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

What tag is actually being used to declare this? I can look into its processing and see what's taking place there.

Code:
			<SpecialistYieldChanges>
				<SpecialistYieldChange>
					<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
					<YieldChanges>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</SpecialistYieldChange>
			</SpecialistYieldChanges>

Weirdness: I had a ambusher in a palisade, a worker of mine in a plot next to it and a foreign merchant in the plot beyond that. I needed to move the ambusher through the plot with the worker (elephant worker) but could not. When I moved the elephant worker out of the plot I could move the ambusher in and attack the merchant.
 
On SVN 8302, I have a red blob for a Pirate unit. Unfortunately it is in a city in quite a large stack, but if needed I can list all the contents of the stack for you.
 
On SVN 8302, I have a red blob for a Pirate unit. Unfortunately it is in a city in quite a large stack, but if needed I can list all the contents of the stack for you.

Land unit or water? I checked all pirate ships and they are ok. If this land unit I need info in which civilization you saw red blob.
 
Land unit or water? I checked all pirate ships and they are ok. If this land unit I need info in which civilization you saw red blob.

Sorry I mean the Pirate civ. And fairly definitely a land unit.
 
@TB as mentioned by others when I upgrade my units I get an error message about not being able to display help text. I also get it when I try and do a screen dump using alt-prtscr. Is it possible that when you are processing the help text you are forgetting to check that a unit is selected first? It was so with my prtscr. With the upgrade I was doing all units of the type, ie using the alt key. I think the old unit is deleted so it is no longer existing after the upgrade when you use the alt key to upgrade all of the units.

Sorry if this is not clear, it is almost mid night here and I need to sleep.
 
From which modmod you instaled pirate civ? My MegaPack or from SO single civs modpacks?

:lol: The absolute truth is I had no idea the Pirates were no longer a standard civ. I have had them in this game from the start, and for some reason they didn't disappear when removed from the mod. So I can't answer your question: I don't know how come they are still in my assets.

I certainly don't have your megapack installed (wish I did).

The unit in question btw is probably their musketman, although a lancer or early gunpowder cavalry is also slightly possible.
 
Hmm old civs are not-compatibile with new art_def files.

Open this file
Caveman2Cosmos\Assets\Modules\Custom_Civilizations\Pirates\Pirates_CIV4CivilizationInfos.xml

and change this tag

Code:
<UnitArtStyleType>UNIT_ARTSTYLE_PIRATES</UnitArtStyleType>

to this:
Code:
<UnitArtStyleType>UNIT_ARTSTYLE_ENGLAND</UnitArtStyleType>
 
Hmm old civs are not-compatibile with new art_def files.

Open this file
Caveman2Cosmos\Assets\Modules\Custom_Civilizations\Pirates\Pirates_CIV4CivilizationInfos.xml

and change this tag

Code:
<UnitArtStyleType>UNIT_ARTSTYLE_PIRATES</UnitArtStyleType>

to this:
Code:
<UnitArtStyleType>UNIT_ARTSTYLE_ENGLAND</UnitArtStyleType>

Thanks for trying to help. Unfortunately I don't have the directory: Caveman2Cosmos\Assets\Modules\Custom_Civilizations\Pirates! That's what's weird! Surely it must be in an FPK somewhere?????:confused: How else can it be explained?

I don't have any 'extra' custom civs installed! I have no extra assets of any kind (apart from an XML file to supply some city names that are in my game but not in the current mod).

If there is no such FPK, I don't think you're going to be able to help me. I may try to install your megapack at some stage, which is likely to help...
 
Hmm then try find this tag in this file:
Caveman2Cosmos\Assets\XML\Civilizations\CIV4CivilizationInfos.xml
 
Hmm then try find this tag in this file:
Caveman2Cosmos\Assets\XML\Civilizations\CIV4CivilizationInfos.xml

Yes but of course the Pirate civ isn't in there...

I have now installed your megapack, which of course already says UNIT_ARTSTYLE_ENGLAND, but the red blob is still there. So either the problem is in your pack as well, or my mystery 'ghost' assets are overriding your pack.

The problem unit is almost certainly the musketman, although it could just possibly be the dragoon. Please just double-check these units in your megapack.

After that, I think I give up...:)
 
Code:
			<SpecialistYieldChanges>
				<SpecialistYieldChange>
					<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
					<YieldChanges>
						<iYield>0</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</YieldChanges>
				</SpecialistYieldChange>
			</SpecialistYieldChanges>
So to be clear this sort of tag use isn't currently working right? I'm going to spend time today compiling a new list of to-do's to catch up with issue reports so I'll certainly include this.


Weirdness: I had a ambusher in a palisade, a worker of mine in a plot next to it and a foreign merchant in the plot beyond that. I needed to move the ambusher through the plot with the worker (elephant worker) but could not. When I moved the elephant worker out of the plot I could move the ambusher in and attack the merchant.
I'd really have to see the save and the situation taking place inside the dll or even better would be a contrived situation that replicates the matter in a fairly simple wb designed setup.

@TB as mentioned by others when I upgrade my units I get an error message about not being able to display help text. I also get it when I try and do a screen dump using alt-prtscr. Is it possible that when you are processing the help text you are forgetting to check that a unit is selected first? It was so with my prtscr. With the upgrade I was doing all units of the type, ie using the alt key. I think the old unit is deleted so it is no longer existing after the upgrade when you use the alt key to upgrade all of the units.

Sorry if this is not clear, it is almost mid night here and I need to sleep.
Yeah, I'm a little confused because I haven't done anything new with the help text recently that would relate to this situation. I'm thinking the answer to your help text processing question would probably be no because I've not changed how and when it triggers. However, the ALT upgrade may indeed be finding a unit that is currently dead somehow... there's wierdness there in that whole process that still confuses me a great deal. Again though its not something I've messed with so I'm probably going to again need to see this taking place under the evaluation of a debug dll attached to the compiler to get a clue.
 
So to be clear this sort of tag use isn't currently working right? I'm going to spend time today compiling a new list of to-do's to catch up with issue reports so I'll certainly include this.

It is working for the Priest.

Yeah, I'm a little confused because I haven't done anything new with the help text recently that would relate to this situation. I'm thinking the answer to your help text processing question would probably be no because I've not changed how and when it triggers. However, the ALT upgrade may indeed be finding a unit that is currently dead somehow... there's wierdness there in that whole process that still confuses me a great deal. Again though its not something I've messed with so I'm probably going to again need to see this taking place under the evaluation of a debug dll attached to the compiler to get a clue.

The biggest problem is when I try and do a screen dump without any thing selected. I get the same error which obscures what it is I want to print. In fact I get the error just pressing alt without anything selected.
 
The problem unit is almost certainly the musketman, although it could just possibly be the dragoon. Please just double-check these units in your megapack.

Can you post save here?

Dragoons and Musketman are ok in England set
 
The roads in my game have zero movement cost. I've suspected it for some time, but I just confirmed it. Only roads ie. paved roads and railroads are normal.

Does anyone else have this?

Is this still an issue?
 
I am having trouble using the TechYieldModifiers tag for Building Infos. I noticed no one has ever actually used it AT ALL before and the only mention of it are in the Schema Files and in some animal trainer files as <TechYieldModifiers/>.

Am I applying the tag wrong?
I attached a picture of the location of the tag in .cpp files.

Tag highlighted in red.
Hydro/Craft/Craft_BuildingInfos.xml
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_SLAUGHTERHOUSE</BuildingClass>
			<Type>BUILDING_SLAUGHTERHOUSE</Type>
			<SpecialBuildingType>NONE</SpecialBuildingType>
			<Description>TXT_KEY_BUILDING_SLAUGHTERHOUSE</Description>
			<Civilopedia>TXT_KEY_BUILDING_SLAUGHTERHOUSE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_SLAUGHTERHOUSE_STRATEGY</Strategy>
			<Advisor>ADVISOR_ECONOMY</Advisor>
			<ArtDefineTag>ART_DEF_BUILDING_SLAUGHTERHOUSE</ArtDefineTag>
			<MovieDefineTag>NONE</MovieDefineTag>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<bStateReligion>0</bStateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<FoundsCorporation>NONE</FoundsCorporation>
			<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
			<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
			<VictoryPrereq>NONE</VictoryPrereq>
			<FreeStartEra>NONE</FreeStartEra>
			<MaxStartEra>NONE</MaxStartEra>
			<ObsoleteTech>NONE</ObsoleteTech>
			<PrereqTech>TECH_COOKED_FOOD</PrereqTech>
			<TechTypes>
			<PrereqTech>TECH_SHELTER_BUILDING</PrereqTech>
			</TechTypes>
			<Bonus>NONE</Bonus>
			<PrereqBonuses>
				<Bonus>BONUS_CARCASS</Bonus>
				<Bonus>BONUS_PELTS</Bonus>
				<Bonus>BONUS_POULTRY</Bonus>
			</PrereqBonuses>
			<ProductionTraits/>
			<HappinessTraits/>
			<NoBonus>NONE</NoBonus>
			<PowerBonus>NONE</PowerBonus>
			<FreeBonus>NONE</FreeBonus>
			<iNumFreeBonuses>0</iNumFreeBonuses>
			<FreeBuilding>NONE</FreeBuilding>
			<FreePromotion>NONE</FreePromotion>
			<CivicOption>NONE</CivicOption>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<iHurryAngerModifier>0</iHurryAngerModifier>
			<bBorderObstacle>0</bBorderObstacle>
			<bTeamShare>0</bTeamShare>
			<bWater>0</bWater>
			<bRiver>0</bRiver>
			<bPower>0</bPower>
			<bDirtyPower>0</bDirtyPower>
			<bAreaCleanPower>0</bAreaCleanPower>
			<DiploVoteType>NONE</DiploVoteType>
			<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
			<bCapital>0</bCapital>
			<bGovernmentCenter>0</bGovernmentCenter>
			<bGoldenAge>0</bGoldenAge>
			<bAllowsNukes>0</bAllowsNukes>
			<bMapCentering>0</bMapCentering>
			<bNoUnhappiness>0</bNoUnhappiness>
			<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
			<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
			<bNeverCapture>0</bNeverCapture>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqReligion>0</bPrereqReligion>
			<bCenterInCity>0</bCenterInCity>
			<iAIWeight>0</iAIWeight>
			<iCost>25</iCost>
			<iHurryCostModifier>100</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iConquestProb>50</iConquestProb>
			<iCitiesPrereq>0</iCitiesPrereq>
			<iTeamsPrereq>0</iTeamsPrereq>
			<iLevelPrereq>0</iLevelPrereq>
			<iMinLatitude>0</iMinLatitude>
			<iMaxLatitude>90</iMaxLatitude>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
			<iAnarchyModifier>0</iAnarchyModifier>
			<iGoldenAgeModifier>0</iGoldenAgeModifier>
			<iGlobalHurryModifier>0</iGlobalHurryModifier>
			<iExperience>0</iExperience>
			<iGlobalExperience>0</iGlobalExperience>
			<iFoodKept>0</iFoodKept>
			<iAirlift>0</iAirlift>
			<iAirModifier>0</iAirModifier>
			<iAirUnitCapacity>0</iAirUnitCapacity>
			<iNukeModifier>0</iNukeModifier>
			<iNukeExplosionRand>0</iNukeExplosionRand>
			<iFreeSpecialist>0</iFreeSpecialist>
			<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
			<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
			<iMaintenanceModifier>0</iMaintenanceModifier>
			<iWarWearinessModifier>0</iWarWearinessModifier>
			<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
			<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
			<iHealRateChange>0</iHealRateChange>
			<iHealth>0</iHealth>
			<iAreaHealth>0</iAreaHealth>
			<iGlobalHealth>0</iGlobalHealth>
			<iHappiness>0</iHappiness>
			<iAreaHappiness>0</iAreaHappiness>
			<iGlobalHappiness>0</iGlobalHappiness>
			<iStateReligionHappiness>0</iStateReligionHappiness>
			<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
			<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
			<iSpaceProductionModifier>0</iSpaceProductionModifier>
			<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
			<iTradeRoutes>0</iTradeRoutes>
			<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
			<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
			<iTradeRouteModifier>0</iTradeRouteModifier>
			<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
			<iGlobalPopulationChange>0</iGlobalPopulationChange>
			<iFreeTechs>0</iFreeTechs>
			<iDefense>0</iDefense>
			<iBombardDefense>0</iBombardDefense>
			<iAllCityDefense>0</iAllCityDefense>
			<iEspionageDefense>0</iEspionageDefense>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<fVisibilityPriority>0.0</fVisibilityPriority>
			<SeaPlotYieldChanges/>
			<RiverPlotYieldChanges/>
			<GlobalSeaPlotYieldChanges/>
			<YieldChanges>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>
			<CommerceChanges>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceChanges>
			<ObsoleteSafeCommerceChanges>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</ObsoleteSafeCommerceChanges>
			<CommerceChangeDoubleTimes/>
			<CommerceModifiers/>
[B][COLOR="Red"]			<TechYieldModifiers>
				<TechYieldModifier>
					<PrereqTech>TECH_STANDARDIZATION</PrereqTech>
					<TechYield>
						<iYield>5</iYield>
						<iYield>0</iYield>
						<iYield>0</iYield>
					</TechYield>
				</TechYieldModifier>
			</TechYieldModifiers>[/COLOR][/B]
			<GlobalCommerceModifiers/>
			<SpecialistExtraCommerces/>
			<StateReligionCommerces/>
			<CommerceHappinesses/>
			<ReligionChanges/>
			<SpecialistCounts/>
			<FreeSpecialistCounts/>
			<CommerceFlexibles/>
			<CommerceChangeOriginalOwners/>
			<ConstructSound/>
			<BonusHealthChanges/>
			<BonusHappinessChanges/>
			<BonusProductionModifiers/>
			<UnitCombatFreeExperiences/>
			<DomainFreeExperiences/>
			<DomainProductionModifiers/>
			<BuildingHappinessChanges/>
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_STORAGE_PIT</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_BARTER_POST</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_VIKING_TRADING_POST</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_SHOPPING_DISTRICT</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>
			<SpecialistYieldChanges/>
			<BonusYieldModifiers/>
			<ImprovementFreeSpecialists/>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
		</BuildingInfo>

Is this still an issue?
 
Is this still an issue?

Yes I believe it is. Paved roads and railways are normal, the problem is only with roads (mud paths seem to be fine too). And the cost is not exactly zero, but it's only after about seven tiles that the unit's move entitlement is reduced, and then only by 0.1 or so.
 
Forming a Colony may cause you to declare war on everyone including your other vassals.

Boats on auto explore will try and heal next to land units that are damaging them. They stay there trying until they sink.

Signs you place on the map disappear if you save.

The map script Three Planets probably wont work crashing to desk top. There is something wrong with the way the terrain graphics interact. If you use the older alternate terrain graphics it will probably work. Not sure with the newer alternate terrain graphics. We are trying to figure out why.

The Mangrove terrain feature is the cause of the various grain resources and others sometimes looking like swamps. It is being looked at but is basically a complete mystery.



Have any of the known issues above been resolved?

If we haven't noticed yet, I'm spending some time simply taking stock of all the known outstanding bugs (that I can address in anyway perhaps) and once I've got them all listed off I'll be able to prioritize them moving forward from here. So far, just going through this thread alone I've been able to get a count of 32 issues to resolve and I haven't added in yet what hasn't been confirmed to still be an issue above (thanks though Yudi!)

And that's just THIS thread... there's quite a few others I've gotta go through still.
 
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