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

Ok guys so third game in a row I haved tried where I was the first to reach Druidism but nothing happened....... Divine Prophets is not on

Must be something wrong? Somebody else mentioned this saying that Shamansim was aslo having no effect......

I was thinking on this the other day... do you have Choose Religions on? Iirc, if another civ gets there first and selects a DIFFERENT religion (which they often would) then it will still show on the religious tech that the religion hasn't been obtained so can be a bit of a fake out.

Not saying this HAS to be it and there's not a possibility of a bug here - that's becoming increasingly likely though I don't know of any changes that could recently account for it. Just trying to eliminate the possibility.
 
I never saw that error before did you change anything?

Nothing that would affect goodies. I checked the processing and it's taking place at copynondefaults so it appears modular goodies were put in somewhere(which may not be working quite right) and it just happens to be affecting the last update I did.
 
Probably related to my previuos post (SVN 8006).

Just downloaded SVN 8014.

I got this red flagged error in the SVN download.

"Error 1 or more files in conflicted state"

refering to "Custom Civs\Polonesia\ Polonesia Civ4 unitartstyletype infos.xml
 
Probably related to my previuos post (SVN 8006).

Just downloaded SVN 8014.

I got this red flagged error in the SVN download.

"Error 1 or more files in conflicted state"

refering to "Custom Civs\Polonesia\ Polonesia Civ4 unitartstyletype infos.xml

This means that you have conflicting local modifications.

When you update your working copy you can right-click in the log list and chose how to resolve the conflict:
  • resolve using an editor / TortoiseMerge (or whatever merge tool you configured)
  • resolve using "theirs", i.e. the version in the repository
  • resolve using "mine", i.e. your version of the file.
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Nothing that would affect goodies. I checked the processing and it's taking place at copynondefaults so it appears modular goodies were put in somewhere(which may not be working quite right) and it just happens to be affecting the last update I did.

It must be caused by changes on your side because i don't get that error.
 
This means that you have conflicting local modifications.

Thanks alberts2, I had forgotten I had made some changes a few months ago. :blush:
 
Nothing that would affect goodies. I checked the processing and it's taking place at copynondefaults so it appears modular goodies were put in somewhere(which may not be working quite right) and it just happens to be affecting the last update I did.

There are no XML modular goodies in the game. I'll have to check but I don't think we use the modular python for the island goodies anymore either. I think we just use the normal goody mechanism now for all goody huts/islands/probes.
 
Well... I've adjusted techs. That's it. NOTHING to do with goodies and nothing in the code. Around the time I updated there was talk on the forum about space goodies... was something done there briefly then removed?

I'll be updating again soon and I'll see if it still becomes a problem.

Oh... on a side note: did we turn on the xml caching again somehow?
 
Goodies just appear on the correct terrain no matter what they are. I don't think we have changed them any for quite awhile v30 or before iirc.
 
Well... I've adjusted techs. That's it. NOTHING to do with goodies and nothing in the code. Around the time I updated there was talk on the forum about space goodies... was something done there briefly then removed?

I'll be updating again soon and I'll see if it still becomes a problem.

Oh... on a side note: did we turn on the xml caching again somehow?

I guess that error comes from wrong xml somewhere.

The xml cacheing is still off and i might even remove it that would be at least ~11000 less lines of code.
 
Rev 8002
Building the Empire State building caused this python error to come up. Probably in the part about 3 random resources which the ESB should provide.

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "PlatyPingWonders", line 244, in onBuildingBuilt
AttributeError: 'CvBonusInfo' object has no attribute 'GetType'

Should be fixed now.
 
Rev 8013

The military aid/help our brothers in need event is missing 4 TXT_KEYS and also some of the option text is different from what resource is gifted. See screenshot for list:

_10 is Aircraft
_11 is Tanks
_12 is Helicopters
_13 is Hovercrafts

The Sulphur text would gift Oil Products, Rubber gifts Uranium, Diesel gifts Jet Engines, 'Anything for our brothers in need' gifts Mammoth.

View attachment 383976
 
Discovered by accident:

TECH_GEOLOGY has an AndTechPrereq of TECH_MOUNTAINEERING.

This is bad. If you don't have useable mountains on then Mountaineering is not on the tech tree. This makes Geology and everything after it impossible to research.

Solutions:
1) Remove the prereq - I've done this for now by commenting it out.

2) Make useable mountains no longer an option. Since I know DH has defended this option's existence I've left it optional, which means I had no choice but to take the first course of action.
 
Or you use what WoC is about and make TECH_GEOLOGY have it as an and requirement if it is available. I'll post something to the SVN. Since it will be an non optional module I'll add it in a new folder in Hydro's folder if no one objects.

BTW I just did an update and every python file has changed according to the SVN, is this true?
 
Or you use what WoC is about and make TECH_GEOLOGY have it as an and requirement if it is available. I'll post something to the SVN. Since it will be an non optional module I'll add it in a new folder in Hydro's folder if no one objects.

BTW I just did an update and every python file has changed according to the SVN, is this true?

Wait for my commit for that... I'm about to put the naval review techs in right now and that's become a part of the adjustment.
 
Discovered by accident:

TECH_GEOLOGY has an AndTechPrereq of TECH_MOUNTAINEERING.

This is bad. If you don't have useable mountains on then Mountaineering is not on the tech tree. This makes Geology and everything after it impossible to research.

Solutions:
1) Remove the prereq - I've done this for now by commenting it out.

2) Make useable mountains no longer an option. Since I know DH has defended this option's existence I've left it optional, which means I had no choice but to take the first course of action.

Or you use what WoC is about and make TECH_GEOLOGY have it as an and requirement if it is available. I'll post something to the SVN. Since it will be an non optional module I'll add it in a new folder in Hydro's folder if no one objects.

WoC has no way to fix this because the TECH_MOUNTAINEERING exists even if you don't have the Useable Mountains option on.

It should be possible to fix this with two small changes in CvPlayer::canResearch just add the marked canEverResearch checks.
Code:
	for (iI = 0; iI < GC.getNUM_OR_TECH_PREREQS(); iI++)
	{
		TechTypes ePrereq = (TechTypes)GC.getTechInfo(eTech).getPrereqOrTechs(iI);
		if (ePrereq != NO_TECH[B][COLOR="Red"] && canEverResearch(ePrereq)[/COLOR][/B])
		{
			bFoundPossible = true;

			if (GET_TEAM(getTeam()).isHasTech(ePrereq))
			{
				if (!bTrade || GC.getGameINLINE().isOption(GAMEOPTION_NO_TECH_BROKERING) || !GET_TEAM(getTeam()).isNoTradeTech(ePrereq))
				{
					bFoundValid = true;
					break;
				}
			}
		}
	}
Code:
	for (iI = 0; iI < GC.getNUM_AND_TECH_PREREQS(); iI++)
	{
		TechTypes ePrereq = (TechTypes)GC.getTechInfo(eTech).getPrereqAndTechs(iI);
		if (ePrereq != NO_TECH[B][COLOR="Red"] && canEverResearch(ePrereq)[/COLOR][/B])
		{
			if (!GET_TEAM(getTeam()).isHasTech(ePrereq))
			{
				return false;
			}
			
			if (bTrade && !GC.getGameINLINE().isOption(GAMEOPTION_NO_TECH_BROKERING) && GET_TEAM(getTeam()).isNoTradeTech(ePrereq))
			{
				return false;
			}
		}
	}

BTW I just did an update and every python file has changed according to the SVN, is this true?

Not all of them but many.
I fixed a few odd things and bugs in them like true and false should be True and False.

Or wrong usages of getNumActiveBuilding
Code:
		if ppCity.getNumActiveBuilding(gi_Topkapi) == true:
				gi_Topkapi_IsActive = true

Must be
Code:
		if ppCity.getNumActiveBuilding(gi_Topkapi) > 0:
				gi_Topkapi_IsActive = True


Or cases of odd stuff like
Code:
	if ( (ppPlayer.isAlive()==True) and (ppPlayer.isBarbarian()==False) ):
			if ( gc.getTeam(ppPlayer.getTeam()).isVassal(iTeam) == True ):
is now.
Code:
	if ppPlayer.isAlive() and not ppPlayer.isBarbarian():
			if gc.getTeam(ppPlayer.getTeam()).isVassal(iTeam):
 
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