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

New game, something broke badly.

Everything was going fine until the Khmer apparently found the monolith. Two turns later - they founded about 10 religions, built two dozen or so world wonders, and skipped two eras into the future in tech.

Peeked into their capital and realized what went wrong - see attached screenshot.

Added a zipped save game too if needed. :)


Edit: Added savegame from the turn before the numbers go crazy in his capital, might be more helpful for figuring this out
 

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The Guilds were removed awhile back.

Random Seed should still work, but don't expect any bugs found with it on to be fixed as loading a save game to reproduce results will not always work.
 
I was assuming he was talking about the Guilds that were early corporations. With execs to spread them etc.

Yes thats exactly what i meen, so that must be resetting the guild option in worldbuilder and scenario when you start it. Ok i will let it deactivated then. Why the guild coporations where removed?
 
Yes thats exactly what i meen, so that must be resetting the guild option in worldbuilder and scenario when you start it. Ok i will let it deactivated then. Why the guild coporations where removed?

1. They did not work correctly with Corporations. They did not obsolete correctly.

2. They did not work well with the many changes happening with C2C and there was no longer anyone who understood how corporations work and could code them on the team.
 
Ok... so i encountered a new problem with the C2C-UWM Ultimate World Map Scenario/Map that i am creating:

http://forums.civfanatics.com/showthread.php?t=549562 (Preview Picture online now)

That may make problems in the mod also. So when i let start civilizations with not mutch they go into -health and -happiness after first turn becaus autobuildings are build and territory arround them and some other factors, changing it in scenario WB to the city manually (Increasing health and happines) will not stay in after reload, so no food is generated for some civilizations that are to mutch in -health and -happiness and they cant grow. Thats why the AI dont come up in prehistoric age and they fall back.

Well i can give the starting city some buildings that increase health and happiness, but any other idears how to fix that starting problem? I cant put forrest arround them all to increase health. As said manually increasing the health or happiness of the starting city that i gave them will not work, will change after reload.
 
So i think if you add +10 health and +10 happiness to the palace this will fix that mostly, so the starting city will have for all civilizations enouth health and happiness to start, in wich file is that modified? Please post the file here, modified or post the code that is needed to be put in if possible.
 
So i think if you add +10 health and +10 happiness to the palace this will fix that mostly, so the starting city will have for all civilizations enouth health and happiness to start, in wich file is that modified? Please post the file here, modified or post the code that is needed to be put in if possible.

Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

search for "<Type>BUILDING_PALACE</Type>" and insert "<iHealth>10>/iHealth>" & "<iHappiness>10</iHappiness>"
 
New game, something broke badly.

Everything was going fine until the Khmer apparently found the monolith. Two turns later - they founded about 10 religions, built two dozen or so world wonders, and skipped two eras into the future in tech.

Peeked into their capital and realized what went wrong - see attached screenshot.

Added a zipped save game too if needed. :)


Edit: Added savegame from the turn before the numbers go crazy in his capital, might be more helpful for figuring this out

What Era did you start this new Game in?

JosEPh
 
New game, something broke badly.

Everything was going fine until the Khmer apparently found the monolith. Two turns later - they founded about 10 religions, built two dozen or so world wonders, and skipped two eras into the future in tech.

Peeked into their capital and realized what went wrong - see attached screenshot.

Added a zipped save game too if needed. :)


Edit: Added savegame from the turn before the numbers go crazy in his capital, might be more helpful for figuring this out
Can you hover over the buildings in that city and find the one that shows that ginormous production % modifier coming from a building? It's either the tag load itself (highly suspect) or its the building xml. If its the tag load itself it's probably a tag that doesn't get used much or jut a flat out glitch - there's a few explanations - if we can narrow it down to one particular building and not just a ghost value that was somehow introduced into the TOTAL for the city's production % modifier (which is also a very likely possible problem) then we can first eliminate the least likely but most simple solution - the xml for a flawed building in particular.

Alberts may have better ways to hunt that error down so I'm just saying how I would start going about it and how you can help to eliminate and illuminate to aid the debug process.

Yudishtira said:
There aren't any swords, unless you count obsidian ones (str 4 I believe, but they're not real swords, and I've never had them anyway...). The only str 5 units you have are spearman and javelineer, plus any riders you may have.

The only other units that are 8+ are mammoth riders (none on my continent) and ancient-era heroes.
Perhaps reduce to 6 would be more appropriate then. Some of Joe's observations about warfare at that stage of the game cry for something to help balance city invasion efforts. 5 would be too little. I'm even tempted to say 7 but I don't think it should be necessary to go that high.
 
Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml

search for "<Type>BUILDING_PALACE</Type>" and insert "<iHealth>10>/iHealth>" & "<iHappiness>10</iHappiness>"

Ok will look into it asap and try it out.

JosEPh_II

I let them start with no techs and start in prehistoric, i will check now the civs and look how deep in -health they fall, but i saw already on some civs -6 or -8. So i see if +10health and +10 happiness on the palace is enouth to fix that. So the civs will be able to grow from start with the capital city. Should help the AI and dont let them fall back to mutch.

I will include this file then into my UWM release. I let you know here if it works, so you can think about to change this in C2C.

C2C - UWM - Ultimate World Map by Pit2015
http://forums.civfanatics.com/showthread.php?t=549562
 
We won't; change it like that I mean.

Let me know what you will do about so i can keep up with my updates of UWM. ;-) Ok works in UWM, btw is good to do it this way because only the capital city so only the start city gets extra health and happiness.
 
Nothing planned, it's fine as it is.

As i told before, because the -health at start for some civs they get -8 food, so they will not grow for a long time, making them falling behind alot.

Ok we are good to go! C2C - Ultimate World Map V1.0 released! Please check it out and report any problems. I need help with the late C2C resources, any resources on map that only will be found in space or something like this? Never played that far...

C2C - Ultimate World Map V1.0 released!
http://forums.civfanatics.com/showthread.php?t=549562
 
What Era did you start this new Game in?

JosEPh

Prehistoric

Can you hover over the buildings in that city and find the one that shows that ginormous production % modifier coming from a building? It's either the tag load itself (highly suspect) or its the building xml. If its the tag load itself it's probably a tag that doesn't get used much or jut a flat out glitch - there's a few explanations - if we can narrow it down to one particular building and not just a ghost value that was somehow introduced into the TOTAL for the city's production % modifier (which is also a very likely possible problem) then we can first eliminate the least likely but most simple solution - the xml for a flawed building in particular.

Alberts may have better ways to hunt that error down so I'm just saying how I would start going about it and how you can help to eliminate and illuminate to aid the debug process.

Sorry to say - but none of them do. Not the buildings, not the wonders, nothing under special and none of the resources either.
 
New game, something broke badly.

Everything was going fine until the Khmer apparently found the monolith. Two turns later - they founded about 10 religions, built two dozen or so world wonders, and skipped two eras into the future in tech.

Peeked into their capital and realized what went wrong - see attached screenshot.

Added a zipped save game too if needed. :)


Edit: Added savegame from the turn before the numbers go crazy in his capital, might be more helpful for figuring this out

Without loading the save it looks like this is a old bug, we had a few reports of this issue and there was at least one post of the same issue in the AND2 bug thread. It seems to be caused by an overflow from python.
 
I got a bug in the UWM scenario with C2C, so should be no big problem or gamebreaker i hope, if you start a new game with this scenario there is an error message with the BUG revolution system line 273 something like this. Please check it out, can you fix it? Will it be a big problem for the scenario?

I think its caused from the egypt civ.

C2C - Ultimate World Map V1.0 released!
http://forums.civfanatics.com/showthread.php?t=549562
 
Prehistoric



Sorry to say - but none of them do. Not the buildings, not the wonders, nothing under special and none of the resources either.

Without loading the save it looks like this is a old bug, we had a few reports of this issue and there was at least one post of the same issue in the AND2 bug thread. It seems to be caused by an overflow from python.

Based on his answer, that sounds like a highly probably suspect. How would you go about finding the source?
 
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