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

Using SVN 9633. I was just playing not 10 minutes ago. Save my game and exited. Now when I try to play, vanilla CIV 4 starts. Can't get C2C to start no matter what I do. I tried the shortcut I've been using (the one I just used) and also the Steam shortcut included in the SVN. I tried loading the mod from vanilla Civ 4 but it says mods/ods/Caveman2Cosmos is an invalid directory. No idea what "ods" is as there's nothing in my mods folder with that name. The shortcut I've been using points to "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini
I haven't moved anything, deleted anything, renamed anything so not sure what happened.
 
Using SVN 9633. I was just playing not 10 minutes ago. Save my game and exited. Now when I try to play, vanilla CIV 4 starts. Can't get C2C to start no matter what I do. I tried the shortcut I've been using (the one I just used) and also the Steam shortcut included in the SVN. I tried loading the mod from vanilla Civ 4 but it says mods/ods/Caveman2Cosmos is an invalid directory. No idea what "ods" is as there's nothing in my mods folder with that name. The shortcut I've been using points to "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini
I haven't moved anything, deleted anything, renamed anything so not sure what happened.
Yeah that happens sometimes to me also, the way i do it is this: start a regular BtS game, then use WB and stop the game, then go to advanced in the options area and "load" a game (C2C) that usually works more me. .
 
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini

Why do you have ini=CivilizationIVC2C.ini? The Mods Name is Caveman2Cosmos Not C2C. There is no mod for the game to find named C2C. Unless you changed the Name of the Mod to C2C and this can cause the type problem you have.

Short cut for Non steam installation:
"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Caveman2Cosmos

Your Steam short cut should have the same ending,
 
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Because I have an ini file with that name. I followed the instructions from here Caveman 2 Cosmos That was working earlier as was the Steam shortcut in the Caveman2Cosmos
 
Because I have an ini file with that name. I followed the instructions from here Caveman 2 Cosmos That was working earlier as was the Steam shortcut in the Caveman2Cosmos
Then by all means do it how you see fit. SVN 9633 is not the cause of your problem though.
 
I'm sure it isn't either. Just find it odd how everything was working fine now all of a sudden it isn't. I may just delete Caveman2Cosmos altogether and start all over again. It's like the game just stopped seeing it for some reason. I tried loading a C2C game from within a vanilla game and it didn't work and tried loading the mod from within a vanilla game. I was hoping to pinpoint the issue so it wouldn't happen again.
 
That's definitely strange. I can't help much with this problem because I'm unfamiliar with it. But do try to make sure the mod folder itself is named Caveman2Cosmos or you'll invite problems.
 
Exile is no longer being automatically sent to outside of civs borders?? pic 1, So is useless now . . .

EDIT: Seems like the "Brown bear" was in the path of the exile for some ODD reason, but as soon as the bear moved then the exile also was able to move?? (pic 2) weird???
 

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Exile is no longer being automatically sent to outside of civs borders?? So is useless now . . .
If you look at the screenie, you have a message about the bear ambushing the exile. He may have managed to flee the bear. I'd imagine the next round it'll be shunted out of the borders. See what happens. You found a unique situation the code is not really prep'd for... it would take some interesting analysis to see exactly what happened and setting it up to happen again would be nearly impossible!
 
If you look at the screenie, you have a message about the bear ambushing the exile. He may have managed to flee the bear. I'd imagine the next round it'll be shunted out of the borders. See what happens. You found a unique situation the code is not really prep'd for... it would take some interesting analysis to see exactly what happened and setting it up to happen again would be nearly impossible!
U wrote as i edited, lol, anyways, i believe it might have something to do with the option "hide and seek", because the bear in pic 2 appears gone, but as soon as i put the tracker near the space the bear appeared again, oh well . . .
 
Sure it does have to do with H&S and Without Warning. If the bear had been seen, the exile wouldn't have been sent to that tile and wouldn't have had an opportunity to be ambushed, fleeing back to where it had been just before it was ambushed, which was the city.

It's a rare and unusual scenario and would take a huge amount of truly otherwise meaningless programming to resolve in a way that it probably SHOULD play out instead. Interesting event though.
 
Sure it does have to do with H&S and Without Warning. If the bear had been seen, the exile wouldn't have been sent to that tile and wouldn't have had an opportunity to be ambushed, fleeing back to where it had been just before it was ambushed, which was the city.

It's a rare and unusual scenario and would take a huge amount of truly otherwise meaningless programming to resolve in a way that it probably SHOULD play out instead. Interesting event though.

Sounds like the "system" worked fine to me. Why should the exile be impervious to animal attacks? Especially Predators and Beasts, otherwise that would make the exile a super unit in the early game. :P
 
Sounds like the "system" worked fine to me. Why should the exile be impervious to animal attacks? Especially Predators and Beasts, otherwise that would make the exile a super unit in the early game. :p
Only flaw i felt that showed was he shouldve fled to a space adjacent to the bear... And its a little strange that he took no damage, so I question if it was an actual withdrawal or if it had some kind of interrupt effect on being relocated, which might be cause for larger bugs, though I've done some things in code to correct such issues after they've shown up.
 
Couple of things:

1: What has happened to the civics screens?? Some of them are waaay longer then they used to be?? pic1

2: @TB: in that savedgame i had, i conquered alot of cities and the thugs etc, still do not register, but the crime area is getting higher even though i have a Police Mech etc with alot of detection avail in the promo's but still after 100 turns later i still cant get rid of them??? pic 2
 

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Couple of things:

1: What has happened to the civics screens?? Some of them are waaay longer then they used to be?? pic1

2: @TB: in that savedgame i had, i conquered alot of cities and the thugs etc, still do not register, but the crime area is getting higher even though i have a Police Mech etc with alot of detection avail in the promo's but still after 100 turns later i still cant get rid of them??? pic 2
You may want to go into the city itself and check to see if the insidiousness of the criminals outweigh the detection values.
 
Couple of things:

1: What has happened to the civics screens?? Some of them are waaay longer then they used to be?? pic1

2: @TB: in that savedgame i had, i conquered alot of cities and the thugs etc, still do not register, but the crime area is getting higher even though i have a Police Mech etc with alot of detection avail in the promo's but still after 100 turns later i still cant get rid of them??? pic 2

1. Have no idea why yours are that way. Maybe DH knows?

2. I do believe it will take More than 1 Police mech in that City.

Several will need to be on Crime Fighting and 1 or 2 on Inspection.

Also you will need to go into the City's building list and "sell" off all the buildings that have been built for Gold that give massive amounts of Crime. If you Find Chop Shop, Mob Store front, Motorcycle Club get rid of them asap.
 
1. Have no idea why yours are that way. Maybe DH knows?

2. I do believe it will take More than 1 Police mech in that City.

Several will need to be on Crime Fighting and 1 or 2 on Inspection.

Also you will need to go into the City's building list and "sell" off all the buildings that have been built for Gold that give massive amounts of Crime. If you Find Chop Shop, Mob Store front, Motorcycle Club get rid of them asap.
Same here on #1.

The point in #2 is the same as the previous response:
You may want to go into the city itself and check to see if the insidiousness of the criminals outweigh the detection values.

When crime is high in the city, criminals have more chaos and things in disarray to mask their activities within. There is a stronger criminal network of aid and assistance so its easier to get away with things. Thus, at higher crime levels, the insidiousness factor is usually very high from crime autobuildings. That insidiousness is directly countering all efforts to investigate the criminals. You can see the amount of insidiousness the city is offering local criminals in the city's defense help hover panel. (Hover over the little black rook in the upper right hand side of the city screen.) You can also see how much the investigation efforts are getting from all sources. If the insidiousness is higher, you don't have any chance of investigating the local criminals. So it can be very important to just bring crime down first. Joe gives a prescription for that... I just overwhelm it with lots of LE units.
 
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