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

On rev 7106 I am getting ridiculous amounts of air pollution in the renaissance. It happened first on a city I settled in the mountains and now seems to affect all of my cities. It is over 1000 in that 1 pop city surrounded by mountains and reaching those levels in all my other cities. I know that foundries pollute, but by that much? I control ~50 cities on a Giant Continents map playing as Frederick and it's 3000 BC on noble difficulty with ruthless AI.
 
SVN 7221 Playing SEM. In Industrial Era.

I added back Phillipines, which was removed to save memory.

I get a game freeze, and the following error: ArtInfo DEF-UNIT-VWARLORD-RENAISSANCE-INDIA.

I deleted the cache folder before loading.
 
it is 47375 bc and my smiths *whats a smith* just increased our grenadiers *a what?* explosive *hmmmmm?* ability so all those units get pinch..... ummmm ok
 
I was taught that Hiroshima and Nagasaki suffered fission bombs and that after the war testing rapidly advanced us to fusion bombs that were far more powerful. My education could be flawed.

Point being, fusion bombs are indeed active today - thus the term 'Hydrogen Bomb' as the Hydrogen provided in the weapon delivery is instrumental in enabling a Fusion reaction.

Indeed there are likely more powerful that could be implemented.

Just because the crashes aren't always taking place in AND doesn't mean it wasn't identified as possible here. It really was a matter of taking out connecting land plots that would actually change the definition of an 'area'. AKA, continental land bridges. It didn't cause a problem with the vast majority of targeted plots but if the only connecting land space to other land spaces was eliminated it would cause a crash. The problem was identified as tremendously complex from a deep coding angle - something the basic python involved in the generation of the effect couldn't manage.

So there is some muting of those advanced nukes and the status of that is intended to be temporary. There are many many many projects taking place and debug ones are just more projects among many. At some point I do plan to focus in on nukes deeply and I like some of these suggestions being made here. I also feel they should be potentially VERY strong. I personally love nuclear war scenarios in civ. But it's a modern and post modern scenario. My focus won't be on that portion of the game for a very long time to come. So it falls into the 'not likely to be addressed any time soon' realm.

If you'd like to pay for our modding services I'm sure you would be given more leeway to call shots as to what our priorities are. And if you don't like playing an endless beta test, C2C is probably not the mod for you. We're constantly growing and yet somehow during all this growth we manage to make each version a little less bugged than the last. That's quite an accomplishment imo. Net gain of greater and greater stability and perfection WHILE adding new things? In and of itself that's miraculous!

So I'm not ignoring that there's an issue there - just informing that I'm not ready to work on it.

As for the strength of nukes, I can only presume that the more advanced ones are stronger. I don't know if they actually are or not. If not then once I go to get into that project then they'll be made significantly stronger and the display will have some ways to express their strengths.

I also plan a number of advancements in the biological and chemical weaponry side of the game. My projects are plotted to lead into this realm eventually (they are on my list of priorities) and once I do that's probably when I'll address all issues with nukes.
 
it is 47375 bc and my smiths *whats a smith* just increased our grenadiers *a what?* explosive *hmmmmm?* ability so all those units get pinch..... ummmm ok

Really no idea how this could possibly happens, since it requires you to have at least one Grenadier or Modern Grenadier! However, I gave it the Explosives prereq as well, so this should be fixed.

I also set the events that give tanks in the Medieval era to require Industrialism at least. (Is this even were tanks are discovered?)
 
it is 47375 bc and my smiths *whats a smith* just increased our grenadiers *a what?* explosive *hmmmmm?* ability so all those units get pinch..... ummmm ok


Really no idea how this could possibly happens, since it requires you to have at least one Grenadier or Modern Grenadier! However, I gave it the Explosives prereq as well, so this should be fixed.

I also set the events that give tanks in the Medieval era to require Industrialism at least. (Is this even were tanks are discovered?)

APRIL FOOL. :D:p
 
SVN 7221 Playing SEM. In Industrial Era.

I added back Phillipines, which was removed to save memory.

I get a game freeze, and the following error: ArtInfo DEF-UNIT-VWARLORD-RENAISSANCE-INDIA.

I deleted the cache folder before loading.

I presume this error says about: ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA
which is ok in mod (I checked it).
You can always edit file: CIV4UnitArtStyleTypeInfos.xml
and change this code:

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA

to

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE
 
SVN 7221

You can always edit file: CIV4UnitArtStyleTypeInfos.xml
and change this code:

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA

to

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE


There are no occurrances of "ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA"
in the Custom Civilizations folder.

In XML/Civilizations, the CIV4UnitArtstyleTypeInfos.xml has 10 entries.


3 each for UNIT_VICEROY, UNIT_WARLORDIIIS and UNIT_WARLORDIII.

1 for UNIT_GREAT_GENERAL

I made the change you suggested to all of them and the game now loads.

Thanks
 
I presume this error says about: ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA
which is ok in mod (I checked it).
You can always edit file: CIV4UnitArtStyleTypeInfos.xml
and change this code:

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE_INDIA

to

Code:
ART_DEF_UNIT_VWARLORD_RENAISSANCE


It is there, so why isnt it working??
 
I think we have a bigger problem, at least i do.

The wonders providing free buildings, e.g. Hammurabi's Stele of Law, are broken.

Hammurabi's is supposed to provide a free courthouse in every city.

With 37 cities in the attached save you would think you find 37 courthouses build while you have a look at your statistics.
Or at least some 33 with your cities min pop of 6.
But you find 0 courthouses.

Which is some problem, i need courthouses for district courthouse and supreme court.

Same with Hadrian's Wall, Gobekli Tepe, Flavian Amphitheatre and so on.

Maybe worth a look.
 
I think we have a bigger problem, at least i do.
The wonders providing free buildings, e.g. Hammurabi's Stele of Law, are broken.
Hammurabi's is supposed to provide a free courthouse in every city.
Maybe worth a look.

Actually, I had a similar problem when switching to SVN 7221. I was previously building the National Aquarium and with the new version was informed I could no longer build it. I just assumed the requirements had been changed and I no longer met them.

But on checking, I had more than enough aquariums - but still can not build the National Wonder.
 
Harrier, thanks for your hint.

I just reverted the CvGameCoreDLL.dll to revision 7196 et voilà: all buildings reappeared and worked as they should.
I think the update with the fix for upgrade buildings (revision 7198) broke the function for free buildings.
 
I think we have a bigger problem, at least i do.

The wonders providing free buildings, e.g. Hammurabi's Stele of Law, are broken.

Hammurabi's is supposed to provide a free courthouse in every city.

With 37 cities in the attached save you would think you find 37 courthouses build while you have a look at your statistics.
Or at least some 33 with your cities min pop of 6.
But you find 0 courthouses.

Which is some problem, i need courthouses for district courthouse and supreme court.

Same with Hadrian's Wall, Gobekli Tepe, Flavian Amphitheatre and so on.

Maybe worth a look.

Actually, I had a similar problem when switching to SVN 7221. I was previously building the National Aquarium and with the new version was informed I could no longer build it. I just assumed the requirements had been changed and I no longer met them.

But on checking, I had more than enough aquariums - but still can not build the National Wonder.

Harrier, thanks for your hint.

I just reverted the CvGameCoreDLL.dll to revision 7196 et voilà: all buildings reappeared and worked as they should.
I think the update with the fix for upgrade buildings (revision 7198) broke the function for free buildings.
Interesting... in those games have there been any building upgrades to those qualifying buildings that have been tech unlocked? I can certainly review the adjustment and make sure to correct whatever went wrong there. Thanks for reporting this.

Does anyone have a save where they can show that a particular building SHOULD be unlocked but isn't (and the revert to pre-code adjustment SVN version repairs it?) That could be very helpful in solving it correctly.
 
Take my save above.
Reverting to your pre-code-adjustement allows you to build the District Courthouse and the National Mint which both haven't been available with the latest CvgameCoreDLL.dll.
 
Ah... so you did post one already (sorry for not checking.)

Thanks... this should be easily repaired. Thing is I'm locked into a lot of other adjustments at the moment and I'll probably want to commit those as soon as they're ready without working on this first so that I can keep some proper svn tracking on differing changes. AKA... be a little patient with me on this. Good news is I'm almost finished with the current project so it shouldn't take long to get to this fix.
 
Harrier, thanks for your hint.

I just reverted the CvGameCoreDLL.dll to revision 7196 et voilà: all buildings reappeared and worked as they should.
I think the update with the fix for upgrade buildings (revision 7198) broke the function for free buildings.

Actually that is interesting. Before upgrading to 7221, I was playing SVN 7197. Just before the upgrade building fix.

Edit: TB I have a save also if you need it.
 
I actually figured I should review the code right away and I THINK I've solved it. Now I just need to thoroughly test everything I've manipulated before committing a fix to this and a number of other things.
 
Back
Top Bottom