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

@Thunderbrd

Should we exclude the Barbarian player from splitting units to avoid this problem?

I would say yes, since Barbarians arent on the map that much except in the PreH Era (I believe) so limiting them would (i guess) prudent.
 
I have a repeatable exit to windows after this turn, attached a save and python error in the archive. I started with a bit earlier svn version but because there were some earlier crashes i updated to the latest version 8000 and recalculated, error still exists. :confused:

This game runs without crash here.

Rev 8000

Repeatable CTD at the very start of my turn (the sound for AI turn completed is there). Save and mindump attached, after loading press enter and wait for turn to complete.

View attachment 383336

Could be caused by a missing button.
Code:
RESMGR: Texture Art/Interface/Buttons/Units/sa_Spy.dds failed to load
 

Thanks again and two more missing files.

Code:
RESMGR: Scene file Art/Structures/Cities/ren_South_America.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Texture Art/Interface/Buttons/Units/sa_Spy.dds failed to load
 
I get alot missing assets errors after i load this save?

Thanks for looking. Yes later SVNs allowed me to continue, so problem solved.
 

Attachments

  • civ-1.jpg
    civ-1.jpg
    278.8 KB · Views: 95
The pdb should be with the dll in the assets directory.

The Barbarian player is splitting units and reaches the 8192 Units limit in that turn. They already have e.g. 3360 Composite Bowman at the start of their turn. This means there is nothing i could do now.

Oh, thanks! At least I can remove Barbarian player units in World Builder for temporary solution. Is the 8192 units limit extendable? Because, I guess, it's kinda OK for each of 20 civs on large map to have 400-500 units ...or not?
 
Oh, thanks! At least I can remove Barbarian player units in World Builder for temporary solution. Is the 8192 units limit extendable? Because, I guess, it's kinda OK for each of 20 civs on large map to have 400-500 units ...or not?

That limit is not for the game itself every player can have 8192 units.
 
Sparth, the Longbowman has a purple icon when it appears in the City Build pop-up.
 
Thank you for this brilliant mod :goodjob:.

The Dutch wanderer however is throwing a pink knife.
 
Oh, sorry. The Iroquois.

In other news, I could have sworn that I had the Sioux civilisation present in my first C2C game, but now they show as the Native Americans. So, yes, definitely convert the Native Americans into the Sioux. :)
 
Thanks again and two more missing files.

Code:
RESMGR: Scene file Art/Structures/Cities/ren_South_America.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Texture Art/Interface/Buttons/Units/sa_Spy.dds failed to load

fixed these 2 bugs + missing Iroquois Longbowman icon
 
Bug: "no tribal villages" setting bleeds over from unmodded BTS


description: world map in C2C gets generated without tribal villages or goody islands. This seems to follow the game setting in unmodded BTS.

game version: Fresh install Civ 4 BTS + C2C SVN 7993 (28 sept 2014)

Steps to reproduce:

first play vanilla Civ 4 BTS, generate a custom map with the option "no tribal villages" set. Close Civ 4.

Now start C2C, generate a new custom game (PerfectWorld2f, large, snail). There is no option given to the player on tribal villages. After map generation, the CTRL-SHIFT-Q popup (with C2C parameters) shows the setting "no tribal villages". If you Enter Worldbuilder, there is no tribal village nor goody island on the entire map. However, after you choose Regenerate Map, the "no tribal villages" entry disappears in the CTRL-SHIFT-Q popup and the map contains normal tribal villages and islands.

If you go back to vanilla BTS, un-check the option "no tribal villages" and generate a sample map, then start C2C and generate a new game, the map will contain tribal villages and islands as normal.


Proposed solutions: either make "no tribal villages" a proper C2C option (it already works) and make sure it gets carried over to the Regenerate Map feature, OR make sure to initialize the variable containing the BTS option before generating a new C2C game.

A fix for that problem should be in the svn soon. We already had some python code to set hidden options to their default values but whoever added it did not really test it because it can't work.
 
A fix for that problem should be in the svn soon. We already had some python code to set hidden options to their default values but whoever added it did not really test it because it can't work.

Cool!

P.S. I found another minor bug on this subject. Selecting "custom game" and choosing the map PerfectWorld2f, there is the additional choice "start in old world" / "start anywhere". Unlike the other options, I found that this choice does not get saved, i.e. it reverts back to "start in old world" every time you go to the create custom game screen.

P.S.2 I found that "start anywhere" makes the game harder (I play perfectworld2f/deity/large map) as the AI players tend to be further away so it is harder to take over one of their cities very early in the prehistoric era with a spiked clubman rush.
 
Back
Top Bottom