Single Player bugs and crashes - After the 13th of August 2013

Latest SVN - I discovered mining 2 turns ago, and yet I can only build 'special stone workshop' on the grassland rock resource (see picture). However if I try the hill tile with silver next to it, then it allows me to build a mine. Is this a bug (seems like it should be)?
 

Attachments

  • NoMine.jpg
    NoMine.jpg
    356.4 KB · Views: 71
Latest SVN - I discovered mining 2 turns ago, and yet I can only build 'special stone workshop' on the grassland rock resource (see picture). However if I try the hill tile with silver next to it, then it allows me to build a mine. Is this a bug (seems like it should be)?

Do you have 1 turn left?
 
Latest SVN - I discovered mining 2 turns ago, and yet I can only build 'special stone workshop' on the grassland rock resource (see picture). However if I try the hill tile with silver next to it, then it allows me to build a mine. Is this a bug (seems like it should be)?

This is not a bug. You need masonry to be able to build a quarry on the rock resource. The mine on rock resource is only valid if stone is discovered by the mine. I have always hated the way the quarry resources can be discovered by mines but you can't build a quarry anywhere without them so it can't be used to find new lots.
 
How am i supposed to get the defenses down, when log ram dont make a dent?? pic 1/2

Txt for slaves (pic 3)
We've revealed and discussed some ways to address the defense issue there but it'll take some further efforts to make it happen.

In the meantime, the Ram line is about to alter a bit and the mechanism by which they'll be able to reduce defense should be a bit more effective though more dangerous for the actual Ram unit itself.
 
OK in the savedgame i have the city, it has NOT been captured yet, but next turn it will be, and the surrounding areas are still retained by the LOSING culture, thats just not right, it should go back to empty titles for animals and barbs can be produced again.



Also had a python error message when i checked the Foreign Advisor screen??? (pic 2)
 
You should. It only matters on 32-bit operating systems (you have 32-bit XP right?) with > 2B physical memory (you have 4G I believe you said).

Edit - using that DLL in the absence of the rest of the SVN updates may have some side effects ;) In particular I **think** it will implicitly turn on graphics paging without giving you any UI to turn it off. However, with your system specs that is almost certainly the right thing to do anyway. Bottom line however, is that I cannot guarantee that using the latest DLL in isolation like that won;t have some undesired side-effects, so I would advice upgrading to V33 as soon as it launches (or shifting to the SVN if you are prepared to do so)

Darn. It's crashing to desktop again. System setup the same as before. Using the 3GB switch. Graphics set to low.

See attached for the saved game and the dump. The saved game is at a "hit return to end turn" message. If I hit return, wait through the other players' turns, pick a tech, go through several "what do you want to build in this city" choices, then it crashes. Once it crashed in the middle of a city screen (I think that's the dump file I've included), and twice it crashed after I got through all the the city build choice screens. Once it not only crashed to desktop, it also caused Windows to reboot.

The last two times it has given me this message:
Failed to allocate video memory. Please try reducing your graphics settings.
File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp, Line:321

I appreciate your help!
 

Attachments

Darn. It's crashing to desktop again. System setup the same as before. Using the 3GB switch. Graphics set to low.

See attached for the saved game and the dump. The saved game is at a "hit return to end turn" message. If I hit return, wait through the other players' turns, pick a tech, go through several "what do you want to build in this city" choices, then it crashes. Once it crashed in the middle of a city screen (I think that's the dump file I've included), and twice it crashed after I got through all the the city build choice screens. Once it not only crashed to desktop, it also caused Windows to reboot.

The last two times it has given me this message:


I appreciate your help!

It's very likely, given the nature of this crash (graphics memory), that your seeing incompatibilities between the test DLL and the older assets. I think you'll have to move to the full SVN version or else wait for V33 to get a consistent set.
 
This dump is not very informative unfortunately. Is it reproducible? When EXACTLY does it occur (start of load, not until the m,ap appears, ...?)

When you start to "try" and load. Not reproducible, otherwise i'd attach a game.

I have another one here: I got the attached error also??

Failed to load python module C2C_Inland_Sea.
ERR: Call function isAdvancedMap failed. Can't find module C2C_Inland_Sea
 
When you start to "try" and load. Not reproducible, otherwise i'd attach a game.

I have another one here: I got the attached error also??

Failed to load python module C2C_Inland_Sea.
ERR: Call function isAdvancedMap failed. Can't find module C2C_Inland_Sea

This one is CTDing inside Python (that's all I can tell), so it's probably related fairly directly to the Python error (which means nothing to me I'm afraid)
 
I've read in another thread that, lately, the starting units for AI in "minor civs" game had been changed. Good, imo. However, the code seems to be messed up, somehow.

When I load a GEM map with start as minors, I now get 2 clubmen instead of one and when I load the initial50000BC save file, I suddenly have 4 clubmen, altough, as I said, when map was created at first only 2 appeared.

So, why are there 2 instead of 1 and why appear 4 when I reload the initial save that when I loaded it in peevious versions always had just the 1 clubman?

To me, it is reproduceable, using yesterdays SVN

As I said, if you witsh to check it out, just load GEM (or any other mapscript, I suppose) checkmark start as minors, then quit and load automatically created initial save.
 
I've read in another thread that, lately, the starting units for AI in "minor civs" game had been changed. Good, imo. However, the code seems to be messed up, somehow.

When I load a GEM map with start as minors, I now get 2 clubmen instead of one and when I load the initial50000BC save file, I suddenly have 4 clubmen, altough, as I said, when map was created at first only 2 appeared.

So, why are there 2 instead of 1 and why appear 4 when I reload the initial save that when I loaded it in peevious versions always had just the 1 clubman?

To me, it is reproduceable, using yesterdays SVN

As I said, if you witsh to check it out, just load GEM (or any other mapscript, I suppose) checkmark start as minors, then quit and load automatically created initial save.

It's because the REV Python (old version) worked by adding a clubman on the first turn of the game if you had less than 2 military units. I removed the 'less than 2' check for reasons given in the original request for changes.

It didn't occur to me that the first tun could happen multiple times (keep reloading it!), or that you were already getting one clubman in some cases by a totally different mechanism! I'll see what I can do about modifying it so that it changes to giving a clubman if you don't already have one.
 
It's very likely, given the nature of this crash (graphics memory), that your seeing incompatibilities between the test DLL and the older assets. I think you'll have to move to the full SVN version or else wait for V33 to get a consistent set.

OK, thanks. I am checking out the SVN tonight (all night??), and will hopefully be able to try it tomorrow.
 
Got a python error in Revolutions:

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 651, in callFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 622, in lookupModule
File "<string>", line 52, in load_module
File "RevolutionInit", line 26, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
IndentationError: expected an indented block (Revolution, line 3385)
 
Back
Top Bottom