Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

hi there, i'm getting some strange graphical errors, where the image starts pulsating and i can only see the terrain, then my game crashes.
i recently reinstalled civ4 and c2c, haven't played for a couple of months. have there been some serious graphical modifications made that makes my graphical card obsolete?
i tried it on 2 laptops, while they are older, i havent got problems with them playing c2c before, now even on 1 player duel map size, i get this glitch.
 
My game frezzes when Great Person suppose to be born.

I hit enter for next turn and game right away becomes frozen.

I use SVN 8649.
 
My game frezzes when Great Person suppose to be born.

I hit enter for next turn and game right away becomes frozen.

I use SVN 8649.

I'm not a modder but uploading a save game to verify the exact bug would make it a lot easier for modders to figure out your problem. It might not have anything to do with GPs (i.e. coincidence).
 
The downside/negative effect of Cannibalism seems to be listed under a different language in the Index- Polish?
 
Poison Tooth promotion for unit thief still wrong, chance to avoid capture is -50%, schould be +50%.
 
I have done a complete removal of the SVN software and reinstalled it and I still can't commit. I can update from the repository, just not commit to it.

Attached is the Spawn file. It belongs in the XML/Units file. I noticed that Rhinos were not spawning. This should fix that. Someone please update the SVN with it thanks.
 
SVN 8616.

An anomaly!!!

The Fire Pit obsoletes with the tech Fire Brigades.
The wonder Captured Fire gives free Fire Pits in every city. The tech Fire Making obsoletes Captured Fire - before you can build your second city.

Having researched Fire Making you can no longer build Fire Pits.

Either the Fire Pits obsoletion tech is wrong or Captured Fire obsoletion tech is wrong.

The wonder does give a golden age also, so is worth building.

But which obsoletion tech is correct? :confused:.
 
I have done a complete removal of the SVN software and reinstalled it and I still can't commit. I can update from the repository, just not commit to it.

Attached is the Spawn file. It belongs in the XML/Units file. I noticed that Rhinos were not spawning. This should fix that. Someone please update the SVN with it thanks.

DH that file is dated 3/28/2015. Is that the correct file you want committed?

JosEPh
 
@DH,

Done.

JosEPh
 
@DLL Modders:
Assistance needed!

I have a minidump that shows a crash at the last line of the following:
Code:
// Returns true if attack was made...
bool CvSelectionGroup::groupAttack(int iX, int iY, int iFlags, bool& bFailedAlreadyFighting)
{
	PROFILE_FUNC();

/************************************************************************************************/
/* DCM                                     04/19/09                                Johny Smith  */
/************************************************************************************************/
	// Dale - SA: Stack Attack START
	if (GC.isDCM_STACK_ATTACK())
	{
		return groupStackAttack(iX, iY, iFlags, bFailedAlreadyFighting);
	}
	// Dale - SA: Stack Attack END
/************************************************************************************************/
/* DCM                                     END                                                  */
/************************************************************************************************/

/************************************************************************************************/
/* RevolutionDCM                               04/19/09                           Glider1       */
/************************************************************************************************/
	// RevolutionDCM - attack support
	CvPlot* pOrigPlot = plot();
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	CvPlot* pDestPlot = GC.getMapINLINE().plotINLINE(iX, iY);
	// RevolutionDCM - end
/************************************************************************************************/
/* RevolutionDCM                               END                                Glider1       */
/************************************************************************************************/

	if (iFlags & MOVE_THROUGH_ENEMY)
	{
		if (generatePath(plot(), pDestPlot, iFlags))
		{
			pDestPlot = getPathFirstPlot();
		}
	}


	FAssertMsg(pDestPlot != NULL, "DestPlot is not assigned a valid value");

	bool bStack = (isHuman() && ((getDomainType() == DOMAIN_AIR) || GET_PLAYER(getOwnerINLINE()).isOption(PLAYEROPTION_STACK_ATTACK)));
    
	bool bAttack = false;
	bFailedAlreadyFighting = false;

	if (getNumUnits() > 0)
	{
		if ((getDomainType() == DOMAIN_AIR) || (stepDistance(getX(), getY(), pDestPlot->getX_INLINE(), pDestPlot->getY_INLINE()) == 1))
		{
The wierd thing is that pDestPlot is coming up as -1 x and -1 y. This is happening, apparently, because the call is made at the last line here:
Code:
bool CvSelectionGroup::continueMission(int iSteps)
{
	PROFILE_FUNC();

	CvUnit* pTargetUnit;
	bool bDone;
	bool bAction;
	bool bFailed;
	CLLNode<MissionData>* headQueueNode = headMissionQueueNode();

	FAssert(!isBusy());
	FAssert(headQueueNode != NULL);
	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (getActivityType() == ACTIVITY_AWAKE)
	{
		return false;
	}

	FAssert(getActivityType() == ACTIVITY_MISSION);

	if (headQueueNode == NULL)
	{
		// just in case...
		setActivityType(ACTIVITY_AWAKE);
		return false;
	}

	bDone = false;
	bAction = false;
	bFailed = false;

	if (headQueueNode->m_data.iPushTurn == GC.getGameINLINE().getGameTurn() || (headQueueNode->m_data.iFlags & MOVE_THROUGH_ENEMY))
	{
		if (headQueueNode->m_data.eMissionType == MISSION_MOVE_TO && canAllMove())
		{
			bool bFailedAlreadyFighting;
			if (groupAttack(headQueueNode->m_data.iData1, headQueueNode->m_data.iData2, headQueueNode->m_data.iFlags, bFailedAlreadyFighting))
			{
And where headQueueNode is defined in this line:

CLLNode<MissionData>* headQueueNode = headMissionQueueNode();

headMissionQueueNode() is coming up as getElapsedGameTurns(void) when you hover over it in the minidump debug mode.

Exceedingly odd and highly common to get this crash. Any ideas why this may be happening where headMissionQueueNode() somehow refers to getElapsedGameTurns(void)? The last time I saw something like this a clean compile was the trick to keeping it from taking place. This is happening on a clean compile.

Again... very odd. May also explain some other strange stuff taking place.
 
SVN 8616.

An anomaly!!!

The Fire Pit obsoletes with the tech Fire Brigades.
The wonder Captured Fire gives free Fire Pits in every city. The tech Fire Making obsoletes Captured Fire - before you can build your second city.

Having researched Fire Making you can no longer build Fire Pits.

Either the Fire Pits obsoletion tech is wrong or Captured Fire obsoletion tech is wrong.

The wonder does give a golden age also, so is worth building.

But which obsoletion tech is correct? :confused:.

I think it is a practical issue. If you don't know how to make fire yourself, you need to capture a flame, either when lightning strikes a tree or sticking some wood in the lava from an erupting volcano (and hope your lungs don't burn from lava-heated air), and then keep it burning forever (continually adding fuel day and night).

Even if you travel, you need to carry the flame and somehow keep it burning.

Once the flame goes out it is gone.

However, once you actually know how to MAKE fire, there is no need to keep it burning all the time.
 
I have thought that we should make the tech Fire Making require the wonder building Captured Fire. Just so everyone gets that golden age. I specifically don't get that tech until after I have built the wonder and about the time I settle my 5th or 6th city.
 
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