Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

-Aerial Basket Ropeways (national wonder) requires travois maker which I did build in my city. But after I built wheelwright (which replaces travois maker) it was no longer possible to build Aerial Basket Ropeways. Deleting the wheelwright with ctrl-A made it possible again. Imo, the replacements of Travois maker should also fulfill the prerequisite for Aerial Basket Ropeways.
 
-Aerial Basket Ropeways (national wonder) requires travois maker which I did build in my city. But after I built wheelwright (which replaces travois maker) it was no longer possible to build Aerial Basket Ropeways. Deleting the wheelwright with ctrl-A made it possible again. Imo, the replacements of Travois maker should also fulfill the prerequisite for Aerial Basket Ropeways.

So that is why that wonder jumps around. It is very expensive to build and I always build the wheelwright so as to speed up its building. Then can't build it. :lol:
 
Without Alberts magical script finding which art file is broken will be almost impossible :/

Exactly. I asked on multiple occasions for him to explain to me how to go about this and I never got an answer. This is one of many reasons I feel the future of the mod may be dour without more expert assistance than those who have the passion to offer help to the team can provide.
 
-Aerial Basket Ropeways (national wonder) requires travois maker which I did build in my city. But after I built wheelwright (which replaces travois maker) it was no longer possible to build Aerial Basket Ropeways. Deleting the wheelwright with ctrl-A made it possible again. Imo, the replacements of Travois maker should also fulfill the prerequisite for Aerial Basket Ropeways.

The wheelwright is replaced by the Carriage builder. Should this also allow the Ropeways or are they obsolete by then?
 
Without Alberts magical script finding which art file is broken will be almost impossible :/

Prime suspects are the Buffalo Worker, Frigate and Dragoon in Assyria's artstyle...

This is what the next AI - the largest - was about to complete that it doesn't currently have any of. The civ is Congo but it uses its leader Ashurbanipal's artstyle.
 
There is a similar problem with "Tamed horse" becoming unavailable when building "Knight Stable" that replaces "Stable". I'm not 100% sure that the "Knights stable is the culprit though, just a guess.
 
There is a similar problem with "Tamed horse" becoming unavailable when building "Knight Stable" that replaces "Stable". I'm not 100% sure that the "Knights stable is the culprit though, just a guess.

Probably, I am still working my way through converting the Tamed Animals. Real Life is only giving me short bursts of coding time.

I am actually considering a new National Wonder "National Horse Breeding Program" which provides a Horse Herd in all cities. It would replace the "National Horse Breeder" and disable "Tamed Horses". It would probably become available at the tech that provides "Knight's Stable" and be built via :hammers: or by a Great General, Great Scientist or Great Hunter. The same would be done for camels, elephants and llamas.

At this point the pseudo(?) National Wonders that allow the alt-timeline units to be built anywhere would be replaced by these breeders so that the units will only be able to be built in the city that built the wonder. Giraffe and Zebra by Horse; Bison and Deer by Camel and Mammoth by Elephants. That way you will have to make a strategic choice.
 
Checked all three. No problem with animation, redblob, missing texture or missing button.

Thanks.

I have narrowed the problem down to 8386 or 8387 (binary search: who knew I actually learned something at uni???:lol:). I think TB increasing food per pop is unlikely to have such an effect.

@Sparth: Can you please check the Asian galleass (seems it was the Koreans after all...), and if it's fine then the other Asian ships from that update.
 
Checked all wooden ships and everything is ok.

Thanks for the quick response Sparth. However, 8385 doesn't crash and 8387 does. Did you change anything else in that commit? What else do you suggest?

ETA: Just to eliminate that possibility, I tried it on 8386...and it crashes. I would understand if there's nothing else you can think of to try, I just hope that is not the case...:(
 
Thanks for the quick response Sparth. However, 8385 doesn't crash and 8387 does. Did you change anything else in that commit? What else do you suggest?

ETA: Just to eliminate that possibility, I tried it on 8386...and it crashes. I would understand if there's nothing else you can think of to try, I just hope that is not the case...:(

Hmm can you remove these ships from CIV4UnitArtStyleTypeInfos.xml from 8386 and try?
Maybe its something wrong with NIF file and we cant see it in-game or smth like that.
 
Hmm can you remove these ships from CIV4UnitArtStyleTypeInfos.xml from 8386 and try?
Maybe its something wrong with NIF file and we cant see it in-game or smth like that.

I took them all out of ARTSTYLE_ASIAN, _JAPAN and _KOREAN and... no crash.

If I knew which artstyle Korea was using, I'd know what to do next. But I would really like to avoid the hassle of putting those ships back one by one into three artstyles.

Is there an easier way?

ETA: There was. I put the galleass back into the Japan and Korean styles ... and ... CRASH!
Of course there may be problems with some of the others too, but I have proved there is a problem with that galleass. Can you please remove it. I will now be changing the GALLEASS_ASIAN back to whatever it was before in my 8429, so I can (see if I can) continue my game.

ETA2: Just confirming that my save has no problem other than with the galleass (ie. from SVN8386) in the Korean artstyle.
 
Ok tnx Yudishtira with this tracking. Ill remove Asian Galleas from all artstyles.
Anyway its strange because XML, Civiliopedia and in game this model looks ok and correct. Heh tracking bugs is even more problematic now :(
 
Latest SVN, a question:

(see attached screenshot)

I have a town hall in my city, which should give me 2 free specialists. Why do I not see those specialists on the right side?
 

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Latest SVN, a question:

(see attached screenshot)

I have a town hall in my city, which should give me 2 free specialists. Why do I not see those specialists on the right side?

I don't remember the exact tech but once you reach it your specialist are removed for an advanced placement system. You will start to get them back as you play on. I think it's the Tech that starts the Classical Era.

DH added this several months ago (late last year?).

Just continue play and each city will start repopulating the specialists. But not necessarily the same number as you had in the Preh and Ancient eras.

I always thought that specialist came too early in C2C and none should've been generated till Ancient era/Sed Life was researched. But that's just my take on it.

JosEPh
 
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