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

I suspect this is a hold over from before we had Moose in game. It should only require deer in vicinity now. I will fix.



That should have been done by whoever did the conversion of the map scripts. I have not delved into them myself only adding some C2C to the post map script area. I'll see what I can do.



That error should have produced more detail in the PythonErr.log file. Posting that will probably help in identifying the problem. The PythonErr2.log may also help in identifying the start up error you are getting with Revolutions. Both files get overwritten when you start a new game.

This file Dancing? (No new game startet, these bugs in this current game) I cant upload this file type here... i paste the text from PythonErr2.log . I have no PythonErr.log i have only PythonErr2.log . I searched all of my HDD, no PythonErr.log only PythonErr2.log .

Spoiler :
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module ProcessUpgrades
load_module BugUtil
load_module BugPath
load_module BugConfigTracker
load_module ColorUtil
load_module Immigration
load_module CvTechChooser
load_module TechPrefs
load_module BugCore
load_module BugOptions
load_module BugConfig
load_module BugDll
load_module BugInit
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
22:30:29 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
22:30:29 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
22:30:29 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
22:30:29 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
22:30:29 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
22:30:29 INFO : BugCore - creating uninitialized mod Advisors
22:30:29 INFO : BugCore - creating uninitialized mod NJAGC
load_module GameUtil
22:30:29 INFO : BugCore - creating uninitialized mod RoMSettings
load_module PyHelpers
load_module pickle
load_module CvGameUtils
load_module RevInstances
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
load_module BugHelp
load_module Popup
22:30:29 INFO : BugCore - creating uninitialized mod Core
22:30:29 INFO : BugCore - creating uninitialized mod MainInterface
load_module CityUtil
22:30:29 INFO : BugCore - creating uninitialized mod Scores
22:30:29 INFO : BugCore - creating uninitialized mod CityScreen
22:30:29 INFO : BugCore - creating uninitialized mod Revolution
load_module ReligionUtil
load_module FontUtil
load_module MonkeyTools
load_module AStarTools
22:30:29 INFO : BugCore - creating uninitialized mod PLE
load_module UnitUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module Scoreboard
load_module DealUtil
load_module BugUnitPlot
load_module ReminderEventManager
load_module SdToolKit
load_module BugData
load_module cPickle
load_module autolog
load_module CvModName
22:30:29 INFO : BugCore - creating uninitialized mod Autolog
22:30:29 INFO : BugCore - creating uninitialized mod Reminder
load_module CvAppInterface
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module CvMADNukesManager
load_module math
load_module RawYields
load_module CvForeignAdvisor
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module CvCorporationScreen
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module GameSetUpCheck
load_module AutoSave
load_module MapFinder
load_module MapFinderStatusScreen
22:30:29 INFO : BugCore - creating uninitialized mod MapFinder
22:30:29 INFO : BugCore - creating uninitialized mod AutoSave
load_module Buffy
22:30:29 INFO : BugCore - creating uninitialized mod BUFFY
load_module CvEspionageAdvisor
load_module SpyUtil
load_module BugScreen
22:30:29 INFO : BugCore - creating uninitialized mod BetterEspionage
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module NaturalWonders
load_module CvGFCScreen
load_module BuildListScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
22:30:29 INFO : BugCore - creating uninitialized mod StrategyOverlay
22:30:29 INFO : BugCore - creating uninitialized mod CustDomAdv
22:30:29 INFO : BugCore - creating uninitialized mod TechWindow
load_module C2CMainOptions
load_module C2CNationAdvisor
load_module Forgetful
load_module TimeKeeper
init-ing world builder screen
load_module CvWBPopups
load_module CvCameraControls
load_module CvAdvisorUtils
load_module InputUtil
22:30:29 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
22:30:29 DEBUG: BugEventManager - adding event 'PreGameStart'
22:30:29 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
22:30:29 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
22:30:29 DEBUG: BugEventManager - adding event 'LanguageChanged'
22:30:29 DEBUG: BugEventManager - adding event 'ResolutionChanged'
22:30:29 DEBUG: BugEventManager - adding event 'PythonReloaded'
22:30:29 DEBUG: BugEventManager - adding event 'unitUpgraded'
22:30:29 DEBUG: BugEventManager - adding event 'unitCaptured'
22:30:29 DEBUG: BugEventManager - adding event 'combatWithdrawal'
22:30:29 DEBUG: BugEventManager - adding event 'combatRetreat'
22:30:29 DEBUG: BugEventManager - adding event 'combatLogCollateral'
22:30:29 DEBUG: BugEventManager - adding event 'combatLogFlanking'
22:30:29 DEBUG: BugEventManager - adding event 'playerRevolution'
22:30:29 DEBUG: BugEventManager - adding event 'addTeam'
22:30:29 DEBUG: BugInit - init() called
22:30:29 DEBUG: BugInit - game not fully initialized
PY:OnInit
 
Thanks, but it is not showing anything out of the usual:(. BTW it is better either to add a file using the Manage Attachments or put it in a spoiler. Both can't be done using the Quick Reply but can be done via either "post reply" or "go advance".
 
I know, but .log files not alowed to attach. So why i dont have PythonErr.log? Ok, i spoiled the text, now i know the spoiler function. ;) So start the UWM 2.0 scenario yourself please you get a log that shows anything you need to track these bugs?
 
BUG: Subdued Viper - Audio system could not setup 3d audio handle ID 3 / 3d Sample cant be played on double klick the unit or move? Happens only sometimes as it looks like.

Also maybe tourism BUG: I have a wonder that gives me +3 tourism, now i got a disease diserenty or some thing like this, damn englisch... this desease gives -3 tourism, tourism is no longer displaying in properties but the tourism level 1 that exist above tourism +10 still there. So tourism should not display when it is 0 but if the tourism level 1 above +10 tourism still there it should display +10 tourism in city properties screen or? Or is it not displaying because its +-0 now? Maybe bug and tourism level 1 is not removed if you fall down under +10.
 
If the value of a property is zero it is not displayed.

Some auto buildings are not being removed when they should.

bug: - the latest SVN update has removed the movie for the Grand Marine Festival...
 
Subdued Moose to build moos hunter camp needs deer and bison in city vicinity? Maybe remove bison. Deer hunter camp only needs deer in city vicinity.

I have played around with this and ended up removing the bison requirement but limiting the building to 40+ degrees from the equator. I'll put it on the SVN soon.
 
This bug happens sometimes now, look screenshot message text.

I get the following in the PythonErr.log

Spoiler :
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 652, in callFunction
File "RevolutionInit", line 75, in __init__
File "RevolutionInit", line 168, in onGameLoad
File "DynamicCivNames", line 62, in __init__
File "DynamicCivNames", line 232, in onSetPlayerAlive
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc4 in position 0: ordinal not in range(128)
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevolutionInit", line 97, in onGameStart
File "RevolutionInit", line 168, in onGameLoad
File "DynamicCivNames", line 62, in __init__
File "DynamicCivNames", line 232, in onSetPlayerAlive
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc4 in position 0: ordinal not in range(128)


If you are not getting a PythonErr.log file check that you have logging on.

1) I noticed that the Egyptian Civ does not have English text. It does in the main C2C but not in your scenario. That may be the problem here.

2) The Tribal Guardian unit was introduced to stop the problem you solve by changing the defense of the Palace, ie stop Neanderthals taking out nations early on. It has the advantage that the defensive bonus is not for all time. I have not tried with that bit of XML code in yet.
 
"I have played around with this and ended up removing the bison requirement but limiting the building to 40+ degrees from the equator. I'll put it on the SVN soon. "

Good. :thumbsup:

I get the following in the PythonErr.log

Spoiler :
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 652, in callFunction
File "RevolutionInit", line 75, in __init__
File "RevolutionInit", line 168, in onGameLoad
File "DynamicCivNames", line 62, in __init__
File "DynamicCivNames", line 232, in onSetPlayerAlive
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc4 in position 0: ordinal not in range(128)
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevolutionInit", line 97, in onGameStart
File "RevolutionInit", line 168, in onGameLoad
File "DynamicCivNames", line 62, in __init__
File "DynamicCivNames", line 232, in onSetPlayerAlive
UnicodeDecodeError: 'ascii' codec can't decode byte 0xc4 in position 0: ordinal not in range(128)


If you are not getting a PythonErr.log file check that you have logging on.

1) I noticed that the Egyptian Civ does not have English text. It does in the main C2C but not in your scenario. That may be the problem here.

2) The Tribal Guardian unit was introduced to stop the problem you solve by changing the defense of the Palace, ie stop Neanderthals taking out nations early on. It has the advantage that the defensive bonus is not for all time. I have not tried with that bit of XML code in yet.

Where to turn the logging on? In game in BUG?

Any idear how i can change the egypt civ to english? I use the main C2C, how will they become other language in my scenario? I used the worldbuilder with C2C mod loaded. You sure the egypt civ hasnt that problem in other games? Maybe bug in C2C egypt civ?

I will look into the Tribal Guardian but i think the defensive bounus to the capital city will be better because other civs dont kill so easy each other to early in growed areas like europe and its harder for the player to kill civs to early, sometimes the AI civs loosing there units to early, may result in loosing the tribal guardian to early, the defensive bonus to capital cant be lost so easy, makes the game also harder.
 
Where to turn the loggin on? In game in BUG?

Yes. BUG options last couple of tabs. I think you need to scroll right to see them.

Any idear how i can change the egypt civ to english? I use the main C2C, how will they become other language in my scenario? I used the worldbuilder with C2C mod loaded. You sure the egypt civ hasnt that problem in other games? Maybe bug in C2C egypt civ?

I play Egypt almost all the time. It is only in your scenario that the German(?) shows instead of the English. See attached image.

I know nothing about map or scenario building so can't help.

I will look into the Tribal Guardian but i think the defensive bounus to the capital city will be better because other civs dont kill so easy each other to early in growed areas like europe and its harder for the player to kill civs to early, makes the game also harder.

The tribal guardian is free in capital cities and provides its defensive bonus until around Masonry.
 
Ok, i see yeah german text in egypt civ, i fixed that manualy to english now and testing, should work. Letz see if this fix these message bugs...

Yep cool is fixed, that was the bug. Will add the fix to UWM 2.1 thanx. :thumbsup:
 
The tribal guardian is free in capital cities and provides its defensive bonus until around Masonry.

What do you meen by the tribal guardian is free in capital city? Cant find the unit in worldbuilder, so if C2C adds it to capital citys at starting a game its not working for scenarios...
 
What do you meen by the tribal guardian is free in capital city? Cant find the unit in worldbuilder, so if C2C adds it to capital citys at starting a game its not working for scenarios...

It is a standard unit but it can't be built in a city, just like Great people can't be built but it should show up in WB:crazyeye:
 
How do you edit a C2C save game? XML/Worldbuilder files no problem but cant open saves.
 
What do you meen by the tribal guardian is free in capital city? Cant find the unit in worldbuilder, so if C2C adds it to capital citys at starting a game its not working for scenarios...

If you start a new game and go into WorldBuilder straight away, I believe the Tribal Guardian does not appear. It appears as soon as you settle your first city.

It does work with scenario's.

How do you edit a C2C save game? XML/Worldbuilder files no problem but cant open saves.

Yes, you are right. The Saves are binary files and can not be easly edited.
 
If you start a new game and go into WorldBuilder straight away, I believe the Tribal Guardian does not appear. It appears as soon as you settle your first city.

It dies work with scenario's.

Yeah citys already in scenario, so the tribal guardian will not work.

No i need the save game changed when i want to continue my save game without message bug, going to WB and save a new scenario will overwrite some stuff, its like you start a new game, that sucks.

Ok checked all, i think no way to change that in my save game, so have to start new game or keep gaming with the message bug, hopefully it only affects the messages. Starting the scenario new should work fine now, fixing old save games will not.

BTW: Ultimate World Map 2.1 with bugfix released now.
 
Ok found the Tribal Guardian in WB now and added it to scenario.

Ultimate World Map V2.2 released.

Changes in C2C - Ultimate World Map V2.2 100% MOD and SVN update compatible:

Tribal Guardian added to all civs making the scenario 100% mod compatible

NationalWonders_CIV4BuildingInfos no longer needed to be changed for scenario, Tribal Guardian adds now 200% to capital city defense.
 
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