Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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As far as I can tell, I started the game using an SVN that was past the save-breaking period (on June 9). I updated to 9260 yesterday and was able to load an auto-save from a few turns prior and move forward a few turns before it froze at around the same spot (instead of spinning this time).

But how many civs did u have and how big a map, and what era where u in?? need more info??
 
Understood. Can you recommend a more stable map(s)? I like tweaking the map in the WB when I start out--mostly smoothing out the terrain and moving some resources around. And yes, sometimes I put the other civs on another continent because they have cooties.



As far as I can tell, I started the game using an SVN that was past the save-breaking period (on June 9). I updated to 9260 yesterday and was able to load an auto-save from a few turns prior and move forward a few turns before it froze at around the same spot (instead of spinning this time).

Ok... should be possible to resolve at some point here.
 
But how many civs did u have and how big a map, and what era where u in?? need more info??

Standard size, normal speed, based on C2C_SmartMap. Three other civs, all of which are on the other continent. The freezing/spinning is happening in the Classical era (around 1500 BC).

Unrelated: I've got Animals Stay Out! and Peace Among NPCs both turned on, and I've noticed I'm getting a ton of animals spawning (even inside my cultural borders). Do the animals thin each other out if Peace Among NPCs is off?
 
Yes if Peace Among NPCs is Off (unchecked) they will thin each other down.

In one of your posts you said you used WB early to "smooth the terrain.....", Moving terrain features in WB is risky business.

And moving the other Civs to another continent cause they "have cooties" is just plain funny. :lol: But does give you a Big advantage.

Islands Map, Custom Continent, Archipelago maps are known stable maps that can give you some of the things you want. C2C Smart Map just has a laundry list of variables that have not been tested AFAIK for some time now. Especially shifting the Axis with usy the X wrap vs Y wrap or vice versa.

JosEPh :)
 
Standard size, normal speed, based on C2C_SmartMap. Three other civs, all of which are on the other continent. The freezing/spinning is happening in the Classical era (around 1500 BC).

Unrelated: I've got Animals Stay Out! and Peace Among NPCs both turned on, and I've noticed I'm getting a ton of animals spawning (even inside my cultural borders). Do the animals thin each other out if Peace Among NPCs is off?

Animals shouldn't be spawning inside cultural borders if animals stay out is on. I'll need to review that so consider the bug logged.

Animals do thin each other out when Peace among npcs(PAN) is off but they do so with a counter to the spawn rates. Given that its possible to adjust the rates for 'not PAN' and 'PAN' settings on a macro basis, this report suggest we should further reduce the spawn rate macro values for 'non-PAN' games. DH had been reporting a lot (too much) of combat and perhaps this was part of what he was indicating was that spawn rates with that setting are overly strong.

Consider that 'logged'.

@Harrier: You can address that last one can't you?
 
Animals do thin each other out when Peace among npcs(PAN) is off but they do so with a counter to the spawn rates. Given that its possible to adjust the rates for 'not PAN' and 'PAN' settings on a macro basis, this report suggest we should further reduce the spawn rate macro values for 'non-PAN' games. DH had been reporting a lot (too much) of combat and perhaps this was part of what he was indicating was that spawn rates with that setting are overly strong.

Consider that 'logged'.

@Harrier: You can address that last one can't you?

Sorry, I did not look at/change spawn rates for 'not PAN' and 'PAN' settings. That was Toffers. So do not know which files to look at.

General spawn rates yes - but not 'non-PAN' specific. :(
 
SVN 9260: The Wanted Promotionline with H&S has the same tag as the Wanted Promotionline without H&S. This leads to Wanted II and the further promos not shown in the civilopedia and the promos not being clickable. When I tried renaming the promotion"line" without H&S, I got a strange error, but the civilopedia was alright.

If there are still some issues with the wanted system, this might be connected.
 
Sorry, I did not look at/change spawn rates for 'not PAN' and 'PAN' settings. That was Toffers. So do not know which files to look at.

General spawn rates yes - but not 'non-PAN' specific. :(
I'll have to remind myself how to go about that then. You could PM Toffer to ask him - he might get to the answer before I do, if you'd be willing to help with that.

SVN 9260: The Wanted Promotionline with H&S has the same tag as the Wanted Promotionline without H&S. This leads to Wanted II and the further promos not shown in the civilopedia and the promos not being clickable. When I tried renaming the promotion"line" without H&S, I got a strange error, but the civilopedia was alright.

If there are still some issues with the wanted system, this might be connected.
They are supposed to have the same promotionline. That should be fine. Not shown in the civilopedia would indicate something might be screwy though. When you're not playing H&S you're only supposed to have the one to interact with. I don't remember though, if you're IN a game with an option set if you're supposed to be able to SEE the other ones at all.

Wanted should not be 'selectable' as a promotion. It is an undesired status placed on a criminal unit by investigation units. So I'm not entirely sure what 'clickable' means here.
 
Please, lower the rebelliousness rates. With some leaders, you can't build units fast enough (or afford the upkeep of said units) to keep early rebelliousness at bay. I don't want to disable the revolutions option, it's one of the best features of this mod. The last three games that I've started have ended up in endless (and unmanageable) cycles of revolts. I'd also love a notification when a city's revolt meter starts rising. There is a notification for when a city enters a warning revolt level, but it's usually too late to do enough to prevent a revolt at that point.
 
I haven't played for a while and just update to SVN 9261. I was planning on starting a new game. However, the mod won't load. I have a shortcut for Caveman2Cosmosthat points to this; "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini"
In that ini file (which I haven't touched) I have ; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Caveman2Cosmos

However, when I start from my Caveman2Cosmos shortcut, a vanilla Civ4 game starts. When I load a mod from that screen, a popup comes up telling me the path is wrong. I haven't touched any ini files or anything. All I did was update to 9261.
 
Start a Play Now game, do 1 turn and then exit. This will clear the cache that is holding your previous version's data.

You should then be able to start a new custom game.

You really need to get rid of that "special" .ini file Or remember that when you update to the next version to do a Play Now to clear the Cache file that holds the previously used versions data.

And what OS are you using again? Win 7 or Win 10?

JosEPh
 
Please, lower the rebelliousness rates. With some leaders, you can't build units fast enough (or afford the upkeep of said units) to keep early rebelliousness at bay. I don't want to disable the revolutions option, it's one of the best features of this mod. The last three games that I've started have ended up in endless (and unmanageable) cycles of revolts. I'd also love a notification when a city's revolt meter starts rising. There is a notification for when a city enters a warning revolt level, but it's usually too late to do enough to prevent a revolt at that point.

No one has adjusted the Rebellion rates for Rev for many versions. So perhaps it is your Leader and Leader Trait Options that is the cause, coupled with how many Combat Mod Options you are using?

Or did you make any changes to your Option selections before this started to happen?

And do you realize you are the only one having this type problem?

JosEPh
 
I have Win 10. I followed directions on creating a shortcut to start C2C directly instead of starting Civ4 and then having to launch the mod from there. The last time I had this issue, my anti-virus kept resetting all my ini files. I checked and they're all fine.
The only thing I did differently is I overwrote my options folder this time. I usually don't so I don't have to set everything up again.
 
I have Win 10. I followed directions on creating a shortcut to start C2C directly instead of starting Civ4 and then having to launch the mod from there. The last time I had this issue, my anti-virus kept resetting all my ini files. I checked and they're all fine.
The only thing I did differently is I overwrote my options folder this time. I usually don't so I don't have to set everything up again.

There's your problem.

JosEPh
 
Ahh. So any time I wipe out the options folder I need to do the "Play Now" thing? Would I ever need to overwrite my options folder, or can I just set it up and leave it alone? I thought maybe something had changed since I haven't played in a while.
 
If you keep an eye on the SVN Changelog thread you will see if any of the modders has changed the Options list.

Since you did not state what version you updated from I have no idea what has changed for you.

JosEPh
 
So I'm not entirely sure what 'clickable' means here.

I meant in the civilopedia, before you start a game of C2C. The list of promotions stops at Wanted I, and any time you click on any promotion you are at the start of the promotion list again.

When I change the promotionline for the non-H&S Wanted promo, the list is alright again and you can click on any promotion (and get the info again), although you get an xml-warning before you get to the menu.

I haven't tested this issue in-game yet (in a C2C game, that is), but after updating I always check the civilopedia, because an incomplete list often shows an xml-problem, and you don't risk playing for a few hours only to hover over a broken unit/promotion/building/whatever with an instant crash to desktop.
 
No one has adjusted the Rebellion rates for Rev for many versions. So perhaps it is your Leader and Leader Trait Options that is the cause, coupled with how many Combat Mod Options you are using?

Or did you make any changes to your Option selections before this started to happen?

And do you realize you are the only one having this type problem?

JosEPh

That's a relief, I somehow had convinced myself that the civics were changed to have more rebelliousness or something along those lines. I'm using only Surround and Destroy. Does that have an effect on rebelliousness? Guessing no.

Well, I recently updated the mod to latest release, the options were reset at some point. I changed them to the options I usually play with.

That might be the case, I was just wondered if any of you had started a new game recently and might have had problems keeping your capital from revolting. Perhaps I need to drop the difficulty level by a notch and simply keep a more keen eye on city happiness. Starting a new game now, wish me luck! :king:

Edit: Uncontrollable revolting again. I don't get it. Anyway, here's a strange occurance. Spanish revolutionaries appear next to Canberra, move away from the city and get instantly destroyed.

Screenshot 1: Revolutionaries appear. http://imgur.com/xJolUbu

Screenshot 2: They die right after they have moved. http://imgur.com/Koayzwk

Edit 2: "Canberra has been pacified." Finally, some relief. http://imgur.com/FsNHdZf The next turn. What? How? http://imgur.com/8vg6Xd2 http://imgur.com/MRoPa8G The situation is supposed to be getting better, but it's just getting worse.
 
I might suggest just not playing with rebellions on. I understand it adds some variety to games, but I've seen it mentioned before that the Revolutions mod is just a mess and difficult to balance/debug/update. (Playing with it off will also help with keep turn times from becoming excessive later on.)

I only came into the mod recently myself, so given all the problems it has I'm not sure why it was included with C2C. Well, there's the obvious that it is a neat, new mechanic, and perhaps the issues with it weren't apparent before it became an integral part of C2C.
 
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