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

The latest SVN. Repeatable CTD.
Resmgr.log says: "RESMGR: Failed loading file Art/Units/City_Guard/Musketman.kfm. Error message: A file I/O error occurred.".
Logs and minidump enclosed.
 

Attachments

The latest SVN. Repeatable CTD.
Resmgr.log says: "RESMGR: Failed loading file Art/Units/City_Guard/Musketman.kfm. Error message: A file I/O error occurred.".
Logs and minidump enclosed.

fixed 7382
 
their is a bug in the world builder where trying to place down sea grass causes graphics glitches in the save for all the sprites that have a flat plane with a texture, like grain coral and tall grass. apparently its been around for awhile but never reported.

It has been reported but no one knows how to fix it.
 
@DH

Subdue_Animals_Buildings_CIV4GameText.xml :
Code:
	<TEXT>
		<Tag>TXT_KEY_BUILDING_GOAT_HERD</Tag>
		<English>Herd - Goat</English>
		<French>
			<Text>Troupeau - Chèvres</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</French>
		<German>Herd - Goat</German>
		<Italian>
			<Text>Branco - Capre</Text>
			<Gender>Male</Gender>
			<Plural>0</Plural>
		</Italian>
		<Spanish>Herd - Goat</Spanish>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_BUILDING_GOAT_HERD</Tag>
		<English>Herd - Sheep</English>
		<French/>
		<German/>
		<Italian/>
		<Spanish/>
	</TEXT>

Two texts for Goat Herd. I think the latter should be for BUILDING_SHEEP_HERD?
 
Apologies if this has been reported already.
I'm playing a new game with v. 34, and it was working great until I researched Fire Brigades--when that completed, all of my forges went offline. I kept going, but wasn't able to build the later forge upgrades or any of the metalwares that require a forge.
Later, when I researched Archeology, I lost Knight's Stables, Cannon Turret, Castle Drawbridge, Chain Bridge, City Gate, Cannon Forge, Gunsmith, and Guillotine in all cities that had them.
Let me know if you want me to upload a save file.
 
My automated workers are building forts on top of resource plots (that I have several of), putting a dent to my economy. It takes a lot of work to micromanage dozens of workers in a large empire, and automation as it currently stands is not helping, because I have to babysit them in order to cancel all fort buildings or replace the forts with the proper improvement. I enabled the "Automated workers leave old improvements" -option, but that's either bugged or just not working.

Would it be possible to remove forts, watchtowers and other defenses from automated workers' build list?
 
Apologies if this has been reported already.
I'm playing a new game with v. 34, and it was working great until I researched Fire Brigades--when that completed, all of my forges went offline. I kept going, but wasn't able to build the later forge upgrades or any of the metalwares that require a forge.
Later, when I researched Archeology, I lost Knight's Stables, Cannon Turret, Castle Drawbridge, Chain Bridge, City Gate, Cannon Forge, Gunsmith, and Guillotine in all cities that had them.
Let me know if you want me to upload a save file.

Yeah there are alot of these issues, it's is a result of incomplete Prereqs. They should include possible upgrades for all the Prereq buildings maybe not all but at least the next or the next two steps.
 
In this game on rev. 7372 I noticed that I could not split or merge units. I don't know when the feature disappeared or if it had been missing all along. Size matters option is of course chosen for this game.

Attached MP save.
View attachment 375092
Before I take a look into this, please check to make sure those units that seem to be unable to merge or split are both uninjured and ungrouped in any way. These are two requirements that throw off the player sometimes. I'll eventually look into a better way to enforce a fix on some issues when multiple units are selected and a merge or split is initiated but for now it's what I've had to do to fix a problem with that.

My automated workers are building forts on top of resource plots (that I have several of), putting a dent to my economy. It takes a lot of work to micromanage dozens of workers in a large empire, and automation as it currently stands is not helping, because I have to babysit them in order to cancel all fort buildings or replace the forts with the proper improvement. I enabled the "Automated workers leave old improvements" -option, but that's either bugged or just not working.

Would it be possible to remove forts, watchtowers and other defenses from automated workers' build list?
The easy way for now is not to automate workers. I would like to eventually take out any improvements from the infrastructure automation at least as I think that might help some players. Beyond that I'm not sure what can be done if the AI is going to treat an automated worker as an AI player's worker.

Yeah there are alot of these issues, it's is a result of incomplete Prereqs. They should include possible upgrades for all the Prereq buildings maybe not all but at least the next or the next two steps.
Well... I gave it one try. Good to see that the need for it is being revealed in new ways now that it's removed to keep it from causing a HUGE game slowdown. Nimek had another approach to the problem that sounded promising but I won't be looking into it again for a bit so if it's something you'd like to try to address without allowing it to cause the same huge slowdown it did for me that'd be cool.
 
My automated workers are building forts on top of resource plots (that I have several of), putting a dent to my economy. It takes a lot of work to micromanage dozens of workers in a large empire, and automation as it currently stands is not helping, because I have to babysit them in order to cancel all fort buildings or replace the forts with the proper improvement. I enabled the "Automated workers leave old improvements" -option, but that's either bugged or just not working.

Would it be possible to remove forts, watchtowers and other defenses from automated workers' build list?

You did not mention if you were using the download version v34 or the SVN. A fix stopping workers building forts in the work area of your cities has been put up on the SVN. Putting forts on resources outside the work area of your cities is the best option, since it provides the resource and allows you to defend it.

I use "automated workers leave old improvements" a lot. I hope it has not bee broken. In my current game I am almost at the point where I turn on automated workers so I will find out wont I.
 
I just started playing C2C earlier this month. i'm loving it. it's everything a civ game should be! Anyway I have frequent crashes to desktop. sometimes i get an error (last one said (failed ot allocate video memory. please try reducing your graphics settings. file:\main\civilization4\SDKs\Gamebryo2_0\CoreLibs\NidX9Renderer\NiDX9VBManager.cpp, Line:1019, another is the 'bad memory allocation' ), some times i get no error and i'm just on the desktop.

My system is fairly monstrous to be crashing on civ IV (Windows 7, i7 CPU 3.0Ghz, 24GB ram, 64 bit). My computer never chugs, it just seems like the game files poo themselves and the game crashes.

it's happening to me every 4-5 rounds. is there any information i could provide that would help diagnose this? (and should I make my own thread about this? or just do it here). I love this mod to death and I really want to get it working perfectly so I can get passed the midevil era :)
 
Make sure you're not trying the load the mod twice. With the big blank period I've done this before, not realizing I'd already gone to start the mod and it CAN often lead to the 'please try reducing your graphics settings' message.

Also... it may have something to do with your particular graphics card and perhaps an update of those drivers could help. The rest of your system looks great but the crashes you're having trouble with appear to be centered on the graphics card. Maybe try allocating more video memory.
 
latest svn, great doctor ui buttons corrupted and shows nothing or engineer buttons, egyptian modern workers shows as red spheres.

ggm
 
great doctor added from world builder gives this effect. i'm using a big map.perhaps memory leak is the cause?
 
Well... I gave it one try. Good to see that the need for it is being revealed in new ways now that it's removed to keep it from causing a HUGE game slowdown. Nimek had another approach to the problem that sounded promising but I won't be looking into it again for a bit so if it's something you'd like to try to address without allowing it to cause the same huge slowdown it did for me that'd be cool.

The best solution would be to have those upgrades there they makes sense as prereqs in the xml. Just adding all of them during loading could have unwanted effects.
 
Apologies if this has been reported already.
I'm playing a new game with v. 34, and it was working great until I researched Fire Brigades--when that completed, all of my forges went offline. I kept going, but wasn't able to build the later forge upgrades or any of the metalwares that require a forge.
Later, when I researched Archeology, I lost Knight's Stables, Cannon Turret, Castle Drawbridge, Chain Bridge, City Gate, Cannon Forge, Gunsmith, and Guillotine in all cities that had them.
Let me know if you want me to upload a save file.

I looked into this.
Forges go obsolete with Metal Casting i don't see how the tech Fire Brigades would make them obsolete. Maybe i missed something?

Edit:
Did you mean you can't build forges after Fire Brigades that could be possible because of the Bonus Prereqs you need one of those.
Code:
				<BonusType>BONUS_CHARCOAL</BonusType>
				<BonusType>BONUS_COAL</BonusType>
				<BonusType>BONUS_INGOT_COPPER</BonusType>
				<BonusType>BONUS_INGOT_TIN</BonusType>
				<BonusType>BONUS_INGOT_IRON</BonusType>
				<BonusType>BONUS_INGOT_LEAD</BonusType>
				<BonusType>BONUS_INGOT_SILVER</BonusType>
				<BonusType>BONUS_INGOT_GOLD</BonusType>
				<BonusType>BONUS_INGOT_PLATINUM</BonusType>
				<BonusType>BONUS_INGOT_BRASS</BonusType>
				<BonusType>BONUS_INGOT_ELECTRUM</BonusType>
				<BonusType>BONUS_INGOT_TITANIUM</BonusType>
				<BonusType>BONUS_STEEL</BonusType>
				<BonusType>BONUS_ALUMINUM</BonusType>
 
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