Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

All correct, folder is correct, into Mods of Beyond the sword, it is not nested and I have BTS 3.19
What else?
I re-installed it after a crash of HD into a Toshiba external HD 2 GB
Some difficult?
 
All correct, folder is correct, into Mods of Beyond the sword, it is not nested and I have BTS 3.19
What else?
I re-installed it after a crash of HD into a Toshiba external HD 2 GB
Some difficult?
2 GB? did you meant 2 TB?
What Windows you have?
Do you use English language?
Make sure you see something like Mods/Caveman2Cosmos/Assets (there would be other folders and files in Caveman2Cosmos folder too)

You can find logs in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\Logs
 
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Used C2C SVN rev.9831
I have no more interface
Why?

Please help

Clear the cache folder found in C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword. Delete all contents of the cache folder. Then restart game.
 
A Pseudo National Wonder is one that can't be built in a city which has the building it gives for free.

They don't count as National Wonders for the city limit. Mostly because there are two per animal, so more than 1,000 of them before you start on things line Natural Wonders and stuff.
I'm still struggling to understand something here. I just looked and we HAVE a tag that allows us to define any wonder type building as being one that does count, when built, against the limit of how many of that building can be built (globally or by player or whatever) BUT does NOT count towards the local city wonder limit. What other benefits then cause us to want to define a secondary effect building and spreading that data all over the map to so many cities? Isn't the motive for adding this 'effect' building generated from a 'psuedo wonder' simply to ensure that the 'pseudo wonder' can't be built elsewhere while dodging the local city limit on national and world wonders? When we can do this with a simple bool, why are we spreading these effect buildings everywhere (at least when they do nothing directly?)

I DID see one application and that was you had made some buildings require those effect buildings, but can't we simply instead require that the 'effect' generating wonder building be somewhere in the nation instead?(iNumBuildingNeeded)

Are you using the effect buildings to say some OTHER buildings cannot be built in the same city as this effect? (not just the 'pseudo-wonder' that's generating the effect buildings?)

I'm honestly asking what am I missing here. I know you've probably thought this through very thoroughly and I'm just wondering how it works and I'm getting a little confused.
 
SVN 9820 with Interface Overhaul 0.5.9.2.1.1, Combat Mod: Quality up Promotions are not retained when upgrading. In the north of the continent there is a unit "Obsidian Axeman 1 (Neuss)" with 10.5 :strength:, 1 :move:, Level 9, Exp. 8/82 and promotions Combat I, Hunter I, Woodsman III, Astonishing Acumen and Exceptional Might II, Status Standout. If this unit is upgraded to Axeman (which can be done immediately), it has 7 :strength:, retaining Combat I, Hunter I, Woodsman III, Standout, but losing both Astonishing Acumen and Excep. Might II without either replacement or retraining options - Experience is still 8/82. After a recalc the unit gains Shock I, and is now much weaker than before upgrading.

The save was originally made with revision 9804, but the error remains with 9820.
Fixed this issue. Go figure a while back I broke something trying to fix something else. That's pretty much how it goes.
 
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To JosEPh_II:
"Clear the cache folder found in C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword. Delete all contents of the cache folder. Then restart game. "

Tried, doesn't work...

To raxo2222:
"2 GB? did you meant 2 TB?
What Windows you have?
Do you use English language?
Make sure you see something like Mods/Caveman2Cosmos/Assets (there would be other folders and files in Caveman2Cosmos folder too)

You can find logs in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\Logs"

My fault, 2 TB is correct
I use windows10
I use English Language
I can see Mods/Cavman2Cosmos/Assets

In Logs (at the end) (Python2Err2) I find:
load_module InputUtil
09:51:19 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
09:51:19 DEBUG: BugEventManager - adding event 'PreGameStart'
09:51:19 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
09:51:19 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
09:51:19 DEBUG: BugEventManager - adding event 'LanguageChanged'
09:51:19 DEBUG: BugEventManager - adding event 'ResolutionChanged'
09:51:19 DEBUG: BugEventManager - adding event 'PythonReloaded'
09:51:19 DEBUG: BugEventManager - adding event 'unitUpgraded'
09:51:19 DEBUG: BugEventManager - adding event 'unitCaptured'
09:51:19 DEBUG: BugEventManager - adding event 'combatWithdrawal'
09:51:19 DEBUG: BugEventManager - adding event 'combatRetreat'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogCollateral'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogFlanking'
09:51:19 DEBUG: BugEventManager - adding event 'playerRevolution'
09:51:19 DEBUG: BugEventManager - adding event 'addTeam'
09:51:19 DEBUG: BugInit - init() called
09:51:19 DEBUG: BugInit - game not fully initialized
PY:OnInit

What is that? Why game not fully initialized?
In Logs\xml all loading modules area SUCCEEDED
 
To JosEPh_II:
"Clear the cache folder found in C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword. Delete all contents of the cache folder. Then restart game. "

Tried, doesn't work...

To raxo2222:
"2 GB? did you meant 2 TB?
What Windows you have?
Do you use English language?
Make sure you see something like Mods/Caveman2Cosmos/Assets (there would be other folders and files in Caveman2Cosmos folder too)

You can find logs in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\Logs"

My fault, 2 TB is correct
I use windows10
I use English Language
I can see Mods/Cavman2Cosmos/Assets

In Logs (at the end) (Python2Err2) I find:
load_module InputUtil
09:51:19 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
09:51:19 DEBUG: BugEventManager - adding event 'PreGameStart'
09:51:19 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
09:51:19 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
09:51:19 DEBUG: BugEventManager - adding event 'LanguageChanged'
09:51:19 DEBUG: BugEventManager - adding event 'ResolutionChanged'
09:51:19 DEBUG: BugEventManager - adding event 'PythonReloaded'
09:51:19 DEBUG: BugEventManager - adding event 'unitUpgraded'
09:51:19 DEBUG: BugEventManager - adding event 'unitCaptured'
09:51:19 DEBUG: BugEventManager - adding event 'combatWithdrawal'
09:51:19 DEBUG: BugEventManager - adding event 'combatRetreat'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogCollateral'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogFlanking'
09:51:19 DEBUG: BugEventManager - adding event 'playerRevolution'
09:51:19 DEBUG: BugEventManager - adding event 'addTeam'
09:51:19 DEBUG: BugInit - init() called
09:51:19 DEBUG: BugInit - game not fully initialized
PY:OnInit

What is that? Why game not fully initialized?
In Logs\xml all loading modules area SUCCEEDED
Is your pythonerr log empty? pythonerr2 is useless for debugging.

Since you are using windows 10 did you tried game in administrator mode?
 
In C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\Logs" I only find Pythonerr2, not Pythonerr, and yes, i'm in administrator mode
 
latest SVN, have this two error messages???
 

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latest SVN, have this two error messages???
@Praetyre: probably an issue from rev. 9831.

Each Great person needs an art def for the picture in the splash screen:

e.g. <UniqueName>TXT_KEY_GREAT_PERSON_ADOLPHE_SAX</UniqueName>
must have:
Code:
        <InterfaceArtInfo>
            <Type>ART_DEF_GREAT_PERSON_ADOLPHE_SAX</Type>
            <Path>Art/interface/great_people/adolphe_sax.dds</Path>
        </InterfaceArtInfo>
and the <UniqueName> entry must be a TXT_KEY_ entry if you want the name and pedia to display correctly in the splash screen.

The path can perhaps be empty like so:
<Type>ART_DEF_GREAT_PERSON_ADOLPHE_SAX</Type>
<Path/>

Edit: this is probably the great person that was born when SO got the error:
<UniqueName>Albert Speer</UniqueName>

EditEdit: I don't have a deeper understanding of how it works than what I said above, so if you want to know more you must ask Sparth, I think he designed it as it is today...

EditEditEdit: This must be fixed before we release a new version of C2C, alternatively removed temporarily.
 
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Confirmed. Thank you. I feared SM was broken with this bug, because this problem was always going to hit you when playing a game - and weakening your strongest units to the point of irrelevance before long.
I couldn't leave that broken. Thank YOU for finding the bug. I recently made this bug in the process of fixing another one. Any code change always runs the risk of an oversight and I don't really blame myself for not realizing I was creating this issue given the degree of complexity it was wrapped up in.
 
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I don't have a deeper understanding of how it works than what I said above, so if you want to know more you must ask Sparth, I think he designed it as it is today...
I'm sure it's as simple as having to provide an art file, dds3 format, same size as one of the originals. Which means ya gotta unpack the fpk that has an example and put together an image of the same dimensions and map to the file path you want it to be in. And include the art in a temporary art file with that file path stemming from Assets.
 
I'm sure it's as simple as having to provide an art file, dds3 format, same size as one of the originals. Which means ya gotta unpack the fpk that has an example and put together an image of the same dimensions and map to the file path you want it to be in. And include the art in a temporary art file with that file path stemming from Assets.
It's not simple when we are speaking about around 100 new great persons who doesn't have an ART_DEF nor a TXT_KEY_X nor a TXT_KEY_X_PEDIA.; and that's why I suggested that he could add ART_DEF for the new great persons with an empty path <Path><\Path> as a quick fix (May not even work... I don't think the lack of TXT_KEY throws off an error, so we could have great persons without text in splash for v38, no biggie), or simply remove all the new great persons until after v38.
got another error message"
Yeah, there are loads of these problems lurking from the changes in rev. 9831.
Something like 100 great person names that throw off errors were added in that rev.

@Praetyre:
Same problem, different great person.
This time it was:
<UniqueName>Ludwig von Mises</UniqueName>
 
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so we could have great persons without text in splash for v38, no biggie), or simply remove all the new great persons until after v38.
yeah, i say remove them that were added for now, whom ever did it that is . . . .
 
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