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

Status
Not open for further replies.
Hi guys,

After the last update (8867) I cannot build Conficuan, Budist or Taoist temples and monastries in my cities where it was possible before the update (8866). On the other hand, Shamanism temple is possible to build. It is probably related to prerequisites that Confucion and Budist temples request but Shamanist temples not.

I have attached the saved game with this issue. In Cahokia, Taoism has already spreaded but there is no Taoist monastry or temple. I still cannot build taoist temple there. On the other hand, in Uxmal, building a Shamanist temple is possible.

After updating to current SVN I can´t build any temples, monasteries and cathedrals anymore. I guess this has to do with the new Group Wonders by Thunderbrd.

I have a lot of religions in this game and have already built a lot of religious buildings. When I now check the hover text in the Sevopedia it says something like "Group Wonder of Monastery II (0 Allowed)". Is this as intented? If it is, how can I turn it off?

Edit: glaucus.b was faster!

@Thunderbrd

There is a error in the XML reading code you need to add the -1 to fix those errors.
Code:
pXML->GetOptionalChildXmlValByName(&m_iMaxPlayerInstances, L"iMaxPlayerInstances", [B]-1[/B]);
And in CopyNonDefaults change the iDefault to -1 to fix possible modular loading errors.
Code:
if (getMaxPlayerInstances() == [B]-1[/B]) m_iMaxPlayerInstances = pClassInfo->getMaxPlayerInstances();
 
There are other problems also, maybe from same cause, but when I fixed temples etc. Charcoal, Canoe Builder and some others now need o be rebuilt and rebuilt.
 
@Thunderbrd

There is a error in the XML reading code you need to add the -1 to fix those errors.
Code:
pXML->GetOptionalChildXmlValByName(&m_iMaxPlayerInstances, L"iMaxPlayerInstances", [B]-1[/B]);
And in CopyNonDefaults change the iDefault to -1 to fix possible modular loading errors.
Code:
if (getMaxPlayerInstances() == [B]-1[/B]) m_iMaxPlayerInstances = pClassInfo->getMaxPlayerInstances();

There are other problems also, maybe from same cause, but when I fixed temples etc. Charcoal, Canoe Builder and some others now need o be rebuilt and rebuilt.

Might still be the same issue, particularly if the building has a specialbuilding setting. Thanks Alberts! I'll get that fixed asap.

Then let me know if there's still issues with those DH.
 
Is a early police unit now in the mod? Where can i change the police unit from masonry to be available at a earlyer tech?
 
There are other problems also, maybe from same cause, but when I fixed temples etc. Charcoal, Canoe Builder and some others now need o be rebuilt and rebuilt.

Might still be the same issue, particularly if the building has a specialbuilding setting. Thanks Alberts! I'll get that fixed asap.

Then let me know if there's still issues with those DH.

I am having to build Charcoal, Canoe Builder and Poison Crafter hut every other turn with Hunter's Camp and another hunting camp on the turns in between.

None of them are special buildings as far as I can see and so far it is only those 5 buildings. Although the other hunter camp may be a different one in each city.

edit now it is happening with other buildings as well :(
 
yeah, I'm seeing weirdness here too. I'll get it fixed pronto.

EDIT: What I saw in a test game isn't the same as what you're reporting. I'm trying to find some other test games that can be run to see what's going on there but it could be faster if you have a save and instructions on replicating.

EDIT:NVM I think I found the bug. Missed a '(' where it shoulda been. It's always the smallest little thing!!!
 
Not yet but it's still comin'.

I am updating the UEM scenario and map currently and fixing some problems, so will be cool to get the early police unit asap, not to mutch work to get the unit in or? Can you do it now?
 
I am updating the UEM scenario and map currently and fixing some problems, so will be cool to get the early police unit asap, not to mutch work to get the unit in or? Can you do it now?

Probably not without more discussion as I have ideas I want implemented also and I have not seen TB's ideas. I probably missed that discussion.
 
I am updating the UEM scenario and map currently and fixing some problems, so will be cool to get the early police unit asap, not to mutch work to get the unit in or? Can you do it now?
My civic modmod has an earlier policing unit, but I'm not sure if we want it in the core as it might not fit with what TB and DH are planning in this department.

My hack soulution:
Band Guardian: Awarded at settling first city, National unit (1 allowed), cannot move.
Tribal Guardian: National unit (3 allowed), cannot move, trainable at tribalism; quite expensive.
 
Probably not without more discussion as I have ideas I want implemented also and I have not seen TB's ideas. I probably missed that discussion.

There's a link to the planned units documented in a spreadsheet in the v37 discussion thread.
 
Is this replicable? If so, a savegame that sets up the crash could find more info perhaps. I'm not sure how effective py programming is at ensuring all errors get reported in its logs.
 
Is this repeatable? If so, a savegame that sets up the crash could find more info perhaps. I'm not sure how effective py programming is at ensuring all errors get reported in its logs.

So far no . . . oh well, next time, lol
 
Status
Not open for further replies.
Back
Top Bottom