Single Player bugs and crashes - After the 24th of February 2014

Finishing construction of Petra and OMW to Writing. Wouldnt want to drop this game...

Just got Meditaition and working towards Iron working.

I have Open Borders with Wrub (what a name! :lol: ) and have traded better techs to him for some early religion techs I passed over. Keeps him happy and keeps the Huns from invading him too soon.

So it would seem you are ahead of me in your game.

JosEPh
 
My fualt, attached wrong file. Now is ok.

Thanks again, m8. Well, this kinda fixes problem, but big neighbour civ now is gone so game kinda broken ... Is there any way to change neanderthal civ in that savegame to other civ? Like German or something (one that was not used as random civs).

2Joseph - if you got meditation and iron working, you should be ahead of me, not vice versa =). And i lol'd at Wrub name too =)
 
The Bug options are really no longer valid - at this point it's handled through the filter system (those buttons that surround the build selection bar.)

Is there a way to turn on the filter in every city at once? I had to manually turn it on every time I build a new city and it's really annoying.
 
Is there a way to turn on the filter in every city at once? I had to manually turn it on every time I build a new city and it's really annoying.

It should be taking the default for new cities from the BUG options. Which is why I disagree with TB on those BUG options being not used.
 
Thanks again, m8. Well, this kinda fixes problem, but big neighbour civ now is gone so game kinda broken ... Is there any way to change neanderthal civ in that savegame to other civ? Like German or something (one that was not used as random civs).

2Joseph - if you got meditation and iron working, you should be ahead of me, not vice versa =). And i lol'd at Wrub name too =)

Yeah you're right. I just opened up my game and I'm quite a ways ahead of writing.

Are you sure it's the neander civ that's your problem? If I can be ahead of you and I'm not having any such problem then maybe it's something else?

What svn build are you playing your game from? Like I said I'm still using 7371 and I'm not having any CTD's at all. Or MAFs either.

JosEPh
 
Thanks again, m8. Well, this kinda fixes problem, but big neighbour civ now is gone so game kinda broken ... Is there any way to change neanderthal civ in that savegame to other civ? Like German or something (one that was not used as random civs).

2Joseph - if you got meditation and iron working, you should be ahead of me, not vice versa =). And i lol'd at Wrub name too =)
Could be Joe got past a point where a more recent update caused issues?

There IS a way btw... turn off the neanderthal civ module (I believe it's modular if I'm not mistaken) and allow the game to autofill it with another civ. But I'd think it'd be more fun if we could simply figure out which art reference is causing trouble. Is there always an art problem message when it crashes? It might be something else if not and later I can take the save on a ride through the debugger to see if I can find the problem.

Alberts2 is the one who's mastered finding the problematic art references though and I'm not sure if it'd be so easy for me or not. I can't recall if he added a message system for that that I can see just as readily as he can.

Is there a way to turn on the filter in every city at once? I had to manually turn it on every time I build a new city and it's really annoying.

It should be taking the default for new cities from the BUG options. Which is why I disagree with TB on those BUG options being not used.
Yeah, that's interesting. I didn't know that, first of all, only that I can turn them on and off and override the bug settings in the city screen. Second, I've never had a problem with them not being set to default on the filter with every built city. So I'm not sure what changed if anything. Is it possible that it was defaulted off in the bug settings? I seem to recall there being more to the subject but I can't remember...

This is really AIAndy's realm.

Yeah you're right. I just opened up my game and I'm quite a ways ahead of writing.

Are you sure it's the neander civ that's your problem? If I can be ahead of you and I'm not having any such problem then maybe it's something else?

What svn build are you playing your game from? Like I said I'm still using 7371 and I'm not having any CTD's at all. Or MAFs either.

JosEPh
Wonder if game option differences may be somewhat to blame. Only thing is there aren't really any units or other major graphic objects that would differ on options that I can think of. Anyhow, again, perhaps later tonight or tomorrow I can take a look under the hood and figure out whatever's REALLY going on.
 
Could be Joe got past a point where a more recent update caused issues?

There IS a way btw... turn off the neanderthal civ module (I believe it's modular if I'm not mistaken) and allow the game to autofill it with another civ. But I'd think it'd be more fun if we could simply figure out which art reference is causing trouble. Is there always an art problem message when it crashes? It might be something else if not and later I can take the save on a ride through the debugger to see if I can find the problem.
...

Thanks!
No error message, game just CTDs.
How do i turn off this module? Just remove neanderthal civ folder from custom civs folder?
 
Pirates Horse Crossbowman: Combat sound & visual effects are more like a sawn-off shotgun:lol: (definitely a gunpowder weapon anyway).

My (presumably everyone's) Herero Rebels are wielding a machete but somehow engaging in distance combat with it (as they are supposed to be riflemen...):p
 
Either that or edit the MLF file in the Custom_Civs folder and change the 1 to 0 for that civ.

Aye, thanks, it worked. Can continue with my savegame now.
 
Pirates Horse Crossbowman: Combat sound & visual effects are more like a sawn-off shotgun:lol: (definitely a gunpowder weapon anyway).

Horse Crossbowman uses cuirassier animations.
In CFC downloads was placed in new animations for this units (Horse Archer IIRC) but when I tested it then game crashed. Dunno why :/
 
can anyone tell me where the great doctor unit infos are. i cant seem to find it in the latest svn. i cant find it in hydros mod.


ggm
 
I am encountering the exact same bug as ggm, but with spies. Every single Spy unit I have uses the action buttons for whatever unit (or city!) I had just finished utilizing. If a Spy ends up being the first unit manipulated in a turn, I get no buttons. Keyboard bindings still work just fine... but I don't think there are any keyboard bindings for performing espionage missions. It also makes promoting experienced spies impossible.

Currently using latest SVN as of 5/12/2014.
 

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I am encountering the exact same bug as ggm, but with spies. Every single Spy unit I have uses the action buttons for whatever unit (or city!) I had just finished utilizing. If a Spy ends up being the first unit manipulated in a turn, I get no buttons. Keyboard bindings still work just fine... but I don't think there are any keyboard bindings for performing espionage missions. It also makes promoting experienced spies impossible.

Currently using latest SVN as of 5/12/2014.

Which civilization you playin?
 
can anyone tell me where the great doctor unit infos are. i cant seem to find it in the latest svn. i cant find it in hydros mod.

Ok Im dumb person :)
I totaly forgott that this problem may be caused wrong animation path
I fixed this problem now. Please update Svn and tell me is ok now.
 
my explorer ships like caravel seem to be able to get bamboo armour seems a bit odd to me unless its the sailors i guess but not sure if thats suppose to do that.
 
Syrian UU is Battle Elephant.
1st, there never was elephants in Syria, neither in troops or in native.
2nd description says something about Siamese troops.

p.s. I think Syrian UU should be something camel related rather than elephants.
 
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