I don't know.Now I've noticed this on personal games. Its generally after a few sessions, but I haven't really checked. I don't recall ever noticing it on a newly created game.
Is this a problem, or what can I make of it?

I don't know.Now I've noticed this on personal games. Its generally after a few sessions, but I haven't really checked. I don't recall ever noticing it on a newly created game.
Is this a problem, or what can I make of it?
I seem to remember having problems renaming something between upper and lower case in windows before. What happened make sense if the file exists check ignored case. First it removes the file with the target name and then it fails as the file is not there.A weird bug in MapFinder 1.4:
If I have named a file and want to change just capitalization, e.g. Gmajor rename to gmajor as shown in the image below, there is a message that file(s) called gmajor already exist and if I want to overwrite them. after affirming this there is a CTD citing a nullreferenceexception and the file(s) are lost.
Edit: please ignore that the name Gmajor appears doubled as GmajorGmajor this seems to be a display bug probably caused by some part of either the German language pack of .net or the German XP version (it is present on two computers set up independently from each other)
This is a message civ4 will display if the savefile has been edited in a special way to disable some savefile protection..I noticed something on the map stats page the other night something like Skipped CRC or checksum...?, this was on an HOF game I loaded, but I also recall seeing this on a map I generated with the Map Finder. What does that mean?
"I think that what you are describing is related to the 'get a new tech via trade but you have to wait 1 turn to trade for techs that have that new tech as a pre-req'."
it's related for sure. it shows as can research newer-newer tech that depends on the "gotta wait 1 more turn" new tech as a pre-reqs. then the next turn newer-new tech goes away like it should, since it's 2 steps away. pics below.
Spoiler :
note this was in a settler game. there wasn't anything i could get from them, other than what they could research but were sooooooooo slow to do, so i cropped out will/won't trade, it was always properly empty. this is why i was gifting techs in the first place. it always resolved itself the next turn, and it happened every time i did any trade after a certain point in the game when i got way ahead of them.
i don't have a coding type brain so i didn't even look at it, i went by my understanding of the explanations of it.
700 BC, before the trade:
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i then gave them everything on their wants list, which would allow drama, civil service and philosophy on the next turn.
700 BC bogus report after the trade, same turn:
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my understanding is that CS and philo not showing up is correct behavior, since they'd be "wants" and not "can research" because i have them. they have to wait a turn for me to give it to them so they don't show up. those are what i called new techs above. drama showing up as "can research" is proper since i don't have it myself.
nationalism and paper are bogus. they're the newer-new techs. i do not know nationalism and paper myself.
screen next turn, it's totally right:
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to save you looking up techs in case what's optional/what's not is important info here's what you need for these specific techs (this was all in vanilla):
CS = math + (CoL or feudalism)
feudalism = monarchy + writing (all of us can research monarchy, nobody has it yet)
philo = meditation + (drama or CoL)
drama = alphabet
nationalism = CS + philo
paper = CS or theology (all of us can research theo, nobody has it yet)
It looks like you are using Autolog and there is a bug in the onChangeWar event code. (I assume it is fires on the first turn or when you declare war/peace.) If you uncheck the LOG War option in the HOF game options that error should go away. That might be why the ALT-X isn't working. Once you get rid of the error try it again.Hi Denniz,
I got this screenie by starting a fresh game, after made the changes to the .ini file you suggested.
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to be noted, this happens only by a completely new game, not by loading a previuos one.
now i'm running MF 1.4, and it still doesn't work properly.
The game freezed, so i had to close it using the task manager, then i went back to the default .ini
Let me know... thanks again, ciao.
Don't worry, I have it on my list for the next release.tacky me, bumping my own post. should i not worry about this, is it already covered in the fix that's not yet included in the mod?
Don't worry, I have it on my list for the next release.![]()
Just a thing: no one posted about the "repair" of the site.
I suppose I should have been more clear.It's just that we seem to finally have the upload problem fixed and I want to give everyone time to get their games in that they've been sitting on...
fixed - Added fix for loosing visibility from statelite tech when regenerating maps in Future ages
fixed - Mod. Special Domestic Advisor: Production (Hammer) column not sort correctly
fixed - Exotic Foreign Advisor: rewrote Technology screen tech logic
fixed - MoreCiv4lerts Tech Trades one turn lag - Changed how Tech Trading alert was being trigger to get it to run after tech updates
Silent = 1