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

actually this looks like it may be a problem. You can put and dependencies on the Building Infos file which can turn off the building completely but it does not look like you can in the Building Class file. This means that WoC may be broken in C2C as it allowed a Building Class without a Building Info but C2C does not.
Put the building class in the core. It won't show in game anywhere anyhow.





Ok, I ran into an issue with reducing the max player count - one I expected really. If we do reduce it down to 35 it will break ALL saves. I'm not sure if that can be made compatible at all. We have a decision to make... do we finally break compatibility with this version for the sake of a bit better processing and ultimate game limits or do we keep it as is?
 
Ok, I ran into an issue with reducing the max player count - one I expected really. If we do reduce it down to 35 it will break ALL saves. I'm not sure if that can be made compatible at all. We have a decision to make... do we finally break compatibility with this version for the sake of a bit better processing and ultimate game limits or do we keep it as is?

Why not post two versions.
I for one do not mind save game incompatibility. I rarely get past 800 turns.

But for those playing a long game keep a compatible version. Maybe for about 4 months.

They then know that they have to update when they have completed the game.

Nothing to stop them having two C2C folders (one with a slightly different name).
 
I'am a bit confused about what you are doing?

  1. You moved v33 into the local svn work copy?
  2. Updated the svn work copy?
  3. And copied the result back into the mods directory?

Did i read this wrong? if not no wonder you are getting errors!!

Try this
  1. Create a directory named Caveman2Cosmos inside the mods directory.
  2. Right-Click on that directory and click SVN Checkout....
  3. Enter this url svn://svn.code.sf.net/p/caveman2cosmos/code/trunk and click ok.

Now start the game.

ok,maybe my bad English.

At beginning I had the v34 from http://www.moddb.com/mods/caveman2cosmos, new installation of Civ4 /BtS an new comp
it crashed as reported

Then I installed tortoise and got the stuff as http://forums.civfanatics.com/showthread.php?t=429816

this is what you say at "try this"
it also crashed, as reported

then I deleted all

second I deleted F:\Civ_4\Beyond the Sword\Mods\Caveman2Cosmos (v34) folder complete, took my old PC's backup of the C2C v33 into this,
then I deleted in TortoiseSVN/Caveman2Cosmos the downloaded SVN,
copied F:\Civ_4\Beyond the Sword\Mods\Caveman2Cosmos (v33) (that's the folder for active game) => TortoiseSVN/Caveman2Cosmos
after that I run "TortoiseSVN" "Export" (from svn://svn.code.sf.net/p/caveman2cosmos/code/trunk) and downloaded all from server => TortoiseSVN/Caveman2Cosmos
at last I deleted Caveman2Cosmos of F:\Civ_4\Beyond the Sword\Mods\Caveman2Cosmos and copied Caveman2Cosmos of TortoiseSVN/Caveman2Cosmos => F:\Civ_4\Beyond the Sword\Mods\Caveman2Cosmos

and that F:\Civ_4\Beyond the Sword\Mods\Caveman2Cosmos does work now w/o crash.

While the pure SVN as well as the V34 both crashed
 
Put the building class in the core. It won't show in game anywhere anyhow.

I think you may have misunderstood. The Building Class is there in game it is the Building Info that is being turned off.

I suspect that the error should actually says Building Class found with no building.

Having the Class without the building is OK and should not be giving an error message. As you are suggesting.;)

Ok, I ran into an issue with reducing the max player count - one I expected really. If we do reduce it down to 35 it will break ALL saves. I'm not sure if that can be made compatible at all. We have a decision to make... do we finally break compatibility with this version for the sake of a bit better processing and ultimate game limits or do we keep it as is?

I have a few things I would like to remove but have not. I have no problem with saying that v35 will break saves.
 
Why not post two versions.
I for one do not mind save game incompatibility. I rarely get past 800 turns.

But for those playing a long game keep a compatible version. Maybe for about 4 months.

They then know that they have to update when they have completed the game.

Nothing to stop them having two C2C folders (one with a slightly different name).

I was considering including a dll for both with the 35 player limit dll being the default and instructions on how to swap them out.

The only problem I have with this is that it's going to be a major pain supporting both dlls!
 
I think you may have misunderstood. The Building Class is there in game it is the Building Info that is being turned off.

I suspect that the error should actually says Building Class found with no building.

Having the Class without the building is OK and should not be giving an error message. As you are suggesting.;)



I have a few things I would like to remove but have not. I have no problem with saying that v35 will break saves.

Hmm... ok. v35 will be a save breaker then. But I may still include the old dll if your changes won't break the game - just with the warning that it won't be supported.


The building class definition... is it declaring a default building and that's where we're getting the call to a non-defined game object?
 
The building class definition... is it declaring a default building and that's where we're getting the call to a non-defined game object?

Indeed, but that is not a problem in basic Civ BtS and WoC relies on it not being a problem.

With the problem I was having. I turn off module A and an error occurs because module B defines a building that is WoC dependent on a building in module A.

I tried putting the dependency on the Building Class but then the Building Infos complains that the Building Class has not been defined before it discovers it wont be defined either. Having to put the dependency in two places is also asking for trouble.
 
I was considering including a dll for both with the 35 player limit dll being the default and instructions on how to swap them out.

The only problem I have with this is that it's going to be a major pain supporting both dlls!

I say NO to 2 dll's, no point to that, its fine where it is. For that matter even lowering it, NO.
 
A limit of 50 IS causing us trouble. It'll have to be reduced at some point with where we're trying to take things. And who needs more than 35 anyhow?

(You do realize it's a limit on the number IN the game at any given time... not a limit on the number we can have defined in the mod right?)
 
I am trying to make sure that the modules that should be OK to turn off are turning off OK but I am getting a strange error when I turn off the Bear_Rider mod in Alt_Timelines/Megafauna. Note BeastMaster mod is on.

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  5239
SVN-Rev:  7515
Expression:  stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type 'BUILDING_ANIMAL_TAMER_BEARS' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml

----------------------------------------------------------

There is no reference to BUILDING_ANIMAL_TAMER_BEARS in modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml at all.:confused: It only exists inside the Beast Master mod.

i am doing some more testing.

edit if I turn bear_rider back on the error goes away so something is wrong somewhere since the place that BUILDING_ANIMAL_TAMER_BEARS is not in Bear_Rider! IE the error message makes no sense.

EDIT 2 If I only turn off the Alt_Timeline/Big_Cats module I get a similar error message as above but for the big cat trainer. However the big cat trainer is not mentioned in the folder I turned off nor in the folder or file mentioned in the error message.

Found it The tamer building has a dependency based on the equivalent totem which is in the module I am turning off!

There is still something wrong with the error message which needs to be fixed. I a assuming it is that the building class has been defined but no building has been.

Meanwhile I will figure out some other way to link the buildings.

edit 3 actually this looks like it may be a problem. You can put and dependencies on the Building Infos file which can turn off the building completely but it does not look like you can in the Building Class file. This means that WoC may be broken in C2C as it allowed a Building Class without a Building Info but C2C does not.

Don't get confused by those error messages because as i said before they can't always display the correct file. The easy fix is to don't show the xml file in the error message anymore. I had planned to rework the xml loading a bit this week but i did not have time to do it:(.
 
A limit of 50 IS causing us trouble. It'll have to be reduced at some point with where we're trying to take things. And who needs more than 35 anyhow?
Could this limit be made into a function of map size?

I'm thinking a duel map could probably support as many civs you manage to squeeze in it and a gigantic map should be limited at around 25-30 ( This size would have to be played with viewports as well)
 
Don't get confused by those error messages because as i said before they can't always display the correct file. The easy fix is to don't show the xml file in the error message anymore. I had planned to rework the xml loading a bit this week but i did not have time to do it:(.

The problem is that the error should not be coming up at all! The XML is valid and normal WoC implementation.
 
The problem is that the error should not be coming up at all! The XML is valid and normal WoC implementation.

That was never valid, the debug dll always displayed a error message in that case!
The fact that nobody ever cared about it does not make it valid.
 
I just got my first subdued animal from the Biodome, and the 'soooo cute little baby' lion is strength 30!!!:eek::lol:
 
How come the "workers" have Espionage in their build area?? They dont fight?? pic 1

Also Txt error with a electric Slave?? pic 2

Also i have not had any more info on this and WHY it is soooooo much???
http://forums.civfanatics.com/showpost.php?p=13251092&postcount=1518

Your worker is getting access because he's wheeled. Unfortunately, that promo is not based on a dll/xml tag based implementation so it just needs to be isolated by what I think will be sufficiently set as Not on unitcombat civilian. I've updated that promo and the one beneath it (marauder). Individual special cases like these will probably be peppered about all over so keep reporting them as found please!

At some point a total audit of all promos is coming up but until then we'll have to solve them one at a time like this.
 
I just got my first subdued animal from the Biodome, and the 'soooo cute little baby' lion is strength 30!!!:eek::lol:

That aint nothing, i just got mine at 242.66 str :eek: Lucky tho they cant do any attacking.
 
That aint nothing, i just got mine at 242.66 str :eek: Lucky tho they cant do any attacking.

Any chance you can give me the save from the round before that birth?
 
Could this limit be made into a function of map size?

I'm thinking a duel map could probably support as many civs you manage to squeeze in it and a gigantic map should be limited at around 25-30 ( This size would have to be played with viewports as well)
It can't be. It's a very firmly set variable defined when the dll is compiled and unmodifiable thereafter.

Fine then I can no longer work on this mod because it wont allow modules.
So... the problem is:
actually this looks like it may be a problem. You can put and dependencies on the Building Infos file which can turn off the building completely but it does not look like you can in the Building Class file. This means that WoC may be broken in C2C as it allowed a Building Class without a Building Info but C2C does not.
that you can't set an AndDependancy on the building class info right? That should be fixable. Not sure why you can't either given that it's a CvInfoBase tag that should thus apply to any and all game object types.

Even in the schema:
Code:
	<ElementType name="BuildingClassInfo" content="eltOnly">
		<element type="Type"/>
<!-- XMLCOPY				02/20/2008			MRGENIE		-->
		<element type="bForceOverwrite" minOccurs="0"/>
		<element type="bForceDelete" minOccurs="0"/>
		<element type="iForceInsertLocation" minOccurs="0"/>
		<element type="bTypeDependency" minOccurs="0"/>
		<element type="AndDependencyTypes" minOccurs="0"/>
		<element type="OrDependencyTypes" minOccurs="0"/>
It shows them as available on BuildingClassInfos.

So perhaps I'm not understanding what the problem is here?
 
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