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

"stone artifacts" are only mentioned in the pedia sections of the text not in any used part of the XML. If you mean "stone tools" and other tools, they were introduced when three modders were working on a project but we found a better way of doing what was wanted. They were left in as potentially part of the proposed equipment for workers.

Other resources like carcass are there to better model trade networks beyond what Civ IV offers.
 
"stone artifacts" are only mentioned in the pedia sections of the text not in any used part of the XML. If you mean "stone tools" and other tools, they were introduced when three modders were working on a project but we found a better way of doing what was wanted. They were left in as potentially part of the proposed equipment for workers.

Other resources like carcass are there to better model trade networks beyond what Civ IV offers.
You are right,I am that stone tools had in mind,the program just translated wrong. Sad to prehistoric times, they are very important.
 
I noticed yesterday that they ARE used by the Omega Child Labor Camp to enhance it's production output effect. Some more of this sort of thinking should probably apply elsewhere.
 
Hi. Another "city near map border" error. I have had these for years, all the way from ROM, ROMand and this mod. Earlier the ROMand developers didn't believe me about this,, maybe they still don't.. hehe :) I tried not to approach or create cities near the map border for years, but tried again today. Having played only Arboria, Islands and Pangea style maps. With the same result as before, crash to desktop. Savegame attached. Try to attack the barbarian city "Carib" up in the Kola peninsula and see what happens.

I haven't thought much about this bug for years, somehow thought it had been eliminated. Seems to happen with cities at border, and 1-2 plots from it.

Build 9624 (from info from hover mouse over flag. It's wrong though, it is closer to 9673 from the date of download.)
 

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Build 9624 (from info from hover mouse over flag. It's wrong though, it is closer to 9673 from the date of download.)
FYI, the build number in the hover over refers to the version that the dll was last compiled. Any non-dll change will change the revision number but wont change the hover number.
 
Not sure if it is a bug - or intended.

Played on 9546 then checked Civilopedia on 9675. Same info.

Law Enforcement units.

Guard cost 5, Investigate 2.5, crime -10, pursuit 10, sentry 1.

Then:

City Guard cost 5, Investigate 3.0, crime -12, pursuit 15, NO sentry 1. ***

then:

Sheriff cost 6, Investigate 4.0, crime -15, pursuit 20, sentry 1.

After that all increase by the same.ratios.

My question is - should City Guard cost 6, and also have Sentry 1. ?

If so the costs of the Sheriff and the following units (i.e. Police Squad etc.) need to have there costs increased by one.

Side note.

***
There is a problem, between Guard and City Guard. A building stops you building Guards and does not let you build City Guards.

So no law enforcement units for a long time.
 
Not sure if it is a bug - or intended.

Played on 9546 then checked Civilopedia on 9675. Same info.

Law Enforcement units.

Guard cost 5, Investigate 2.5, crime -10, pursuit 10, sentry 1.

Then:

City Guard cost 5, Investigate 3.0, crime -12, pursuit 15, NO sentry 1. ***

then:

Sheriff cost 6, Investigate 4.0, crime -15, pursuit 20, sentry 1.

After that all increase by the same.ratios.

My question is - should City Guard cost 6, and also have Sentry 1. ?

If so the costs of the Sheriff and the following units (i.e. Police Squad etc.) need to have there costs increased by one.

Side note.

***
There is a problem, between Guard and City Guard. A building stops you building Guards and does not let you build City Guards.

So no law enforcement units for a long time.
Some good points there. And yeah, there's a noted problem with the building chain still. I'll take a look at the charts on the cost and see what's up with that too. Sentry... probably an oversight.
 
I think sometimes building info should automatically be split in half and be in two colums.
AcASuD7.jpg
 
Not sure if it is a bug - or intended.

There is a problem, between Guard and City Guard. A building stops you building Guards and does not let you build City Guards.

So no law enforcement units for a long time.

The City Guard needs Ammunition, and the Guard goes obsolete before you can research the proper tech to get it. That's why there's a gap.
 
I think sometimes building info should automatically be split in half and be in two colums.
AcASuD7.jpg
We don't have the control over this pop up info box parameters that modders normally have because of some things being done in the BUG system that are confusing the issue dramatically. Perhaps on the 'required to build' tag, I can add a check to count how many buildings and if it goes past a count of say, 4 or 5 buildings then it just adds the term 'etc...' which would be the indication that if you're really going to read all this, look at it in the pedia. That's getting a little complicated but it could work.
 
We don't have the control over this pop up info box parameters that modders normally have because of some things being done in the BUG system that are confusing the issue dramatically. Perhaps on the 'required to build' tag, I can add a check to count how many buildings and if it goes past a count of say, 4 or 5 buildings then it just adds the term 'etc...' which would be the indication that if you're really going to read all this, look at it in the pedia. That's getting a little complicated but it could work.
Same stuff could be done with tech obsoleting lot of buildings.
 
We don't have the control over this pop up info box parameters that modders normally have because of some things being done in the BUG system that are confusing the issue dramatically. Perhaps on the 'required to build' tag, I can add a check to count how many buildings and if it goes past a count of say, 4 or 5 buildings then it just adds the term 'etc...' which would be the indication that if you're really going to read all this, look at it in the pedia. That's getting a little complicated but it could work.
It has nothing to do with BUG as far as I can tell. It is all in how dll produces that text. Mostly (elsewhere) I use the version of BUG which does not have a dll and the same problem occurs there.

I was going to ask why this particular popup was not "fixed" when the others were.

It should not be a particular window but it should be the putting together of the help(?) text that is built up by the dll. The problem is that there needs to be two sets of text built, a short and full version. The short version should be used in all pop-ups and the long only used in the pedia text boxes.
 
BUG is keeping us from being able to reshape the popup box with the normal python function parameters intended for doing so. The help text is built by the dll but we can't reshape the help text box so it's wider and can handle more info like these neverending lists. In some cases, a short help text can be a solution as well, and that's what I discussed about a possible solution - it would work on a short version to limit how many listed items can be displayed. But this solution requires identifying every tag that can run across this issue, which is why there's no central 'fix', just an ongoing effort to find and correct what needs to be - and it's not easy coding either... very droll and complex syntax.
 
BUG is keeping us from being able to reshape the popup box with the normal python function parameters intended for doing so.
No it isn't. That functionality is just not working. You can't change the width of those boxes on non-BUG mods either.
The help text is built by the dll but we can't reshape the help text box so it's wider and can handle more info like these neverending lists. In some cases, a short help text can be a solution as well, and that's what I discussed about a possible solution - it would work on a short version to limit how many listed items can be displayed. But this solution requires identifying every tag that can run across this issue, which is why there's no central 'fix', just an ongoing effort to find and correct what needs to be - and it's not easy coding either... very droll and complex syntax.
We already have an automatic short text comming from the dll in many situations just not all of the ones we want. Why do we get the short text when we hover over an animal on the map or a building in the available to build areas but not in the pedia? Even then we sometimes get it in the pedia but not always. The tech screen also has that problem.[/QUOTE]
 
No it isn't. That functionality is just not working. You can't change the width of those boxes on non-BUG mods either.
Not the same answer I got last time this was brought up when platy showed it being done. Maybe he'd sorted it out a little deeper then and it doesn't have to do with BUG.
We already have an automatic short text comming from the dll in many situations just not all of the ones we want. Why do we get the short text when we hover over an animal on the map or a building in the available to build areas but not in the pedia? Even then we sometimes get it in the pedia but not always. The tech screen also has that problem.
What you're seeing IS the short text. What is lacking is that in the case of these overflowing tags, there's no difference in the way they are handled between the short and long text. There IS a difference, just not on these tags. You have to check every single tag and reprogram problem tags individually on how they are handled in the short text to fix these problems and the sort of fix this would need has never been done for any tag. (Limiting a tag's displayed list of objects to a number of entries before it cuts it's display short.) I can see how it can be done but it's not a sweeping easy thing as there are probably quite a few tags that would need that sort of treatment and the syntax to create a count and a limiter and what happens when the count goes past the limit (pulling a whole new text reference for ', etc...' for example).

You might be right about some hover information differing between short and long in the pedia - some differences there exist because you're not in the game and the only way short vs long is defined is if you're in the game or not and it assumes long if you're in the pedia at all, whether hovertext or not.

I'm not good enough in this area to really sort this out very well. It's also a miserable place to focus my attention - horriffically boring when I have so much more interesting things to address.
 
It looks like some animal myths cost wasn't set to -1 - they are buildable in cities, while they shouldn't be.
Spoiler :

CWG8gdu.jpg


Following myths are buildable like normal building - cost isn't -1:
Amphibians, Bear, Birds, Bug, Coral Reef, Crocodile, Elephant, Fire, Fish (local), Flightless Birds, Landform, Metal, Monotremes, New World Monkeys, Oasis, Old World Monkeys, Owls, Penguin, Raptors, Reef, Reptiles, Rhinoceroses, Rodent, Sea Birds, Sharks, Snakes, Spotted Cat, Stone, Stone from the Sky, Tales of Fish, Tapir, Volcano, Wolf.

I can guess its intentional for these myths, that doesn't have equivalent subdued animal, that builds these myths.
That is Coral Reef, Fire, Landform, Metal, Oasis, Reef, Stone, Stone from the sky and Volcano.

Similiar thing is with Stories:
Amphibians, Bears, Birds, Bug, Fish, Flightless Birds, Hippos, New World Monkeys, Old World Monkeys, Owls, Penguin, Raptors, Reptile, Rodent, Sea Birds, Wolf,

Story:
Amphibians, Bears, Birds, Bug, Flightless Birds, New World Monkeys, Old World Monkeys, Owls, Penguin, Raptors, Reptiles, Rodents, Sea Birds, Snakes, Tales of Fish.
 
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The Taxonomy myths can be built with :hammers: or by an animal. It is designed that way. The Taxonomy Myths just need one of the myths of an animal of that "kind" to exist somewhere in the nation, ie the effect to be in the city. Same with the Taxonomy story and story buildings.
 
The Taxonomy myths can be built with :hammers: or by an animal. It is designed that way. The Taxonomy Myths just need one of the myths of an animal of that "kind" to exist somewhere in the nation, ie the effect to be in the city. Same with the Taxonomy story and story buildings.
So all myth except non-animal, stories and story, that I listed are taxonomy myths?
For example wolf story isn't buldable, but wolf stories is buildable.
Bear, Monotremes, Penguin, Rhinoceroses, Spotted Cat, Tapir, Crocodile, Elephant and Wolf myths seems to be too specific...

At least they could be made clear in descriptions, that these myths are taxonomy class, that can be build like building or placed by unit.
I removed all non animal myths and those, that have Myth, Stories and Story entry.
So these following myths/story/stories are incosistent, when it comes to being buildable
Myths:
Crocodile, Elephant, Fish (local), Monotremes, Rhinoceroses, Sharks, Snakes, Spotted Cat, Tales of Fish, Tapir, Wolf.

Stories:
Fish, Hippos, Wolf,

Story:
Snakes, Tales of Fish.
 
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There is minor graphical incosistency, when it comes to world wonder icons.
Following world wonders doesn't have golden star in top left corner:
Accademia Areonautica, all Ancient Ways world wonders, Big Cat Trainer, Chilehaus, Cleopatra's Needle, Evelpidon Military Acadamy, Harappan Fake Gems, Harvard/Heilderburg/Jagiellonian/Montpellier/Oxford/Sorbonne University, Imperial Naval Army, Ming Vase Workshop, Republic Naval Army, Royal Air Force Academy, Terra Sigiliata Workshop, The Brazen Bull, The Dali Theatre and Museum, all "University of X" except for Sankore, West Point.

Some normal building icons have golden star:
Hertitage - Bears/Bison/Mammoth/Zebra - not all animal hertitage icons are "starless", Civilized Jewelers Store - other corporate building icons doesn't have golden star and Virotherapy Clinic.

Another internal consistency bug:
CaoDai is bit too expensive for its column (last Industrial era column)
All other techs in that column like Compulsory Education or Mass Transist have 54024 cost (Normal/Settler/Gigantic oopsie), while CaoDai has cost of 63656
By the way CaoDai still can't be founded by Great Prophet and its wonder isn't buildable by same unit - no such action button.
Agrichemicals tech - Modern Era - doesn't do anything.
 
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If a unit is on Forced March or some other speed boost, the Fortify Until Healed time isn't calculated correctly. Only the estimated time is wrong, the unit heals normally (I think).

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My Congress of Vienna vote amount is weird to say the least.

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