BUG REPORT, F.A.Q. and known issues

I have spent quite some time on it but have no idea why it doesn't trigger :dunno: I give up :sad:
Thanks for the effort. Don't worry. If I remember correctly, the last time it happened to me, it triggered some turns after fulfilling the requirements
 
Thanks for the effort. Don't worry. If I remember correctly, the last time it happened to me, it triggered some turns after fulfilling the requirements
Aha...
Please attach a save when it finally triggers. And if possible also an autosave before it triggers.
Maybe that would help.
 
Thanks for the great mod. It's fantastic.

But I have a problem with saving scenarios.

I found this on the Forum, but it doesn't really help: https://forums.civfanatics.com/thre...s-when-pre-made-worldbuilder-scenario.683859/

I'd like to create one or two scenarios myself, as I don't always want to play from the beginning. I'm attracted to the possibility of being able to replay a pre-defined situation over and over again. Being able to change players or change the pace of the game.

Is there any hope for a fix for the problem that cities are connected to the trade network and retain their previously connected resources when loading a scenario?

Greetings John
 
Thanks for the great mod. It's fantastic.
I'm happy you like it :hatsoff:

But I have a problem with saving scenarios.

I found this on the Forum, but it doesn't really help: https://forums.civfanatics.com/thre...s-when-pre-made-worldbuilder-scenario.683859/

I'd like to create one or two scenarios myself, as I don't always want to play from the beginning. I'm attracted to the possibility of being able to replay a pre-defined situation over and over again. Being able to change players or change the pace of the game.

Is there any hope for a fix for the problem that cities are connected to the trade network and retain their previously connected resources when loading a scenario?
That's a strange bug I never experienced or heard of.
Have you tried recalc with CTR-SHIFT-T ?

Please upload a file.
 
Great !

Ctrl-Shift-T works. I didn't know that before. It completely solves my problem, and now I can create a scenario for myself with the mod. I want to say thank you for the great mod and the quick help. Perfect!

Greetings John
 
I have spent quite some time on it but have no idea why it doesn't trigger :dunno: I give up :sad:
I think I found it. I think the trigger that calculates the resources needed (8 of Copper, Iron, Gold, Silver or Lead), only counts Copper. In the save game I attach, I fulfill the requirements (13 forges and 8 metals (2 Copper, 3 Iron, 4 Silver)) but the mission fulfillment does not trigger.
Using the WorldEditor, I crate 7 more coppers to have 9 in total, and the very next turn the mission is completed.

Checking the code I see the checking that the city of the event is still own by the player, and the required number of forges, but I don't see where the required resources are counted

Spoiler code :


Python:
def canTriggerMasterBlacksmithDone(argsList):
    kTriggeredData = argsList[0]
    trigger = gc.getEventTriggerInfo(kTriggeredData.eTrigger)
    player = gc.getPlayer(kTriggeredData.ePlayer)
        
    iForge = CvUtil.findInfoTypeNum(gc.getBuildingClassInfo, gc.getNumBuildingClassInfos(), 'BUILDINGCLASS_FORGE')
    iBuildingsRequired = gc.getWorldInfo(gc.getMap().getWorldSize()).getDefaultPlayers()
    if iBuildingsRequired > player.getBuildingClassCount(iForge):
        return false

    kOrigTriggeredData = player.getEventOccured(trigger.getPrereqEvent(0))

    city = player.getCity(kOrigTriggeredData.iCityId)   
    if city == None or city.getOwner() != kTriggeredData.ePlayer:
        return false

    kActualTriggeredDataObject = player.getEventTriggered(kTriggeredData.iId)
    kActualTriggeredDataObject.iCityId = kOrigTriggeredData.iCityId
        
    return true

 

Attachments

I think I found it. I think the trigger that calculates the resources needed (8 of Copper, Iron, Gold, Silver or Lead), only counts Copper. In the save game I attach, I fulfill the requirements (13 forges and 8 metals (2 Copper, 3 Iron, 4 Silver)) but the mission fulfillment does not trigger.
Using the WorldEditor, I crate 7 more coppers to have 9 in total, and the very next turn the mission is completed.

Checking the code I see the checking that the city of the event is still own by the player, and the required number of forges, but I don't see where the required resources are counted

Spoiler code :


Python:
def canTriggerMasterBlacksmithDone(argsList):
    kTriggeredData = argsList[0]
    trigger = gc.getEventTriggerInfo(kTriggeredData.eTrigger)
    player = gc.getPlayer(kTriggeredData.ePlayer)
      
    iForge = CvUtil.findInfoTypeNum(gc.getBuildingClassInfo, gc.getNumBuildingClassInfos(), 'BUILDINGCLASS_FORGE')
    iBuildingsRequired = gc.getWorldInfo(gc.getMap().getWorldSize()).getDefaultPlayers()
    if iBuildingsRequired > player.getBuildingClassCount(iForge):
        return false

    kOrigTriggeredData = player.getEventOccured(trigger.getPrereqEvent(0))

    city = player.getCity(kOrigTriggeredData.iCityId) 
    if city == None or city.getOwner() != kTriggeredData.ePlayer:
        return false

    kActualTriggeredDataObject = player.getEventTriggered(kTriggeredData.iId)
    kActualTriggeredDataObject.iCityId = kOrigTriggeredData.iCityId
      
    return true

Now this is really weird. I mean, your code doesn't look right.
Here, see the difference in WinMerge:
1756411424191.png

On the left is the code you copied in and on the right what I have found.

BUT
I experienced the same! Your save didn't trigger the next turn. But if I added 8 Iron it did for me as well.
So you are right, except it's not just Copper but any metal.

Still investigating...
 
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Now this is really weird. I mean, your code doesn't look right.

You are very right, I pasted the canTriggerMasterBlacksmithDone(argsList) from vanilla BTS, not from the mod folder. So sorry 😅

I have checked, and the actual function in my MOD folder, is the correct one (the one you posted),

Let me know if you want me to perform any more specific tests
 
Well I figure out what the real bug is:
1756581723588.png

The help text is displaying an incorrect number of required resources but I don't know how that is possible :confused:

So, you just need to accumulate more metals and the event will trigger :)
 
So I need to ask something, because I couldn't figure this out at all. What would make Chronicles of Mankind silently crash while loading, and make the executable spit out a mini dump that shows the exception code being 0xC0000005? I included the mini dump too, if it helps.
 

Attachments

So I need to ask something, because I couldn't figure this out at all. What would make Chronicles of Mankind silently crash while loading, and make the executable spit out a mini dump that shows the exception code being 0xC0000005? I included the mini dump too, if it helps.
I'm not expert at bug hunting but I'll try to take a look at it tomorrow (when I'm not working).
Could you also upload a save file before the CTD, please. THX
 
Could you also upload a save file before the CTD
I can't even load the mod is the issue. That's the weird part, it abruptly and silently crashes at the "Init XML (uncached)" stage. The version of Chronicles of Mankind I saved eons ago (feb 2020, version 1.0.3 apparently) loaded just fine, and idk where to hunt down the old versions to tell you where the silent CTD starts happening.
 
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I can't even load the mod is the issue. That's the weird part, it abruptly and silently crashes at the "Init XML (uncached)" stage. The version of Chronicles of Mankind I saved eons ago (feb 2020, version 1.0.3 apparently)
Oh, I see. Than that's the problem. With version 1.2 came a change that made older saves incompatible.
 
Oh, I see. Than that's the problem. With version 1.2 came a change that made older saves incompatible.
Well, about that... I'm not trying to load any save in the first place. I always start new games when mods update. I'm just trying to load the mod itself. I want to start a new game, and I can't even do that. I only mentioned version 1.0.3 because that's what managed to start up on the main menu and it's what I had on hand as a backup.
 
Well, about that... I'm not trying to load any save in the first place. I always start new games when mods update. I'm just trying to load the mod itself. I want to start a new game, and I can't even do that. I only mentioned version 1.0.3 because that's what managed to start up on the main menu and it's what I had on hand as a backup.
Ah, okay. Sorry, I misunderstood.
When a mod doesn't load than it's usually a faulty install. Make sure, that the mod is installed to Civ4 install directory and not into MyGames.
Also, don't forget to patch BtS to 3.19... Though CoM1.0.3 wouldn't start without that either.
 
Ah, okay. Sorry, I misunderstood.
When a mod doesn't load than it's usually a faulty install. Make sure, that the mod is installed to Civ4 install directory and not into MyGames.
Also, don't forget to patch BtS to 3.19... Though CoM1.0.3 wouldn't start without that either.
It's a GOG install (therefore already patched to 3.19), and the mod is already on the Civ4 install. I do the latter with all my mods, and CoM 1.3.2 is the only one I'm facing this silent crash issue with.

I don't know what arcane quirk is on my computer that prevents it from loading, but that's what I'm trying to figure out.
 
It's a GOG install (therefore already patched to 3.19), and the mod is already on the Civ4 install. I do the latter with all my mods, and CoM 1.3.2 is the only one I'm facing this silent crash issue with.

I don't know what arcane quirk is on my computer that prevents it from loading, but that's what I'm trying to figure out.
Well, that's pretty odd. Sorry but I'm totally clueless :confused:
Unfortunately I couldn't figure out anything from the mini bump file, so I only can wish you good luck. :undecide:
 
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