1.24.1 Released!

There is a minor bug in the Victory Conditions screen; it lists the dominant religion in the world, but with local influence (here 0% since there is hardly hinduism in my territory).

Minor because the relgious advisor lists all religions with correct numbers.

Will fix, thanks.
 
I'm about to start a new game with the "World" map type, and I'm confused about the difference between the option "Allow Pangaea" and "Random". Shouldn't these options do the same thing, being "Allow Pangaea" doesn't guarantee that a pangaea will be generated?
Spoiler :
Map World Pangea Options.png
 
I'm about to start a new game with the "World" map type, and I'm confused about the difference between the option "Allow Pangaea" and "Random". Shouldn't these options do the same thing, being "Allow Pangaea" doesn't guarantee that a pangaea will be generated?

Allow Pangaeas: If the map generator creates a massive landmass, leave it alone.

Break Pangaeas: If the map generator creates a massive landmass, simulate meteor strikes until it's broken up into smaller pieces.

Random: Randomly select one of the above options.

The Random option works like this for every map script option. It's not an option in its own right, just a way to randomly select any of the actual options on the same page.
 
Hi Xyth, not sure if it's here the right place where to post.

-There's any way to make animals move only in suitable terrain for each of them? (e.g. not seeing polar bears on desert)

-At the start of the game, and before barbarians appear, sometimes I feel too easy to explore massive areas with only one scout or warrior. It could feel quite unrealistic. I would prefer if this exploration could be limited (don't know how, maybe adding more animals?)

-There's is more available art for new Natural Wonders? I'm missing any water Natural Wonder (Great Barrier Reef e.g.)
 
Hi Xyth, not sure if it's here the right place where to post.

Here is good. If it doesn't fit into a specific feedback thread (units, corporations, etc), then posting in the thread of the latest release is best.

-There's any way to make animals move only in suitable terrain for each of them? (e.g. not seeing polar bears on desert)

Movement restrictions via Python are very performance intensive and I don't know how to do them via the DLL yet. I agree this is a problem though.

-At the start of the game, and before barbarians appear, sometimes I feel too easy to explore massive areas with only one scout or warrior. It could feel quite unrealistic. I would prefer if this exploration could be limited (don't know how, maybe adding more animals?)

I'd like to limit or slow early exploration as well. It's tricky though, technically and conceptually. I'll have to look and see what other mods do.

-There's is more available art for new Natural Wonders? I'm missing any water Natural Wonder (Great Barrier Reef e.g.)

Great Barrier Reef is already in HR. I haven't found any other art I like enough to include, but I'm always looking.
 
We were able to connect older version using Lan with girlfriend now we are not :O Tried hamachi and tunngle with no luck. I can play other mods over LAN without problems what can be wrong?
 
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We were able to connect older version using Lan with girlfriend now we are not :O Tried hamachi and tunngle with no luck. I can play other mods over LAN without problems what can be wrong?

Windows or Mac? Or both? As of 1.24, HR is not cross-platform compatible in multiplayer without first removing the DLL.
 
Scrap it and sorry for panic post it must have been some mistake on my side... It works now without additional software like before. Thanks for improving this mod and for added pdfs, love to browse things like this at work :goodjob:

One person from caveman 2 cosmos team adviced me to save game the moment OOS happens and continue from that save not trying to load older saves. Will try full lenght mp game if it works this way
 
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How about spawning animals even after the game start spam barbarians? (Like Until spearmans or axemans start showing)
On long games started from stone age, when strongest troops is barbarian, it will be nice.

Something crazy to think:
Modern age animals: Alines, mutants,
Midle Age: werewolf, anaconda
Naval animals: white whale (Mobi Dick), kraken, Leviathan, serpent
(its joke but maybe...)
 
I think I found a bug in 1.24.1, I started a new game and somehow have acquired 3 sources of seals very early on (I think I acquired them after founding my first city, but I'm not certain)
Spoiler :
3 seals city screen.jpg
 

Attachments

Hi SpartanU,

it's because you own a Natural Wonder (Lake Baikal I think) which provides you with 3 seals.

Actually this natural wonder doesn't belongs to the city we see in the pic, but to the other city (the one in the west coast). The natural wonder is just next to the marble resource.
 
Hi SpartanU,

it's because you own a Natural Wonder (Lake Baikal I think) which provides you with 3 seals.

Actually this natural wonder doesn't belongs to the city we see in the pic, but to the other city (the one in the west coast). The natural wonder is just next to the marble resource.

Ah I see. I didn't realize that the natural wonders did stuff like that. Thanks for clearing that up.
 
I'm having trouble using the drones, destroying improvement in particular. Every time I try to destroy an improvement with a drone based in a city the drone doesn't carry out the command. When I use the drones from carriers however there's no problem. Bug maybe? On windows also
 
I'm having trouble using the drones, destroying improvement in particular. Every time I try to destroy an improvement with a drone based in a city the drone doesn't carry out the command. When I use the drones from carriers however there's no problem. Bug maybe? On windows also

Will investigate, thanks.
 
I do have repeatable ctd after end turn this save. Should I upload any logfile too?

The crash report would be helpful.
 
Spoiler This? :
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 53869b61
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.7.0
Fault Module Timestamp: 585c91b8
Exception Code: c0000094
Exception Offset: 00031e09
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1051
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: f2c9
Additional Information 4: f2c943ec402c88d561e5aba0c386fb88
 
Spoiler This? :
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 53869b61
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.7.0
Fault Module Timestamp: 585c91b8
Exception Code: c0000094
Exception Offset: 00031e09
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1051
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: f2c9
Additional Information 4: f2c943ec402c88d561e5aba0c386fb88

No, I need the report that shows the traceroute for each thread. Should look something like this:

Spoiler :
Code:
Process:               Civilization IV Beyond the Sword [715]
Path:                  /Users/USER/Library/Application Support/Steam/*/Civilization IV Beyond the Sword.app/Contents/MacOS/Civilization IV Beyond the Sword
Identifier:            com.aspyr.civ4bts
Version:               3.19 (0)
Code Type:             X86 (Native)
Parent Process:        ??? [1]
Responsible:           Civilization IV Beyond the Sword [715]
User ID:               502

Date/Time:             2017-03-16 10:09:09.468 -0500
OS Version:            Mac OS X 10.11.6 (15G1217)
Report Version:        11
Anonymous UUID:        5F4EC288-3B85-2B54-997C-D6CC988FAC1E

Sleep/Wake UUID:       F8988720-861E-496F-AD4A-0049905B5A6E

Time Awake Since Boot: 1300 seconds
Time Since Wake:       260 seconds

System Integrity Protection: enabled

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x00000000fffffff8
Exception Note:        EXC_CORPSE_NOTIFY

VM Regions Near 0xfffffff8:
--> shared memory          00000000ffffe000-00000000fffff000 [    4K] r-x/r-x SM=SHM 
  

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   libc++abi.dylib                   0x9270926d __dynamic_cast + 26
1   com.aspyr.civ4bts                 0x0039384e _object* boost::python::to_python_indirect<CvCivicInfo*, boost::python::detail::make_reference_holder>::execute<CvCivicInfo>(CvCivicInfo const&, mpl_::bool_<false>) const + 48
2   com.aspyr.civ4bts                 0x0039389b _object* boost::python::to_python_indirect<CvCivicInfo*, boost::python::detail::make_reference_holder>::operator()<CvCivicInfo*>(CvCivicInfo* const&) const + 43
3   com.aspyr.civ4bts                 0x00393906 _object* boost::python::detail::invoke<boost::python::to_python_indirect<CvCivicInfo*, boost::python::detail::make_reference_holder>, CvCivicInfo* (CyGlobalContext::*)(int) const, boost::python::arg_from_python<CyGlobalContext&>, boost::python::arg_from_python<int> >(boost::python::detail::invoke_tag_<false, true>, boost::python::to_python_indirect<CvCivicInfo*, boost::python::detail::make_reference_holder> const&, CvCivicInfo* (CyGlobalContext::*&)(int) const, boost::python::arg_from_python<CyGlobalContext&>&, boost::python::arg_from_python<int>&) + 105
4   com.aspyr.civ4bts                 0x003939a4 boost::python::detail::caller_arity<2u>::impl<CvCivicInfo* (CyGlobalContext::*)(int) const, boost::python::return_value_policy<boost::python::reference_existing_object, boost::python::default_call_policies>, boost::mpl::vector3<CvCivicInfo*, CyGlobalContext&, int> >::operator()(_object*, _object*) + 146
5   com.aspyr.civ4bts                 0x0059119b boost::python::objects::function::call(_object*, _object*) const + 563
6   com.aspyr.civ4bts                 0x0059126d boost::detail::function::void_function_obj_invoker0<boost::python::objects::(anonymous namespace)::bind_return, void>::invoke(boost::detail::function::any_pointer) + 37
7   com.aspyr.civ4bts                 0x0058c83b boost::function0<void, std::allocator<boost::function_base> >::operator()() const + 79
8   com.aspyr.civ4bts                 0x0058c574 boost::python::handle_exception_impl(boost::function0<void, std::allocator<boost::function_base> >) + 54
9   com.aspyr.civ4bts                 0x0058fae6 function_call + 118
10  org.python.python                 0x02569f9f PyObject_Call + 99
11  org.python.python                 0x025deff9 PyEval_EvalFrameEx + 9633
12  org.python.python                 0x025e2606 0x2560000 + 534022
13  org.python.python                 0x025df59b PyEval_EvalFrameEx + 11075
14  org.python.python                 0x025e2606 0x2560000 + 534022
15  org.python.python                 0x025df59b PyEval_EvalFrameEx + 11075
16  org.python.python                 0x025dc87c PyEval_EvalCodeEx + 1378
17  org.python.python                 0x02587734 0x2560000 + 161588
18  org.python.python                 0x02569f9f PyObject_Call + 99
19  org.python.python                 0x025e1f63 PyEval_CallObjectWithKeywords + 150
20  org.python.python                 0x02569f37 PyObject_CallObject + 32
21  com.aspyr.civ4bts                 0x00660ef7 FPythonMgr::ICallFunction(_object*, std::string const&, _object*, _object**) const + 79
22  com.aspyr.civ4bts                 0x006612c5 FPythonMgr::ICallFunction(_object*, std::string const&, _object*, long*) const + 57
23  com.aspyr.civ4bts                 0x00661e73 FPythonMgr::CallFunction(std::string const&, std::string const&, _object*, long*) const + 171
24  com.aspyr.civ4bts                 0x00b54140 CyPythonMgr::callFunction(FStringA const&, FStringA const&, void*, long*) + 178
25  com.aspyr.civ4bts                 0x00caa418 CvWorldBuilder::saveDesc(char const*) + 278
26  com.aspyr.civ4bts                 0x00caab74 CvWorldBuilder::quickSave() + 68
27  com.aspyr.civ4bts                 0x00a9c2e6 CvApp::InitGame() + 4500
28  com.aspyr.civ4bts                 0x00a92763 CvApp::Init(HINSTANCE__*, char const*) + 3027
29  com.aspyr.civ4bts                 0x00b56d91 WinMain + 33
30  com.aspyr.civ4bts                 0x00094041 sEventLoopEventHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 111
31  com.apple.HIToolbox               0x922252ff _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
32  com.apple.HIToolbox               0x921cd7b0 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1832
33  com.apple.HIToolbox               0x921cc9c4 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 402
34  com.apple.HIToolbox               0x921cc82a SendEventToEventTargetWithOptions + 40
35  com.apple.HIToolbox               0x92205e26 ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 1994
36  com.apple.HIToolbox               0x921cdbff DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2935
37  com.apple.HIToolbox               0x921cc9c4 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 402
38  com.apple.HIToolbox               0x921dfb6d SendEventToEventTarget + 34
39  com.apple.HIToolbox               0x9237cc8e ToolboxEventDispatcher + 82
40  com.apple.HIToolbox               0x9237cb4f RunApplicationEventLoop + 240
41  com.aspyr.civ4bts                 0x00093f53 InstallEventsAndRunGameLoop() + 156
42  com.aspyr.civ4bts                 0x0009440f main + 356
43  com.aspyr.civ4bts                 0x00001be5 start + 53

Are you on Windows 10? These were available right from the crash notification in earlier versions of Windows but Microsoft, with their infinite lack of wisdom, seem to have made these reports rather inaccessible now. Apparently, there's something called Event Viewer that is supposed to record them, but I'm not familiar enough with Windows 10 to know how to find them exactly. Can anyone help?
 
This was generated on win 7 from that save, tried same save on win 10 and the game crashed too but without any report.
 
Can Graph Info Screen remembering the number of turns (show only last 50, 100 turns) and don't resetting every time i click on other graph? (power or score) Its ok when it reset every time i close the panel.
I was thinking when player know the demographic of other player but his spy points drop under necessarily points to show demographic. Can grap show his data to the date of last know? Or it probably to much variables to actually use.

Can Air Ships or bombers have turn selection sooner that other units?

Hospital (GP) - No climate change around city. Or at last highly reduced.

Climate change event (preventing change the title)
+ leave them be
+ pay for saving the environment (+1 happy on city +1 health for 30 turns )
+ dispatch workers from nearby city (some units are busy for x turns) + reduce chance for another climate change around city
+ dispatch military force from nearby city (some units are busy for x turns)
+ Call distant help (random workers on map are busy for x turns) picking the nonactive in cities first
+ Use every thing we have to break this cycle (All above, but reduce empire vide chance for climate change) +1 relations / +1 health for 30 turns empire
+ Use power of our hospital (pay little)
+ Use the power of nearby city (city is busy for x turns)

Can be natural wonders not be placed on one square vide but longer half islands. If there is behind that square a resource, then its practically isolated.
-Or at last hidden road? No that by probably messing the AI.
 
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