BUG: Barbarians with cities crash the game when gaining post-modern techs

Charsi

Chieftain
Joined
Mar 18, 2015
Messages
45
Hi,

This bug has been plaguing my mod (Barbarians Evolved) for weeks and I finally figured it out tonight.

Here's the criteria:

1. No mods except IGE, which is obviously necessary
2. BNW DLC must be active
3. Barbarians have at least 1 city (this is why you need IGE)
4. Barbarians research or inherit any technology from ERA_POSTMODERN or ERA_FUTURE

--> Game crashes at the start of the Barbarians' next turn

You can really easily induce #4 by starting a new game in the Information Era. As soon as you give Barbarians a city with IGE, the game crashes. You don't need any other mods loaded. This might be fixed with the CBP DLL but I didn't check to see.

I have no idea why this is. I thought it was ideologies, but it turned out to be technologies of specific eras. I was finally able to solve it by using lua code to strip the Barbarians of all technologies configured as ERA_POSTMODERN or ERA_FUTURE on game load.

As my mod (Barbarians Evolved) allowed Barbarians to capture and spawn cities, it was causing me a lot of grief, as the game would simply crash with no clue given as to why.

Fortunately, it's at the end of the Barbarians NEXT turn, so you can "fix" it by un-learning postmodern techs as soon as they are learned - the hook is GameEvents.TeamSetHasTech()... note that you have to specifically handle Information Era starts separately, as well.

There's always the Civilization_DisableTechs table but I didn't explore that option. Anyway, thought someone should know so here I am.
 
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