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

i. The Moai improvement is in BuildInfo as TXT_KEY_BUILD_MOAI_STATUES I think it is in the gametext xml as TXT_KEY_BUILD_MOAI

ii. Camel Workers can't build Desert Camps
Known issue about the camps... I've been angling to get to evaluating the worker builds to patch up numerous issues like that. My wife's been pointing them out to me with great irritation and even quit one of her games over those frustrations. So we were wondering when someone was going to mention it here... lol.

Great work on the Transport promos, but the Carrack needs to have the ability to Transport Troops back. Mine can only get Transport People, making it the only UU to be the poor relation of its generic counterpart;) (ie. the caravel has one "people" space to start off with).
Agreed. I think it should at least get a definition of land domain units and a cargo space to match what the BtS Portuguese UU version has.
 
CTD

was just changing units again and poof CTD

The best I could figure from this minidump, since for me it shows the crash point outside the dll and gives a few vague dll functions leading up to it that refer to plot graphics, is that there could be an art reference issue somewhere. I was hoping it would be a bit more explicit.
 
i. The Moai improvement is in BuildInfo as TXT_KEY_BUILD_MOAI_STATUES I think it is in the gametext xml as TXT_KEY_BUILD_MOAI

0100010 introduced 4 new improvements but two of them were named almost the same as existing ones which require a wonder or culture. I have not sorted them out yet.
 
counter for nilitary great person working in some strange way.

if i kill barb(even 1) i got general even if other 100 kills were from animals
 
@ Thunderbrd

Your last commit replaced some unit.schema with building.schema, take a look at the bear rider and deer rider.
Building schema has a size of 71 kb while the unit schema is about 146 kb.
 
counter for nilitary great person working in some strange way.

if i kill barb(even 1) i got general even if other 100 kills were from animals
It's not WHAT you kill, it's what you kill WITH that determines GMP pt allocations. When your Explorer units gain XP they earn points towards Great Hunters... and at the moment everything else gains towards Great Generals.

@ Thunderbrd

Your last commit replaced some unit.schema with building.schema, take a look at the bear rider and deer rider.
Building schema has a size of 71 kb while the unit schema is about 146 kb.
OOPS! :blush: Thanks for pointing that out.
 
in mlf.log:
[36376.640] No valid module: "modules\Custom Leaderheads\Barbarossa"
[36376.656] No valid module: "modules\DancingHoskuld\MilitiaPromotions"
[36376.656] No valid module: "modules\DancingHoskuld\zzExperimental"
[36376.656] No valid module: "modules\DancingHoskuld\SuperForts"
[36376.656] No valid module: "modules\Modifieda4"

no such folders exist in mod folder.

and i got this : Can't find type enum for type tag CIVILIZATION_IROQUOIS
 
in mlf.log:
[36376.656] No valid module: "modules\DancingHoskuld\MilitiaPromotions"
[36376.656] No valid module: "modules\DancingHoskuld\zzExperimental"
[36376.656] No valid module: "modules\DancingHoskuld\SuperForts"
[36376.656] No valid module: "modules\Modifieda4"

no such folders exist in mod folder.

They have all been merged into the core areas. We must have forgotten to update the MLF when they were done.
 
i got last svn and that error.
it present in CIV4ArtDefines_Civilization.xml on line 239
 
i got last svn and that error.
it present in CIV4ArtDefines_Civilization.xml on line 239

Doesn't matter really what is in the Artdefines section.

EDIT: Also its in the Rebel types in the python, so i believe thats where this is coming from.
 
I tried placing Sea Grass via World Builder, when clicking on a sea tile no graphic appears. I saved the file and looked at it in notepad - the sea grass is placed on the plot. It's just the graphic that is missing.
 
I tried placing Sea Grass via World Builder, when clicking on a sea tile no graphic appears. I saved the file and looked at it in notepad - the sea grass is placed on the plot. It's just the graphic that is missing.

Try loading the file. It may appear.
Sometimes the graphic appears, sometimes it doesn't. Very Tall Grass has the same graphical problem.
 
Latest SVN is missing ARTSTYLE_IROQUOIS.

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  4861
SVN-Rev:  7304
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  type ARTSTYLE_IROQUOIS not found

----------------------------------------------------------
 
Latest SVN is missing ARTSTYLE_IROQUOIS.

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  4861
SVN-Rev:  7304
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  type ARTSTYLE_IROQUOIS not found

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

fixed, thx
 
i got error that bother me many games..

then i select unit (all types (from hunter\clubman to workboat)) and then select other unit that i want to attack (hold right mouse button) i got:

Traceback (most recent call last):

File "CvScreensInterface", line 1371, in forceScreenRedraw

File "CvMainInterface", line 1535, in redraw

File "CvMainInterface", line 6349, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

but game run fine - so i think it is only ODDS calculation and showing to player.

Update:
In second city i got lawyer...in 23650BC....
 

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