



EDIT: Changed All Heroes and deleted Specialist_Great_Warlord from all of them.

EDIT EDIT:
Changed Cart Path to Trail Paths, thx Hydro.
 
Just pushed to SVN:
  • Fixed end-of-turn not happening sometimes due to stacked automated units
  • Fixed recalculation of great people base rate in cities on modifier rebuild
 
In my latest game I just researched Assembly Line, which obsoletes the tannery. As a result all my leather vanishes. We need something that can built somewhere between tanneries and the advent of assembly lines that produces leather...
 
In my latest game I just researched Assembly Line, which obsoletes the tannery. As a result all my leather vanishes. We need something that can built somewhere between tanneries and the advent of assembly lines that produces leather...

Its on my todo list. I have bunch of factories i still need to make.
 
Just pushed to SVN:
  • Clarified description and option title text for the larger cities game option
  • Fix AI condition where attack stacks can become 'stuck' 2 tiles away from their target cities
 
Update
- Move all mammoth units and spawn info to the Alt_Timelines/Mammoth folder
- Add in some new missions for animals but not using them yet.
- New animal anteater (South American)

Edit Update
- More subdue animal buildings. Mostly late game sea creature ones.
- Added long ancient olympic movie by mourndraken to long movie SVN.

Yet more updates
- Two new animals Loon and Pigeon.
- Update megafauna trainers (Bison and Deer) plus Bull-Leaping to include new buildings by Hydro.
- Restrict Royal Tomb national wonder by civic as requested.
 
CTD at end of turn after updating latest SVN.
 
CTD at end of turn after updating latest SVN.

It's crashing (reproducibly) outside of the DLL. That means it is almost certainly down to bad graphical asset definitions for something you build that turn.

Turns out it's the mercenary stables building in Toronto. To determine this here is what I did (because it's something anyone can do, so it would be a useful time saver if people could check this first if they get end turn CTDs):

1) From the save game set all cities to research (so nothing gets produced). End turn. If it still crashes it's not due to something being built, so go ahead and post the save game and request help.

2) If that prevented the crash we know it's due to something being built, so now to find out what. Two approaches you can take:

2.1) Binary chop. From the save game position set half the cities to research and leave the other half alone. End turn, check for CTD. If no CTD you know it was one of the cities you set to research, so reload the save game and set half of THOSE to research (so down to a quarter the original set). If it did CTD it was one of the ones we didn't set to research, so set half of THOSE to research and retry. Eventually you'll get down to one city. At that point you can report what it is that the building of causes a crash.

2.2) Suspicion! Look for anything unusual being built that turn. Set THAT city only to research and see if that prevents the crash.

In this case I was suspicious of the mercenary stables, simply because I have never built one in any of my games, and low and behold - that is exactly what does it. Setting Toronoto to some other build prevents the CTD.

I haven't yet pinned down what exactly it is about the mercenary stables that causes the crash, but I'm working on it. For now a workaround is not to build them!!
 
It's crashing (reproducibly) outside of the DLL. That means it is almost certainly down to bad graphical asset definitions for something you build that turn.

Turns out it's the mercenary stables building in Toronto. To determine this here is what I did (because it's something anyone can do, so it would be a useful time saver if people could check this first if they get end turn CTDs):

1) From the save game set all cities to research (so nothing gets produced). End turn. If it still crashes it's not due to something being built, so go ahead and post the save game and request help.

2) If that prevented the crash we know it's due to something being built, so now to find out what. Two approaches you can take:

2.1) Binary chop. From the save game position set half the cities to research and leave the other half alone. End turn, check for CTD. If no CTD you know it was one of the cities you set to research, so reload the save game and set half of THOSE to research (so down to a quarter the original set). If it did CTD it was one of the ones we didn't set to research, so set half of THOSE to research and retry. Eventually you'll get down to one city. At that point you can report what it is that the building of causes a crash.

2.2) Suspicion! Look for anything unusual being built that turn. Set THAT city only to research and see if that prevents the crash.

In this case I was suspicious of the mercenary stables, simply because I have never built one in any of my games, and low and behold - that is exactly what does it. Setting Toronoto to some other build prevents the CTD.

I haven't yet pinned down what exactly it is about the mercenary stables that causes the crash, but I'm working on it. For now a workaround is not to build them!!


Yeah good description how to help the programmers.
A FAQ containing this and some other techniques should be made available as a sticky thread like
"debugging for newbies -a starters guide for easy but important methods".

So if we all could be trained a bit how you work (aside the coding) we will really save you a lot of time.
Like it was with SVN, wasn't used by many people in the beginning but now there are maybe a hundred or so...ok it doesn't save you time but us not having to use atomicgamer anymore hehe :D
 
Yeah good description how to help the programmers.
A FAQ containing this and some other techniques should be made available as a sticky thread like
"debugging for newbies -a starters guide for easy but important methods".

So if we all could be trained a bit how you work (aside the coding) we will really save you a lot of time.
Like it was with SVN, wasn't used by many people in the beginning but now there are maybe a hundred or so...ok it doesn't save you time but us not having to use atomicgamer anymore hehe :D

+1 :goodjob:
 
Found another Entry for the suggested "debugging for newbies -a starters guide for easy but important methods"-thread. Shall I open it or maybe one of you coders so you can edit it easy with new self-debugging tips and tricks for us?

If you have logging on there will be a better error message in PythonErr.log (not PythonErr2.log).

Logging is turned on in your Civilization.ini.

The Logs should be in the My games/beyond the sword/logs folder.

If you don't have that log post a save game and we will look into reproducing the error ourselves.

If it's explained Koshling-style

o step
o by
o step

the hurdle to participate and actively support the mod will - at least - not drop - I think that much I can ensure y'all ;-)
 
Found another Entry for the suggested "debugging for newbies -a starters guide for easy but important methods"-thread. Shall I open it or maybe one of you coders so you can edit it easy with new self-debugging tips and tricks for us?

I am considering starting a thread "Player's Documentation" but I wanna play for a few turns first ;)
 
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