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

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I just started to play this mod (nearly 6th single game), but noticed a nasty bug(???). When I try to look at demography screen, I see that ai's armies = (their population)*(~10). I can't imagine how to recruit one warrior(soldier in more modern times) and got 10... Thats really funny, but i suppouse it should be fixed...
kyshdp027
(i hope my english is good enough and image will be upload properly) :)
 
I have built Palace in another city (trying to build Apadana palace in former capital), but my old capital showing silver star to it's name and still have Palace listed in wonders. I have to remove it manually in WB.

Is it intended? That way i can build palace in every of my cities...
 
I just started to play this mod (nearly 6th single game), but noticed a nasty bug(???). When I try to look at demography screen, I see that ai's armies = (their population)*(~10). I can't imagine how to recruit one warrior(soldier in more modern times) and got 10... Thats really funny, but i suppouse it should be fixed...
kyshdp027
(i hope my english is good enough and image will be upload properly) :)
Sorry I don't understand.
I have built Palace in another city (trying to build Apadana palace in former capital), but my old capital showing silver star to it's name and still have Palace listed in wonders. I have to remove it manually in WB.

Is it intended? That way i can build palace in every of my cities...
The last comment sounds like 2 problems in one. The first being that the old palace isn't being removed. The second being that you can build a national wonder more than once.

Will warrant investigation as soon as it can be done.

I believe this is the one Joe was talking about when a unit takes over a fort but does NOT take control of that tile?? unless another unit comes in also??
I'll try to take a look when I can. I may be locked out of debugging for a few more weeks or more.
 
I mean not summary population of all cities, I mean population in numbers that shown in demography screen - for example I got only first city - capital with 2 population, in demography screen I see that I have 100 population for all my country. Also I have 1 tribal guardian and 1 trappeuer and they are shown here like 5000 army...
 
I mean not summary population of all cities, I mean population in numbers that shown in demography screen - for example I got only first city - capital with 2 population, in demography screen I see that I have 100 population for all my country. Also I have 1 tribal guardian and 1 trappeuer and they are shown here like 5000 army...

Ah... those screens are still for the most part controlled by Vanilla and can't really be taken to be an accurate amount. At some point I'll try to make them line up with C2C numerics a little closer.

Population is not a count of people directly as much as it is a count of labor force. The amount of people on that screen actually goes up dramatically for each population the larger the pop becomes. I'd LIKE to model that amount a bit more on a static rather than exponential scale as it currently is.

And the military count on that screen is really a reflection of the overall power volume but I do think the numbers are way off for C2C at least. I'd like to break that down further and give some more lines to measure things, especially on Size Matters!
 
Newest SVN I get a parsing error in DH/Subdued_Animals/Subdued_Animals_CIV4UnitInfos.XML

There are several occations where I think a comment was atempted but it was done incorrectly so it ended up as this:

Code:
<<<<<<< .mine

The first < is translated into the beginning of a tag, but it never closes. One example would be in line 101, but there are several. Just search for <<<<<< or >>>>> etc.
 
Newest SVN I get a parsing error in DH/Subdued_Animals/Subdued_Animals_CIV4UnitInfos.XML

There are several occations where I think a comment was atempted but it was done incorrectly so it ended up as this:

Code:
<<<<<<< .mine

The first < is translated into the beginning of a tag, but it never closes. One example would be in line 101, but there are several. Just search for <<<<<< or >>>>> etc.
This error is not in the SVN, so something odd must have happened on your side. ^^
 
Hmmm that's weird... I certainly haven't anything like that :crazyeye:
How do I get a fresh SVN version of it?

Context menu &#8594; TortoiseSVN &#8594; CleanUp...
Check all boxes.

This:
<<<<<<< .mine

Is made automatically by the SVN server when there is a conflict at update.
It shows your side of the conflicting lines
Something like
<<<<<<< .Rev9848
Shows what was new that conflicted with your changes
<<<<<<< .Rev9832
Shows what was originally there before you or the update wanted to change the file.

I'm guessing this happened when you added mapcategories to that xml file. How the error remained on your side but did not get into the SVN when you commited your changes, that I can not answer.

Edit: there is no mapcategories in this xml so perhaps you never comitted the files that had conflicts.
 
Newest SVN I get a parsing error in DH/Subdued_Animals/Subdued_Animals_CIV4UnitInfos.XML

There are several occations where I think a comment was atempted but it was done incorrectly so it ended up as this:

Code:
<<<<<<< .mine

The first < is translated into the beginning of a tag, but it never closes. One example would be in line 101, but there are several. Just search for <<<<<< or >>>>> etc.

Hello

Save format is not compatible due missing class SPECIALUNIT_NAVAL_MINE

Hmmm that's weird... I certainly haven't anything like that :crazyeye:
How do I get a fresh SVN version of it?
I have. The symptoms above are what happens when you update and don't clear up the conflicts properly.

It may be a good idea to just check out a fresh copy but you could also revert to a previous version and try again. When you get conflicted files, you need to double click on them in the SVN updater panel and open them up in the compare program. It took me a little trial and error to figure out how to USE their compare program but it's not too bad once it starts to make sense. You can also right click on a red conflicted file line and select 'use theirs' or 'use mine'.

When you have a branch conflict, accept the working status on that line but what's likely happened is the file or folder that brings up this issue has been deleted or moved and at this point you need to manually go in and delete that folder or file from the indicated conflicting location. Pain in the boot.
 
When you get conflicted files, you need to double click on them in the SVN updater panel and open them up in the compare program. It took me a little trial and error to figure out how to USE their compare program but it's not too bad once it starts to make sense. You can also right click on a red conflicted file line and select 'use theirs' or 'use mine'.
When I do this the SVN opens up winmerge to compare, I have no idea how I got it to do that instead of using the SVN compare software.
 
When I do this the SVN opens up winmerge to compare, I have no idea how I got it to do that instead of using the SVN compare software.

I wish you did know... winmerge is a much nicer program!
 
I'll try to take a look when I can. I may be locked out of debugging for a few more weeks or more.

Doesn't bother me at all, its been this way for quite a while now, and really it no big deal as long as u bring along 3 different kinds of units anyways . . take a month, again NO BIGGY . . i was just providing a game inthat Joe said forts were not working correctly,. .
 
Doesn't bother me at all, its been this way for quite a while now, and really it no big deal as long as u bring along 3 different kinds of units anyways . . take a month, again NO BIGGY . . i was just providing a game inthat Joe said forts were not working correctly,. .

It may have something to do with the unit moving in. Can that Coyote Runner capture? Can it attack? I'm not very familiar with that unit. If you leave him there does he eventually appear to 'conquer' the fort? (asking based on another going theory)

If he moves out and moves back in, does he conquer it then?

Were there any units in the fort that he defeated to get into the fort? Any he captured?
 
It may have something to do with the unit moving in.

Can that Coyote Runner capture? Can it attack?
Yes and Yes. UU unit.

I'm not very familiar with that unit. If you leave him there does he eventually appear to 'conquer' the fort? (asking based on another going theory)

If he moves out and moves back in, does he conquer it then?

Were there any units in the fort that he defeated to get into the fort? Any he captured?

Yes to "usually having units in there" to defeat to capture.

Other ???s not sure on my part cause I'm usually in the heat of battle and get a 2nd unit in there asap.

As SO said, just more info for down the road when more ppl start reporting this oddity.

JosEPh
 
Other ???s not sure on my part cause I'm usually in the heat of battle and get a 2nd unit in there asap.

As SO said, just more info for down the road when more ppl start reporting this oddity.

JosEPh
Leaving the unit there for 2-4 turns makes the fort change ownership, I've experienced this "bug" many times since super forts were introduced by DH, I thought it was working as designed.

To simulate that a newly captured fort by a weak (read few units) army would not immidietly be in the shape required for full friendly territory healing for the capturer.
 
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