At long last: 1.21 released!

I am getting another crash, I'm including the crash report and the saved game.

If it duplicates it should cease as soon as you try to end the turn

I can replicate the crash. Investigating now.

It appears that if a civ is eliminated, but a new one is generated to replace it (presumably either due to a civil war or the creation of a colony), the new civ inherits the dead one's culture even if it's on the other side of the planet!

In the screenshots below, the Sioux wiped out the Mayans, but not too long afterwards there are again a full 18 civs and the old Mayan cities have a majority Russian! culture.

I wondered if there might be problems with reusing a player ID, which can happen once there have been 18 civs in a game but one is wiped out. I'll see what I can do. Other than city culture, have you noticed anything else the Russians have 'inherited' from the Maya? Diplomatic attitudes perhaps?
 
Basically, everything including techs, war status, open borders etc
 
Basically, everything including techs, war status, open borders etc

I'm seeing something weird in my current game also. Three of my cities have >30% Assyrian culture despite the fact that I've been the sole possessor of my continent for about 350 turns. I did kill off Siam a long time ago and razed all of their cities but they don't appear on the score list as dead anymore. Those three cities are in the area of the Siamese former capital. Looking at the score graphs Assyria took over Siam's earlier points

Plus it looks like every leaders threat rejection text is missing. It's happened about 4 or 5 times now
 
Other than city culture, have you noticed anything else the Russians have 'inherited' from the Maya? Diplomatic attitudes perhaps?
No idea, I haven't even *met* the Russians yet. They must be in the other hemisphere, and Compass is still a ways away.
 
Basically, everything including techs, war status, open borders etc

I'm puzzled by this because I can't replicate it. If I set up a game with 18 civs, kill one of them off, and then add a new player with the same ID via the console (CyGame().addPlayer()), the new player doesn't inherit any of the values or settings of the former player/team. Any idea what's going on?
 
Use the WB and check the team id.
If it is the same id, it should inherit
 
I'm puzzled by this because I can't replicate it. If I set up a game with 18 civs, kill one of them off, and then add a new player with the same ID via the console (CyGame().addPlayer()), the new player doesn't inherit any of the values or settings of the former player/team. Any idea what's going on?

You can just remove all of the old culture the moment they're created using python.
 
Use the WB and check the team id.
If it is the same id, it should inherit

Same ID, checked. Killed the Sioux, who had all Ancient/Classical techs. Used their ID to add the Celts, same team ID, Celts started with no techs. Very confused.

You can just remove all of the old culture the moment they're created using python.

Yep. Just trying to check for related issues before implementing a solution. cpease61's crash is related to the transfer of units, but I'm wondering if it's the same root cause - reuse of player and/or team IDs. I'm definitely going to have to blacklist team IDs with more than one member though (team games, permanent alliances), as there's no way to remove a player from such a team.
 
On a positive note, wouldn't the elimination of Permanent Alliances free up a setting toggle on the Custom Game/Scenario set-up screen? Any chance you could re-purpose it to make the whole Civil War system optional?
 
Working on solutions for all of this. Rather than releasing the fixes/changes as a patch, I think I'll release it all soon as a development version of 1.22. Will keep you posted.

Plus it looks like every leaders threat rejection text is missing. It's happened about 4 or 5 times now

Is it blank or displaying some variety of TXT_KEY_SOMETHING text? If the latter, could you post a screenshot or post what it says?

On a positive note, wouldn't the elimination of Permanent Alliances free up a setting toggle on the Custom Game/Scenario set-up screen? Any chance you could re-purpose it to make the whole Civil War system optional?

I'm not eliminating permanent alliances, I just can't re-use the slot of a player that was in one before they were wiped out.

Also, doesn't the founding of religions deliberately by great prophets free up the fewer religions toggle?

No, that mechanic is still in effect and is needed by the AI.
 
Have just posted the first development version of 1.22. It (hopefully) fixes most of the issues discussed in this thread so far, and adds a few new features as well. Try it out and let me know how you get on. If it proves stable I may just release 1.22 early and save further new features for 1.23.
 
I'm currently playing a game with your suggested custom DLL for more than 18 civs in windows. (Incompatible for mac and breaks cross platform multiplayer)

I've currently met 31 players, but if I move my scout I encounter a 32nd civ - a product of a civil war in Korea. This will crash the game without an error report. But right before it disappears the new civ that appears on my score list is "Barbarian/Minor"

I don't believe that my system is incapable of handling another player because if I enter worldbuilder I can see them clearly. Could it be that they lack a leader head or diplomatic script for the greeting message? There are plenty of other civ's that aren't in the game right now, why barbarians? They have the same colors/flag as the Independent leaders from Rhye's and Fall.
 

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I'm currently playing a game with your suggested custom DLL for more than 18 civs in windows. (Incompatible for mac and breaks cross platform multiplayer)

I've currently met 31 players, but if I move my scout I encounter a 32nd civ - a product of a civil war in Korea. This will crash the game without an error report. But right before it disappears the new civ that appears on my score list is "Barbarian/Minor"

I don't believe that my system is incapable of handling another player because if I enter worldbuilder I can see them clearly. Could it be that they lack a leader head or diplomatic script for the greeting message? There are plenty of other civ's that aren't in the game right now, why barbarians? They have the same colors/flag as the Independent leaders from Rhye's and Fall.

Korea's derivative civilizations have all been founded and it's choosing an unfounded civilization at random. The civ with that flag is the 'Minor Civilization', used in some scenarios and mods but not in HR. It's not meant to be selected, will fix.
 
This is actually a general Civ4/BtS question, not just for HR:

What happens when Barbarians own the Great Wall?
 

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Had a crash near the start of the game upon finding Victoria Falls and the movie trying to load. Hope attached autosave is of use, I copied the 'CivIV unexpectedly closed' report into a .rtf as well if you want it. The error repeated once when the scout in the south moves tile by tile SE-SW-SE-NE, but on a third try it didn't happen.

Edit: later on, having built several Orchards with Pottery, I researched Hunting, and now I can build Camps but Orchards claim to require Crop Rotation.
 

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This is actually a general Civ4/BtS question, not just for HR:

What happens when Barbarians own the Great Wall?

Heh! Not sure.

I ran into an Waiting for Other Civs error.

Here are some saves; if you're into that kind of thing.

I've just added an entry in the Troubleshooting thread about this issue.

Had a crash near the start of the game upon finding Victoria Falls and the movie trying to load. Hope attached autosave is of use, I copied the 'CivIV unexpectedly closed' report into a .rtf as well if you want it. The error repeated once when the scout in the south moves tile by tile SE-SW-SE-NE, but on a third try it didn't happen.

Please post the crash report as well.
 
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