Single Player bugs and crashes - After the 16th of May

Okay.

So by adding 5430and replacing the 5424 Source folder do I gain the benefits of the new info after the game loads? :dunno:

Because I cant get 5430 to load at all. Nor can I get 5434 to load. Even after repeated attempts.

So what's the answer? Will 5445 I updated my SVN folder to this morning load and work properly? Or do I stick with my 5424 hybrid?

Edit: here is the MiniDump from my last failed attempt last night. Don't know why I didn't think to load it up the 1st time! :p Then again this may not help either as I was turning Modules off and on from SVN 5430 (DH's My_Mod, My_mod (unloaded) and Vokayra).

JosEPh

Try removing the obsidian units - that's my best guess right now, but I'm working currently and not able to access C2C myself
 
Try removing the obsidian units - that's my best guess right now, but I'm working currently and not able to access C2C myself

Okay will try that. Do you think it's because Hydro set an xml value to -1 in those Obsidian files?

Tried SVN 5445 and it also fails to load. MiniDump attached.

Well back to 5424. Will check back later today.

Thanks

JosEPh
 
The first error I got was about the OBSIDEAN_SPEARMAN:

Code:
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_OBSIDIAN_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>

ART_DEF_UNIT_OBSIDIAN_SPEARMAN is not defined.

There may be other similar ones, but that's the first one it trips over.
 
Okay I had a couple of error messages after SVN 5434

Also I have added a pic of a unimproved tile at the start of game giving me 6 :food:, 4:hammers: 5 :commerce:, not sure what is happening there, but made for a great start position.
 

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Not sure where to post this there is a bug but I also what to know how something works;)

Currently there are buildings that provide points to Great Generals but these points are going into the general pool rather than Great General pool. This means that sometimes a city will produce a GG. This does not seem right to me, GG's should only come from the GG pool not the general great person pool. Can the two pools be adjusted to only have those points appear in the GG pool every turn?

Some buildings increase the chance of GG's appearing after combat. What does this mean and how does interact with the GG pool?

Buildings are generically programmed to plug their points into the main GP pool. Generals are of the same 'class' as other GPs so it makes sense that going about it via buildings will currently enable them to potentially be 'born'. And maybe that's not a bad thing really. But some programming could be done to split those out and send them to the GG combat driven progress bar. Not the simplest task but not the most complex either. I can put that on 'the list' but it'd probably be going in somewhere around the same time I work on multiple GG types.

I believe the tags on buildings that increase the chance of GG's appearing are a modifier to the amount of XP gain reflected in the GG progress bar but you'll need to let me know specifically which tags you're indicating so I can research them if I'm to give much more info.
 
I just deleted assets/modules/units/obsidian and everything was fine (apart from a couple of warnings because some of the obsidian unitclasses are reverenced from the main unitinfo.xml file - i.e. - its not properly modular despite being in a module).

As an FYI, ARTSYLE_EUROPEAN is in on of the civs (Croatia I think), and it's also undefined
 
5446 doesn't work for me. MiniDump attached.

JosEPh
 
Buildings are generically programmed to plug their points into the main GP pool. Generals are of the same 'class' as other GPs so it makes sense that going about it via buildings will currently enable them to potentially be 'born'. And maybe that's not a bad thing really. But some programming could be done to split those out and send them to the GG combat driven progress bar. Not the simplest task but not the most complex either. I can put that on 'the list' but it'd probably be going in somewhere around the same time I work on multiple GG types.

I believe the tags on buildings that increase the chance of GG's appearing are a modifier to the amount of XP gain reflected in the GG progress bar but you'll need to let me know specifically which tags you're indicating so I can research them if I'm to give much more info.

I have had the case where a GG was born from combat! Neither the GG bar nor the GP bar were anywhere near full. The GG bar did not reset. I was so surprised I did not think to save and report it as a bug.

The two building tags for increasing chance for a GG to be born are iGreatGeneralRateModifier and iDomesticGreatGeneralRateModifier. The Terracotta Army wonder has iDomesticGreatGeneralRateModifier and the Triumphant column uses the other.
I just deleted assets/modules/units/obsidian and everything was fine (apart from a couple of warnings because some of the obsidian unitclasses are reverenced from the main unitinfo.xml file - i.e. - its not properly modular despite being in a module).

:mischief:Hydro refuses to use modules in a modular way. So nothing he has a hand in doing is likely to be modular.:mischief::sigh:
 
Now that you got it "supposedly" fixed?? Remember that it works after the second try, because i deleted the file also, and it still didnt work??

Just looked at the Croatia stuff and everything is ok??

I have not pushed anything to SVN - I was just verifying that the problem is with obsidian unit art. That's Hydro's area to mess with. Just saying that if you need to get it running you can delete that folder and then it works.
 
Now that you got it "supposedly" fixed?? Remember that it works after the second try, because i deleted the file also, and it still didnt work??

Just looked at the Croatia stuff and everything is ok??

It's Cuba:

Code:
			<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_CUBAN</UnitArtStyleType>

There is no ARTSTYLE_EUROPEAN - it should be ARTSTYLE_EUROPE I think

Edit - also:

Code:
			<DerivativeCiv>CIVILIZATION_BYZANTINE</DerivativeCiv>


in the definition of CIVILIZATION_ARMENIA doesn't exist

Edit 2 - and more:

Code:
			<PrereqAndCivics>
				<PrereqCivic>
					<CivicOption>CIVIC_MUTUALLY_ASSURED_DESTRUCTION</CivicOption>
					<bPrereqCivic>1</bPrereqCivic>
				</PrereqCivic>
			</PrereqAndCivics>

in BUILDING_MISSILE_SILO - no such civic exists
 
I have not pushed anything to SVN - I was just verifying that the problem is with obsidian unit art. That's Hydro's area to mess with. Just saying that if you need to get it running you can delete that folder and then it works.

I didn't say you committed anything, i meant the deletion of the folder for Obsidian units.


fixed
 
Okay will try that. Do you think it's because Hydro set an xml value to -1 in those Obsidian files?

Your mixing up updates.

I added 3 Obsidian Units and set all Ordinance buildings to -1. Note Obsidian to -1.

Speaking of which, Hydro, for NOW, can you pls delete the Obsidian Units and the Upgrades you did, UNTIL we figure out what the heck is going on, because we cant add units any longer???

TB said he would help fix the Obsidian units when he got home from work. I need to leave that stuff so he can try to fix the problem.
 
Your mixing up updates.

I added 3 Obsidian Units and set all Ordinance buildings to -1. Note Obsidian to -1.



TB said he would help fix the Obsidian units when he got home from work. I need to leave that stuff so he can try to fix the problem.

It's the art def references to non-existant art defs - see my earlier post
 
Your mixing up updates.

I added 3 Obsidian Units and set all Ordinance buildings to -1. Note Obsidian to -1.



TB said he would help fix the Obsidian units when he got home from work. I need to leave that stuff so he can try to fix the problem.

See next post from DH
 
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