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

@TB It has taken me awhile to be sure but it does not look like the new upgrade for features with improvements are working. Could you check my XML to make sure I have done it right.

The beacon improvement is supposed to replace the coral feature with a feature called coral with beacon but it isn't.

edit Is there a limit to the number of free buildings? With the new stories some of them are not giving the free versions of the story building and it seems to depend on the order they are done in. My mistake

edit2 @TB Is there any way to replace the "power up" button and menu with just the buttons? Two mouse clicks for each unit when you upgrade 64 is a pain.
1)Check your spelling - I still show a missing reference error there. I will be happy to test it and get it working over the weekend.
2)No... not really - not without huge code issues to sort out. This is why fortification and sleep have been left in place for the player to utilize (even though fortification is an option for buildups for the AI to more easily compare the value of that option against other buildup selections.)
 
There is something wrong with the healer line. I am in the late Renaissance but the best healer I can build is the Wise Woman. I used to be able to build the Apothecary.

The compressed save is to big so here is an image
 
1)Check your spelling - I still show a missing reference error there. I will be happy to test it and get it working over the weekend.

The original name was mistyped _BECON for a couple of versions before someone pointed it out. If I change it to _BEACON it will break save games.
 
Loading the mod using the latest svn i get the following errors on loading the mod:

Assert Failed

File: CvGlobals.cpp
Line: 5316
SVN-Rev: 8263
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ART_DEF_UNIT_ELASMOTHERIUM' not found, Current XML file is: modules\Animals\Ecological_Animals\Rhinoceros\Rhinoceros_CIV4UnitInfos.xml

----------------------------------------------------------
Assert Failed

File: CvArtFileMgr.cpp
Line: 100
SVN-Rev: 8263
Expression: false
Message: ArtInfo: 'ART_DEF_UNIT_ELASMOTHERIUM' was not found

----------------------------------------------------------
Assert Failed

File: CvArtFileMgr.cpp
Line: 100
SVN-Rev: 8263
Expression: false
Message: ArtInfo: 'ERROR' was not found

----------------------------------------------------------
 
There is something wrong with the healer line. I am in the late Renaissance but the best healer I can build is the Wise Woman. I used to be able to build the Apothecary.

The compressed save is to big so here is an image
I can build healers. Perhaps the issue lies in the prerequisite buildings?

The original name was mistyped _BECON for a couple of versions before someone pointed it out. If I change it to _BEACON it will break save games.

Maybe I can look into it and sort it out. That should be fine but something somewhere is calling for it by the wrong spelling. By wrong, in this case, I don't mean by Dictionary definition, but by the way the tag is spelled where it is established.
 
I suspect that I have built an upgrade to a healer building and that one is not in the prereqs for the unit.

I just copied the tags from your example, I think. If I don't copy and paste that sort of thing my dyslexia often engages.
 
So i keep getting a runtime error when finishing this turn.

No minidump cam with it. any help ?

This game certainly shows a LOT of time consuming to repair minor bug issues but I didn't have trouble getting through the turn. I addressed one very odd quirk in diplomacy and I noticed there's an illegal python call - which has to do with multi-threading so I'm kinda up a creek to understand this bit unfortunately. It didn't crash me out though. Maybe this is interacting with your system differently so perhaps taking your NUM_CITY_PIPELINE_THREADS down to 1 (in A_New_Dawn_GlobalDefines.xml) might help you to get past the round.

Also noticed that we're currently hitting an infinite loop in the counter AI but wasn't able to pinpoint where without a lot more evaluation and with the length of a turn in this game I wasn't about to spend all day looking into it since Alberts's next AI update may well resolve it naturally.
 
@T-brd,

While looking at that setting
Maybe this is interacting with your system differently so perhaps taking your NUM_CITY_PIPELINE_THREADS down to 1 (in A_New_Dawn_GlobalDefines.xml) might help you to get past the round.
I noticed this one 4 lines above:

<Define>
<DefineName>PROFILER_ALTERNATE_SAMPLE_SET_SOURCE</DefineName>
<DefineTextVal></DefineTextVal>
</Define>

There is No Value for DefineTextVal. Is this correct? Or should it be 0?

JosEPh
 
I get a Python error clicking on the Dreadnought (ship) in the Pedia.

My Great Commander can (ie. has buttons to - I haven't tried them to see what happens) still abolish slavery or cannibalism in a foreign city that (presumably) still has them. Similarly my military captive has buttons to become a settled slave in that city (I am no longer in slavery).

The Armoured Car does not count as a military unit for adding happiness to a city under Martial Law.
 
I get a Python error clicking on the Dreadnought (ship) in the Pedia.

It looks like an art error of some kind.

My Great Commander can (ie. has buttons to - I haven't tried them to see what happens) still abolish slavery or cannibalism in a foreign city that (presumably) still has them. Similarly my military captive has buttons to become a settled slave in that city (I am no longer in slavery).

I thought I had fixed that! It is because you have Open Borders with that nation ie the definition of Friendly!

edit I did! The code is in the XML!

@anyone Is the Great Commander a different unit to the Great General? If so what is it called?
 
Is the Great Commander a different unit to the Great General? If so what is it called?
The Great Commander is an upgraded Great General is all.
 
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