AND SVN Build Thread

Useful info;) Sgtslick.However where is the bug settings folder?

Actually, Interface Colors and Formations aren't BUG settings. They are separate modules in the Assets\Modules folder. To turn on these modules, you have to find the appropriate MLF_CIV4ModularLoadingControls.xml file.

For Interface Colors, open the Modular Controls file in Assets\Modules\Interface Colors and change the <bLoad>0</bLoad> to <bLoad>1</bLoad> for the color you want. For Formations, open the Modular Controls file in Assets\Modules\Formations and change the <bLoad> to 1.

I also don't delete my UserSettings folder when I update versions. I use Windows 7, and when I sort my RAND folder by Type Descending, that puts the UserSettings folder at the top so I can select and delete everything else and replace it from my SVN download folder.
 
Actually, Interface Colors and Formations aren't BUG settings. They are separate modules in the Assets\Modules folder. To turn on these modules, you have to find the appropriate MLF_CIV4ModularLoadingControls.xml file.

For Interface Colors, open the Modular Controls file in Assets\Modules\Interface Colors and change the <bLoad>0</bLoad> to <bLoad>1</bLoad> for the color you want. For Formations, open the Modular Controls file in Assets\Modules\Formations and change the <bLoad> to 1.

I also don't delete my UserSettings folder when I update versions. I use Windows 7, and when I sort my RAND folder by Type Descending, that puts the UserSettings folder at the top so I can select and delete everything else and replace it from my SVN download folder.


Also if you do this, add a comment to the file

# This is to retain formations in SVN updates.

Otherwise your changes will be removed each time you apply an SVN update, Try to add it under your changes so you know what you did.

This is what I've done, now I have formations enabled even with SVN updates, deleting and reinstalling the mod etc.

lol love the am time settings, I've replied BEFORE Vokarya posted...lol...heh heh heh, it should say 0.56 AM, no biggie.
 
rev669 - A New Dawn 2.2 beta2

  • Fixed some events (druids, dock workers, war memorial)
  • Updated to C2C dll up to rev6326
  • Many CTD & end of turn hang fixed
  • Improved some performance bottlenecks with manipulation of large stacks by the AI
  • Fixed AI bug causing failure to attack cities whose defenses require reduction to direct attack once the attacker gets adjacent to them
  • Fixed some AI logic that had it skip bombardment if its attack stack was sufficiently much stronger than the city's defenders even if the city could not be entered without reducing its defenses firstStrikes
  • New approach to memory reduction largely removing the need to use viewports (Graphics Paging under BUG options)
  • Fixed bug with commander re-use
  • Fixed incorrect ordering of tech choice and city production popups
  • Significantly more asynchronous processing of city turn
  • Fixed an OOS MP bug (C2C rev5588)
  • Tweaked naval AI changes to be slightly more efficient
  • Speculative change to encourage unloading units to regroup at their landing site
  • Split up CvInfo.cpp (units and buildings)
  • Optimization of tech evaluations + Substantial speedup to AI tech evaluation
  • Improved AI evaluation of tech, cities, corporations, and resource trading
  • Fixed CTD that can happen on conquering a city
  • Fixed small issue with groups that have both hidden and non-hidden nationality when culture of an enemy spreads to their plot
  • Fixed culture threshold overflow, which could result in cities beginning with legendary culture
  • Tech Diffusion scaled down, it should work better

As usual, most of the dll work has been done by Koshling in C2C. Most notable feature is the new Graphic Paging System which should allow memory usage reduction, useful especially on very big maps. :)
 
This:
45°38'N-13°47'E;13007666 said:
[...]
  • Fixed AI bug causing failure to attack cities whose defenses require reduction to direct attack once the attacker gets adjacent to them
  • Fixed some AI logic that had it skip bombardment if its attack stack was sufficiently much stronger than the city's defenders even if the city could not be entered without reducing its defenses first
  • New approach to memory reduction largely removing the need to use viewports (Graphics Paging under BUG options)

:goodjob::goodjob:
 
45°38'N-13°47'E;13007666 said:
rev669 - A New Dawn 2.2 beta2

  • New approach to memory reduction largely removing the need to use viewports (Graphics Paging under BUG options)

As usual, most of the dll work has been done by Koshling in C2C. Most notable feature is the new Graphic Paging System which should allow memory usage reduction, useful especially on very big maps. :)

Can you detail what is done?
 
Can you detail what is done?

In short, while default Civ loads every detail on the map, no matter where you're looking on the map, this new code allows the game to load only necessary graphical info about the zone of the map you're currently looking at. When you look at another point on the map (for example clicking on the minimap), graphical details of that part of the map are loaded while the view shifts to the new position.
 
Latest Update seems to have Partially fixed my problem with passive AI (are more aggressive now) But added crash on end turn.

No idea what causes it but it started late Medieval Era
 
Latest Update seems to have Partially fixed my problem with passive AI (are more aggressive now) But added crash on end turn.

No idea what causes it but it started late Medieval Era

Upload your save and minidump.dmp please
 
How do I do that I have not had to before?
Looks like you have some learning ahead of you.

The Minidump.dmp file is in the Main BtS directory of your game. You Must compress it with any of these 3: Win Zip, Win Rar or 7z. Otherwise the forum will not allow you to Upload it.

Do you know where the Save games reside on your computer?

Do you know how to use the Go Advanced button at the bottom of the Quick Reply screen?

Go Advanced allows you to Upload to your post thru the Manage Attachment button/ Popup once you click that button.

Save game should probably be zipped too if over 2MB in size.

The Minidump provides valuable info as to "where" in the code the problem may be occurring. Attach it in compressed form as well as the save game to you next post.

JosEPh
 
OK attached Minidump and save to this post

Save is closest to point of first crash

I've played 5-6 turns up to year 1239AD without any crash; will have a look at minidump.
 
45°38'N-13°47'E;13020034 said:
I've played 5-6 turns up to year 1239AD without any crash; will have a look at minidump.

Crash is random only pattern is:

On End Turn game might crash and that it seems to be becoming more frequent the more I play the save

Edit: Just realized I did not specify type of crash. Its a CTD

Edit2: After playing another 150 or so turns the crashes are now once every 1-2 turns
 
Crash is random only pattern is:

On End Turn game might crash and that it seems to be becoming more frequent the more I play the save

Edit: Just realized I did not specify type of crash. Its a CTD

Edit2: After playing another 150 or so turns the crashes are now once every 1-2 turns

After each CTD there is a New Minidump created. Upload your latest please.

By the way what are your computer specs and what are your current game set up, i.e. how large a Map what type, # of AI that started game, is REV on or off, etc. The solution is in the details given and cuts down the guessing game for causes.

Thanks
JosEPh
 
Here's the latest save and minidump.

All can remember of the the settings were: Monarch Difficulty, REV off, Barbarians off, Ruthless AI Map was perfect world 1?

I will get back with my computer specs as I have had 4 hours sleep
 

Attachments

Rev670
Lots of XML tweaks, only a couple of new things.

TECHNOLOGIES:
  • Religion foundation changed: Kemetism founds at Polytheism and Hinduism founds at Literature
  • Great Persons spawning balanced: Great Artists spawn at Perspective, Photography, and Androids; Great Engineers spawn at City Planning and Architecture; Great Merchants spawn at Currency and Megacorporations; Great Prophets spawn at Scriptures, Holy War, Counterculture, and Homo Superior; Great Scientist spawns at Mathematics and removed from Thermodynamics and Modern Physics; Great Generals spawn at Warfare and Warmachines; Great Spies spawn at Alphabet and Optics
  • Tech Trading moved to Alphabet

GAME TEXT:
  • Changed Industry (Medium) to Industry
  • Fixed buggy characters in French strings

BUILDINGS:
  • New Wonder: Blarney Castle (available at Chivalry; free Deception I promotion for Espionage units and reoccuring event has chance to improve relations with AI leaders)
  • Advanced Shielding increased to +100% defense, +50% against bombardment, +50% espionage defense
  • Arcology Shielding gets +75% defense, +25% against bombardment, +25% espionage defense
  • Barbwire Fence available at Steel tech, obsolete at Skyroads, and replaced by Arcology Shielding and future
  • Communications Tower increased to +40% culture
  • Hypermarket gets +1 food, +20 commerce, 6 Merchant slots, gold increased to +100%, +1 health from Cow/Deer/Pig/Sheep, +1 happy from Coffee/Tea/Tobacco/Hit Movies/Hit Musicals/Hit Singles, replaces Bazaar/Market/Grocer/Supermarket/Shopping District
  • Personal Rapid Train gets +0.1 health per population and +2 health with Green and replaces Mass Transit
  • Pharmacy gets +2 gold with Smart Drugs tech
  • Shale Plant loses redundant prerequisites (Assembly Line and Thermodynamics)
  • Shopping District gets +50% gold, 4 Merchant slots, commerce increased to +10, replaces Bazaar/Market
  • Supermarket gets +25% gold (American Mall gets +45%), 2 Merchant slots, +1 commerce from Apple/Banana/Lemon/Spices/Sugar/Tobacco/Wine, replaces Grocer
  • Toll House requires Port or Commercial Port or International Port; Customs House requires Commercial Port or International Port

UNITS:
  • New Unit: Motorized Infantry (Strength 36, Move 2, available at Automatic Weapons + Automobile)
  • Conscription changes: Mechanized Infantry, Walker Mech, EMP SAM Infantry, Scout Mech, Assault Mech cannot be conscripted; Special Infantry can be
  • Deleted Supersonic Planes category; Strike Fighter and Modern Fighter moved to Jet Fighters category
  • Archer +1 Strength with Warfare
  • Light Cavalry base withdraw increased to 25% and removed Flanking promotions
  • War Elephant strength bonuses at Siege Warfare and Armored Cavalry increased to +2
  • Cuirassier base strength reduced to 18 and +3 Strength with Flintlock
  • Musketman can upgrade to Grenadier
  • Grenadier base strength increased to 22
  • Rifleman +2 Strength with Repeating Weapons
  • Light Artillery and Artillery require Steel
  • Mechanized Infantry requires Oil Products or Biofuel
  • Jet Fighter moved to Supersonic Flight
  • Modern Fighter moved to Stealth + Wearable Computers

Have fun and let me know if anything seems off.
 
Here's the latest save and minidump.

All can remember of the the settings were: Monarch Difficulty, REV off, Barbarians off, Ruthless AI Map was perfect world 1?

I will get back with my computer specs as I have had 4 hours sleep

I do need to point out that this is the wrong thread for Bugs and CTDs. Likely to get more attention if posted in the right thread.

JosEPh
 
Rev 672
Some XML tweaking, changes to early Ancient Era techs should prove interesting.

Tech Tree:
  • Sacrifice moved to X3 Y7 and added prerequisites of Animal Husbandry OR Slavery
  • The Wheel moved to X2 Y19, cost increased to 50, added prerequisite of Stone Tools
  • All civilizations that started with The Wheel now start with a different tech: Byzantium with Agriculture, Arabia and Hatti with Hunting, Egypt and Mali with Ritualism, Babylon with Stone Tools, Japan with Storytelling, Mongolia and Ottomans with Weaving

Buildings:
  • Boatyard obsolete with Screw Propeller (gives Marina a chance to replace Boatyard before Boatyard goes obsolete)
  • Elder Council obsolete with Alphabet and upgrades to School of Scribes
  • Fire Pit upgrades to Ceremonial Altar and all Temples
  • Gambling Hall never obsoletes and upgrades to Casino
  • Deleted Corporation tech prerequisite from all Corporation Store buildings (redundant, but left Corporation prerequisite on Corporate HQ's so as not to risk clash with Realistic Corporations option)
  • Moved all Spiritual trait production bonuses to SpecialBuildingsInfo.xml (no actual change, but Spiritual trait should be easier to read)

Wonders:
  • Space Elevator gives +50% global production of Commercial Satellites, Military Satellites, Orbital Factory, Orbital Hotel, Zero G Sports Arena
Guilds/Corporations:
  • Apothecaries Master Guild requires Apothecary, not Healer's Hut
  • Cereal Mills and Cereal Mills Store moved to Agricultural Engineering
  • Creative Constructions and Creative Constructions Contractors moved to Civil Engineering
  • Civilized Jewelers and Civilized Jewelers Store moved to Consumerism
  • East West Traders and East West Traders Store moved to Combustion
  • Fashion House and Fashion House Store moved to Consumerism
  • MallWart and MallWart Store moved to Consumerism
  • Mapster moved to Computer Networks

Units:
  • Siege Ram strength lowered to 8
  • Fluyt cannot explore rival territory
  • Musketman UU's can upgrade to Grenadier
 
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