Single Player bugs and crashes - After the 13th July 2013

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Problem is the City Tasa (?), in the north of Egypt. I can't lower the defense anymore, but when I click on a unit and want to move it in the city, it says "Can't enter city until defense is below..."
However, I CAN enter the city. But you can't see your odds.


And could we PLEASE change the colors from the "your unit was repelled" messages? I always get a mini heartattack when I attack with my Hero and see a red message...
 

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I was playing as normal, but i had to check out some XML lines, and when i used the windows keybutton it went down ok to the toolbar, but when i tried to bring the game back up and play it poofed, CTDed??
 
Now this is just strange. Changing the commerce sliders do things it is not supposed to.
Change the research slider from 100% to zero, and the income DROPS.
Change the espionage slider from zero to 100% and the espionage rate DROPS.
 

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I was playing C2C and was just at the beginning of the ancient era when it suddenly crashed without a warning. Now every time I try to load one of the autosaves it crashes before loading in a similar manner, yet regular saves work fine. Does anyone know how to solve this problem and is there a way to recover my autosaves, since I hadn't saved regularly for a couple hours?
 
A few problems I have noticed WW1 and WW2 ambulances are broken. The interface to use them is glitch beyond useable. Also my Great Farmers don't work, my cities keep suggesting I build village hall every turn even when I have built them, and multiple cities want to and can try to build the same wonder. But my biggest problem is that I cant get barbarians. I can get barbarian start with cities, but no new barbarians to spawn. So no animals etc, I have carefully went over the game options before starting and the old option of if I want barbarians isn't there anymore. Furthermore in the list that hops up just as I am about to start the game that gives the list of options I have selected it says I have chosen No barbarians, but I didn't in the pregame option selection. Help please? Also the option for multiple builds in one turn aren't available anymore. The thing that let me build more than one item in a city if I have enough production. Also any size above Huge crashes when loading, it used to work but with the new patch its a no go, even huge has trouble and often crashes. And One City Challenge has grown wings too.
By the way a very good mod and my congrats to all the people who made it. Before I got v31 I didn't have many problems except annoying things like very heavy tanks being weaker than heavy tanks but the barbarian thing is really annoying.

How do I upload something that I already uploaded to a different page on Civfanatics? I posted to the wrong page and attached save games but I cant seem to post them here.
 
Old, old bug where you get your city sea tiles blockaded after blockading civ have been long destroyed and it's blockading ships gone.

Check Djenne for example in attached savegame.

Again submission error from forum ... savegame here: http://zalil.ru/34653267 (download automatically begins in 10 seconds)
 
- Bandit Riders (and I think every hidden nationality unit) ignores the ZoC of a Fort or a City with Moat.

- If a Unit is on a Plot, an enemy hidden nationality unit can't go to that plot without batteling. If the Unit is in a city or in a fort, an enemy hidden nationality unit (even the not invisible ones!!) can go into that city too without a battle.

- Not a real bug, but I think spies beeing able to make a city revolt and therefore reducing it's defenses to 0% is too OP!
 
- If a Unit is on a Plot, an enemy hidden nationality unit can't go to that plot without batteling. If the Unit is in a city or in a fort, an enemy hidden nationality unit (even the not invisible ones!!) can go into that city too without a battle.

- Not a real bug, but I think spies beeing able to make a city revolt and therefore reducing it's defenses to 0% is too OP!

The HN units in cities is a known 'feature' - except that I agree with you and would call it a 'flaw' instead. Some (two?:mischief:) people like it that way, possibly including SO - unless he was totally joking.

And yes I think that spy mission is getting to be OP. It is certainly a lot better value on a city with culture defence of 250% than it was when percents only went up to 100:lol:. (Personally I'm forming the opinion that espionage is broken as a whole, a craps game tacked on to this strategy game, where every way of benefitting from it seems like an exploit).

Then again the Castle Gatehouse is OP too now, also because the city defence percentages have got so high. Or it could be (surely not!!!???) that I'm a Wonder- and building-spammer, not a unit spammer, so it might be just me who always seems to have less than half enough siege units to take each city (in one turn that is of course;)).
 
I was playing C2C and was just at the beginning of the ancient era when it suddenly crashed without a warning. Now every time I try to load one of the autosaves it crashes before loading in a similar manner, yet regular saves work fine. Does anyone know how to solve this problem and is there a way to recover my autosaves, since I hadn't saved regularly for a couple hours?

Original V31 or with the patch from the patches thread? If you have not applied the patch then the patch will likely fix your issue. However, it won't rescue the autosaves if this is an example of the known unpatched V31 problem, since that bug causes the files to be written out corrupt.

If you ARE already running with the patch then please post the minidump form the crash along with one of the autosaves and I'll see if I can see what's wrong.
 
A few problems I have noticed WW1 and WW2 ambulances are broken. The interface to use them is glitch beyond useable. Also my Great Farmers don't work, my cities keep suggesting I build village hall every turn even when I have built them, and multiple cities want to and can try to build the same wonder. But my biggest problem is that I cant get barbarians. I can get barbarian start with cities, but no new barbarians to spawn. So no animals etc, I have carefully went over the game options before starting and the old option of if I want barbarians isn't there anymore. Furthermore in the list that hops up just as I am about to start the game that gives the list of options I have selected it says I have chosen No barbarians, but I didn't in the pregame option selection. Help please? Also the option for multiple builds in one turn aren't available anymore. The thing that let me build more than one item in a city if I have enough production. Also any size above Huge crashes when loading, it used to work but with the new patch its a no go, even huge has trouble and often crashes. And One City Challenge has grown wings too.
By the way a very good mod and my congrats to all the people who made it. Before I got v31 I didn't have many problems except annoying things like very heavy tanks being weaker than heavy tanks but the barbarian thing is really annoying.

How do I upload something that I already uploaded to a different page on Civfanatics? I posted to the wrong page and attached save games but I cant seem to post them here.

Many of the issues you describe (Great Farmers, village hall, multiple same-Wonder builds) have all been fixed by the V31 patch. I assume you are running with the original V31 release unpatched? If so get the patch from the patch thread and it should fix several of your issues.
 
It seems strange that a ship can get defense bonuses if it in land terrains.

Are there ships that can fight on land? For them, I agree it's a bug. For the Caravel in your screenie - or most ships, since they are automatically captured when they encounter an enemy land unit - that promo just means "Immune to First Strikes".
 
I don't know if it is a bug or a "feature" but it's a little bit annoying. I you capture a civilian unit the unit goes into sleep mode although it has movementpoints left.
 
I don't know if it is a bug or a "feature" but it's a little bit annoying. I you capture a civilian unit the unit goes into sleep mode although it has movementpoints left.

I recently have notice this even with regular units also???

EDIT:

I am pretty sure this CTD is because i forgot to put it back to VP, its a HUGE game/map.
 
WfoC

SVN 5863 VP 40X40

OK after trtying something differnt this is the result i got from an error message??

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
Error in sys.excepthook:
Traceback (most recent call last):
File "CvUtil", line 295, in myExceptHook
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 142, in format_exception
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 76, in format_tb
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 101, in extract_tb
File "e:/main/civilization4/warlords/assets/python/system\linecache.py", line 14, in getline
File "e:/main/civilization4/warlords/assets/python/system\linecache.py", line 40, in getlines
File "e:/main/civilization4/warlords/assets/python/system\linecache.py", line 85, in updatecache
File "e:/main/civilization4/warlords/assets/python/system\ntpath.py", line 67, in join
File "e:/main/civilization4/warlords/assets/python/system\ntpath.py", line 53, in isabs
File "e:/main/civilization4/warlords/assets/python/system\ntpath.py", line 119, in splitdrive
RuntimeError
:
maximum recursion depth exceeded in cmp


Original exception was:
Traceback (most recent call last):
File "CvEventInterface", line 30, in onEvent
File "BugEventManager", line 345, in handleEvent
File "BugEventManager", line 350, in _dispatchEvent
File "BugEventManager", line 365, in _handleDefaultEvent
File "BugUtil", line 252, in trace
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 212, in print_exc
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 125, in print_exception
File "e:/main/civilization4/warlords/assets/python/system\traceback.py", line 69, in print_tb
File "e:/main/civilization4/warlords/assets/python/system\linecache.py", line 14, in getline
File "e:/main/civilization4/warlords/assets/python/system\linecache.py", line 40, in getlines
RuntimeError
:
maximum recursion depth exceeded
 
Seemed to do the trick, did not notice the patch thread. Decided to try this mod instead of moving on to civ 5, not regretting it!
 
I have a Rogue in a neutral city. The city is captured by barbarians but the Rogue is not ejected from the city. You cannot normally move into a barbarian city because you are always at war with them, but the Rogue can stay in the barbarian city? Rogue later in a neutral city that rebels and is becomes a minor neutral, Rogue IS ejected in this case.
 
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