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

You should update the SVN again before starting that game. You shouldn't still be getting this problem.

Even with the most recent SVN (7484) I still get the same options and the tech tree ends with the Cloning column.
 
I don't think we made recent changes causing this because i don't remember changes in this area. This means if there is a error it already exists for a long time.
Also since i read about this issues the first time they can't be that critical so what is the short term for you? Don't take this wrong i'am just a bit exhausted.

I don't know that code very well but a Deal has child Trades and if the Deal is killed so are all the Trades. Why should AI players cancel Deals only because they can? if it is still a valid and usefull Deal for them they should not.

Thanks to you and Tbrd for your replies.

Yes it has been there forever. Please please please at least put it on your list of things to do after the freeze (and by all means have a damn good rest first:lol:). It sounds like Tbrd thinks he would struggle to do anything about it, so I'm counting on you...:goodjob:

I'm talking about the chunk of gold per turn they gave me when I capped them. Surely they can cancel that despite not being able to cancel capitulation. I can't cancel their capitulation either, but I could cancel the gpt.

In another case, the AI is giving me 12 gpt in 11 separate trades, while they are getting nothing whatsoever from me, and they're furious and not even my vassal.

As for is it critical, it depends what you mean by that. These gifts add up to 100+gpt, so it's a significant if not major contributor to gold surplus, and thus to the imbalance in favour of too much gold. But again, I'm hoping you'll find it easy to fix, and prioritize it for that reason.
 
Even with the most recent SVN (7484) I still get the same options and the tech tree ends with the Cloning column.

If the game was begun during the brief window when the options were skewed, it will never be right and it should be scrapped. I've tested on this end a couple of newly started games and I'm not seeing any problem with any option inconsistencies.


It sounds like Tbrd thinks he would struggle to do anything about it
Not STRUGGLE so much as just take a long time where I feel the use of a week would be better spent.
 
@DH
the bonus infos refer to a CIV4_BonusSchema which does not exist.
Normally bonuses refer to CIV4_TerrainSchema, which i changed and the game runs fine now.

@Alberts2
latest CivGameCore.dll crahes to desktop immediately after xml-init.
 
I always clear the cache, at least i wrote it in the civilization.ini file.

I may give it a try later, reverting to v 7488 worked for me.
 
Disappearing unit upon being built???

Hero Parkes is in my build list (for my Capitol) and poof gone?? I have Australia as a Culture, so it should be fine?? )had)

EDIT: I just looked and the culture Australia is gone?? I thought once you had the |civ" you HAD the civ??

I dont know why i lost it, i have the req?? see pic 1/2/3 but pic 3 is 2 fold, i also have RA (unit) avail in this city, but NOT my Capital??? why??


EDIT EDIT: @ DH Railroad slave TXT is missing??? Do you want me to do it??pic 4

also @ TB i thought you fixed the healers from getting to slit (size matters) stuff??
pic 5
 
I turned off Scientology. This message appears during loading.
There is no reference of BUILDING_SCIENTOLOGY_MONASTERY in tarpit_CIV4EventTriggerInfos.xml.
So I have no idea why this occurs.

It's missing in another file, the error message shows the wrong file because of the delayed resolution.
 
It's missing in another file, the error message shows the wrong file because of the delayed resolution.

What does "the delayed resolution" mean? Can it be fixed? Now error messages can make it really hard to find errors in xml..
The files that caused the error are CIV4TraitInfos.xml and ls612_CIV4TraitInfos.xml.
Monastery of all modular religions are used in TRAIT_SPIRITUAL and TRAIT_ANTI_CLERICAL.

Modules of C2C are not really modular, aren't they? :sigh:
 
The files that caused the error are CIV4TraitInfos.xml and ls612_CIV4TraitInfos.xml.
Monastery of all modular religions are used in TRAIT_SPIRITUAL and TRAIT_ANTI_CLERICAL.

Modules of C2C are not really modular, aren't they? :sigh:


We have exactly the same problem with Alt Timelines it was possible to turn it of in V34 after we fixed it but now it's not possible again:mad:.
 
Disappearing unit upon being built???

Hero Parkes is in my build list (for my Capitol) and poof gone?? I have Australia as a Culture, so it should be fine?? )had)

EDIT: I just looked and the culture Australia is gone?? I thought once you had the |civ" you HAD the civ??
So you built the cultural wonder to get the Australian culture and it's disappeared? Sounds like something took place in the xml somewhere... maybe it went modular and got turned off?

I dont know why i lost it, i have the req?? see pic 1/2/3 but pic 3 is 2 fold, i also have RA (unit) avail in this city, but NOT my Capital??? why??
I think the building that enables the RA unit only does so for that city... there could be something else going on with differing accesses though - possibly something to do with a building upgrade obsoleting the building they rely on... like a stable perhaps?



also @ TB i thought you fixed the healers from getting to slit (size matters) stuff??
Well... I did but there is one caveat - any units that were built prior to the fix will not have fully correct data loaded onto them from the healer combat class and won't know they shouldn't be merging or splitting. Once merged or split they'll figure it out as it recreates the unit(s) when this happens. But they can't then reverse the action because they'll be stuck at that size for the rest of the game. New healer units will understand the rule properly.

Now... alternatively, I won't overlook the possibility that something was changed about the healer CC again but I haven't done it.
 
I think the building that enables the RA unit only does so for that city... there could be something else going on with differing accesses though - possibly something to do with a building upgrade obsoleting the building they rely on... like a stable perhaps?

I thought we fixed that Stable upgrade problem?
 
I thought we fixed that Stable upgrade problem?

No... what we said was that we need to fix it wherever it needs to BE fixed by making sure that an OR prerequisite of all buildings that the stable can upgrade into is established on any unit or building that would use the stable as a prerequisite.

We've only given a diagnosis of how it CAN be fixed, not a fix - we've proven the code hits those prerequisite check sections too often to make it possible to keep the turn times down while implementing a fix for this in the code.
 
Even with the most recent SVN (7484) I still get the same options and the tech tree ends with the Cloning column.

There may be a way to save your game that was mentioned in the AND bug thread... This would probably have a better chance of working on games that still had the options removed but it might still work here I don't know.
N45* said:
Delete CivilizationIV.ini and CivilizationIV.bak in your Documents\My Games\Beyond the Sword folder, it should recreate itself when you launch the game again.

When you switch from an older revision to one where number of gameoptions has been changed, your ini files still contains the same game options that probably don't exist anymore (or maybe there are some new ones). Hence, some options you've chosen don't get activated while you accidentally activate some hidden gameoptions without noticing. Delete that ini file and its backup copy (or simply rename them), and you will be fine.
 
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