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

21dk1dt.png

the left is the bugged grain. to the right is the mangrove.
 
underwater tunnels doesnt seem to work?


ggm

I know there's some work to be done on those. In what way have you observed are they not currently working?
 
civ4buildinfos.xml has the tag
Art/Afforess/Buttons/buildtunnel.dds

but i cant find the button anywhere in the mod. perhaps this is the reason?



if found out that the tech goes obsolete before its available. and the solution is to uncheck the obsolete tag in the bug c2c menue.

I also noticed that orion mods aviation mod aviationunit infos didnt have their bomb buttons activated. ive added the bomb buttons in the file for anyone who wants to city bomb.

ggm
 

Attachments

21dk1dt.png

the left is the bugged grain. to the right is the mangrove.

Features don't just affect the plot they are on. iirc they affect half of each of the neighbouring plots also. I have had worse problems when trying to get some features in from else where. So yes the mangrove is probably bugged but how and how is it fixed?
 
@SO
I'm pretty sure you'll like what I did with Edward "Ned" Kelly's Leaderhead. Check it out.

Edit: What do you think of this version of Caligula

Great on the Kelly, yes more in there to understand, just like i did with the Great Hunters, nice!!
 
Latest SVN python errors
Traceback (most recent call last):

File "CvCultureLinkInterface", line 334, in assignCulturallyLinkedStarts

File "CvCultureLinkInterface", line 349, in __init__

File "CvCultureLinkInterface", line 367, in __initRWCoordinatesList

KeyError: 0
ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface

One or more civs have not been defined to the Culturally Linked modules. Error message is
19:08:29 DEBUG: Culturally Linked Starts Enabled
19:08:29 ERROR: Culturally Linked Starts ERROR: civilization Arabian Empire (0) not defined:


Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ANewDawnSettings", line 32, in onGameStart
File "ANewDawnSettings", line 39, in optionUpdate
File "ANewDawnSettings", line 299, in setXMLOptionsfromIniFile
NameError: global name 'changedInfrastructuresIgnoresImprovements' is not defined

This one is new
 
Ok SO can I upload all of them to SVN today?

OK i just checked with Ekmek, because i didnt know you could make LH's that were not 512X512, all he said was as long as they are square, they should work, so ok
 
OK i just checked with Ekmek, because i didnt know you could make LH's that were not 512X512, all he said was as long as they are square, they should work, so ok

Hmm we can test smaller versions of LH's and if someone send some bugs then we back to 512x512 format. Why do you think, SO?
 
Latest SVN python errors

One or more civs have not been defined to the Culturally Linked modules. Error message is

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ANewDawnSettings", line 32, in onGameStart
File "ANewDawnSettings", line 39, in optionUpdate
File "ANewDawnSettings", line 299, in setXMLOptionsfromIniFile
NameError: global name 'changedInfrastructuresIgnoresImprovements' is not defined

This one is new


Here is the line 299:

Code:
changedInfrastructuresIgnoresImprovements(ANewDawnOpt, ANewDawnOpt.isInfrastructuresIgnoresImprovements())
 
alberts2 / TB

OK here is a weird one for ya:

Before the LH SVN just changed, it was 40-50 sec per turn, then after it declined to 25-28 sec p.t.:), so below is savedgames from that weirdness:crazyeye:

savedgame 540 turn times (tt) were almost perfect at about 20-25 seconds (in Ren Era):)

535 it changed (i believe this is the one), and turns times went from 25 to 45-50 :eek:

530 is the next turn, didnt know for sure if it was 535 or 530 that made the HUGE turn time jump, now ever since they are loooong again:sad:
 
alberts2 / TB

OK here is a weird one for ya:

Before the LH SVN just changed, it was 40-50 sec per turn, then after it declined to 25-28 sec p.t.:), so below is savedgames from that weirdness:crazyeye:

savedgame 540 turn times (tt) were almost perfect at about 20-25 seconds (in Ren Era):)

535 it changed (i believe this is the one), and turns times went from 25 to 45-50 :eek:

530 is the next turn, didnt know for sure if it was 535 or 530 that made the HUGE turn time jump, now ever since they are loooong again:sad:

Turn Times can be different every turn that depends on alot of things. That is the reason why i take at least 5 or 10 turns to messure the impact changes make.
 
Hmm we can test smaller versions of LH's and if someone send some bugs then we back to 512x512 format. Why do you think, SO?

They all show up correctly in the civopedia and I've inspected one of them in a diplo.-screen. I doubt there will be any problems.

The older links leads to all my LH (almost every one from custom leaderhaed module) but I will post it again here: Dropbox

@Sparth: If you have a dropbox account I could share the folder with you, proper like.
 
OK i just checked with Ekmek, because i didnt know you could make LH's that were not 512X512, all he said was as long as they are square, they should work, so ok

Hmm we can test smaller versions of LH's and if someone send some bugs then we back to 512x512 format. Why do you think, SO?

They all show up correctly in the civopedia and I've inspected one of them in a diplo.-screen. I doubt there will be any problems.

So from what i take from Ekmek's response is, that 512 is MAX it can be and as long as it is a good looking replacement for LH's and as long as the LH is in "Square" contents, they should work??
 
So from what i take from Ekmek's response is, that 512 is MAX it can be and as long as it is a good looking replacement for LH's and as long as the LH is in "Square" contents, they should work??

512x512 is a square but main leaderhead picture (not button) is displayed as a rectangle.
Game engine just streetch 512x512 to 356x452 pixels (similar to my first attempt to make Great Hunter new image).
 
I'm sorry to kick a dead horse, but I am also having the issue mentioned previously in this thread where taking a vassal gives other AI civs approx 1500 relations points, making everyone love you. I have repeated the bug in every game I've made since V34 came out.

Has there been any progress on finding a solution to this bug?
 
When I said i was getting a few audio errors it was about 3,000 per hour. See attached log.

I'm sorry to kick a dead horse, but I am also having the issue mentioned previously in this thread where taking a vassal gives other AI civs approx 1500 relations points, making everyone love you. I have repeated the bug in every game I've made since V34 came out.

Has there been any progress on finding a solution to this bug?

Not yet.
 
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