Bug Thread?

Minchandre

Chieftain
Joined
Aug 13, 2007
Messages
3
Hey, I want to say how awesome this whole business is - SMAC is probably my all-time favorite game, ever, and I'm bummed that it won't run on Vista. I wholeheartedly support any project that attempts to recreate the look and feel of SMAC on a more modern engine, and you guys are t3h awesome.

That said, the current build has, like any work in progress, some bugs, and I wasn't able to find another thread to report them in. So, without further delay, bugs I've found!

1. The Unity Supply unit I started with was able to turn into a Former when I discovered the Unity Rover technology - I guess this may have been intentional, but I doubt it

2. Said Former had an option to upgrade it into a Former again after I discovered Former tech

3. Said former also lacked an "Automate" button, unlike my other, homemade former

4. When I attacked a barbarian mindworm with my own mindworm, the game crashed

Also, I'm sure this is a very low priority bug, but when my former was on "Automate" (which, granted, I set it on mostly to see what would happen), it had the tendency to find any and all gold deposits in my fat cross at build greenhouses on them.

I hope these bug reports help you guys! Keep up the good work!
 
Are you playing with patch "a" used over version 3?

1. The Unity Supply unit I started with was able to turn into a Former when I discovered the Unity Rover technology - I guess this may have been intentional, but I doubt it

You should be able to upgrade your Unity Supplies to a unity rover, former or unity foil right from the beginning (providing you have enough cash, are inside factional territory etc). Is this not the case?

2. Said Former had an option to upgrade it into a Former again after I discovered Former tech

I'm afraid that can't really be solved if unity supplies are to be upgradeable to formers right from the start.

3. Said former also lacked an "Automate" button, unlike my other, homemade former

I'm afraid I can't solve this one either, nor do I know the cause. :(

4. When I attacked a barbarian mindworm with my own mindworm, the game crashed

Does this happen every time? Can you post a save before such an attack which causes a crash?
I've just encountered a crash to psi combat myself, but for me all psi combats previous to this one worked without a problem. So it would be useful to have saves prior to crashes to find out what exactly is causing it.

Also, I'm sure this is a very low priority bug, but when my former was on "Automate" (which, granted, I set it on mostly to see what would happen), it had the tendency to find any and all gold deposits in my fat cross at build greenhouses on them.

What's the problem with this? Unless of course you already had mines available?
 
I have another bug I'd like to report. In the unit editor, for whatever reason, occasionally I can't accept a creation. This seemed to happen often for air units. Great mod by the way, can't wait till it's finished! :goodjob:
EDIT: I can't load my game!
 
I just attempted to play this for the first time, and upon being confused as to what a "Unity Supplies" is (I know what it is now, vaguely), I tried putting it into my city, and it crashed the game.
 
Yeah, hard to post a save on this one, just because I did it before any saves were really possible.

Although, I guess I could have posted an autosave, but I'm sure it is too late now...
 
hi i just started testing this great mod...
but game crashes every time i try to choose Enclosed biosphere..

BTW: I love those isles of the deep.. :D
 
its freezes, and this kind of error appear:

and that other pic is about techtree, i think its not correct.. :P
a known issue?
 
When you click 'Ignore Always', you can return to your game.

Don't know what's wrong with the tech tree pic, well except the many interface shortcomings.
 
I have completely wiped, reinstalled, set all options to default, yet no matter what I do this mod crashes before the title screen :(

I'm running XP with service pack 3 with the Steam version of Civilization IV BTS which reports as Civ Version 313 so I assume this is the latest version.

The most detail I can get from the crash report that lets me copy-paste is:

Spoiler :
Code:
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    <MATCHING_FILE NAME="kernel32.dll" SIZE="989696" CHECKSUM="0x7D737C09" BIN_FILE_VERSION="5.1.2600.5512" BIN_PRODUCT_VERSION="5.1.2600.5512" PRODUCT_VERSION="5.1.2600.5512" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.5512 (xpsp.080413-2111)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xF44A2" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.5512" UPTO_BIN_PRODUCT_VERSION="5.1.2600.5512" LINK_DATE="04/14/2008 00:11:24" UPTO_LINK_DATE="04/14/2008 00:11:24" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>


Let me know if there's anything else I can provide, I'm kind of stumped as to what's causing this :(

Oh and the mod version is 4c, though accidentally doing 4a the first time (and before the wipe, if that matters any) had the same problem.
 
Oh hey guess what I'm ******** and was only running the patch not the whole thing!

Leaving my monument to stupidity in case anyone else might be able to learn from it :)
 
Downloaded Planetfall. first impression very cool, if more than a little bewildering. I never played SMAC, so was a little lost as to what my priorities were.

I was lucky enough to score a water based unit and then went round the world amassing a massive navy from all the other pods - I figured I was the first out to sea, so I was going to be the first to grab the treasure!!! The world was easily circumnaviagted with this advantage, although I was learning on Settler, so maybe it'll be a little more dangerous on higher levels.

Anyway, I had established a couple of civic techs and decided to adopt them - fundamentalism and the last of the four options under Economy. Don't recall the name, but it's the one with a very long list of effects on it that you can't read at a glance, So Iwent to do so, got the "Revolution" sound and then froze.

Ctrl_Alt-Del to Task Manager (I'm running Vista, BTW) two Civ4 applications running. Ending the first which killed the second, didn't get enough time to screenshot it I'm afraid, but it looked like there was something missing in the Assests folder. My suspicion is that had I Alt-tabbed to another window, I might have got a similar error to the one described a few places up in this thread.

Another point. On first meeting each of the leaders, I got the XML reference instead of a message. I guess this could be fairly easy fixed by finding the relevant place in the XML and changing it to "Greetings" as a placeholder til something more flavourful can be written.

The barbarians were triremes. It might be worth looking at some of the fantasy mods and seeing if you can borrow (with permission, of course) sea serpents or giant octopi or somesuch.

Despite the bugs, the game looks great and I enjoyed what I saw of it.
 
Looking for help, I'd love to play this mod but it crashes after the game parameters are set and it is beginning to load the session. Standard Civ4 seems to work fine. It's the standard "Has encountered a problem and needs to close" that offers to send info to Microsoft.

BtS 3.17, Windows XP SP3, Planetfall with patch c.
 
It's 3.17 that causes the problem. Due to complications when installing 3.17 I ended up with both 3.13 and 3.17 on my desktop. 3.13 Planetfall works, 3.17 does not.

It's not uncommon for mods to need to be re-written when a new patch from Firaxis comes out. Kael had to rewrite bits of FfH and publish a new patch for it to work with 3.17. I suspect that Planetfall is the same.

Re-install 3.13 to a different location on your machine and put the Planetfall mod there and it'll work, based on my experience.
 
It's 3.17 that causes the problem. Due to complications when installing 3.17 I ended up with both 3.13 and 3.17 on my desktop. 3.13 Planetfall works, 3.17 does not.

It's not uncommon for mods to need to be re-written when a new patch from Firaxis comes out. Kael had to rewrite bits of FfH and publish a new patch for it to work with 3.17. I suspect that Planetfall is the same.

Re-install 3.13 to a different location on your machine and put the Planetfall mod there and it'll work, based on my experience.

:cry:

I had enough trouble getting the CD to install correctly in one location. I'll just be a patient sort and wait for the next patch...
 
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