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

I was referring to this suggestion:


I'll see if I can look at tech cost modifiers tomorrow. It's getting late.

Doesn't work. Tried it in a test game I've been using all day on snail. Only thing that increased research time was doubling the iResearchpercent in the GameSpeedInfos file. And that just increased the number of turns by only 2 at column that has rafting while still in Preh era. Setting the iResearch up to 300 in Eras did nothing.

So work your magic tomorrow and I will learn.
 
my game crashed to desk top i have the minidump file but how do i read it?
You don't. You upload it here. You will need to compress it first with .zip, or .rar, or 7z. Or else the board won't allow it.
 
With the new math the game-speed factor would be constant regardless of game progression and game options used.
Don't think so.

Some basic values have been left out of all this.
1. Our Normal is the equivalent to the Civ IV BtS engine as a speed between BtS Epic and Marathon. Ie 1064 turns for our Normal while BtS Epic =750 and Marathon = 1500 turns. And the majority of the modifiers are set at 300 for Marathon and 150 for Epic(1st error and the major error at that in this whole process)
2. The Vanilla BtS Normal is 500 turns and All Modifiers are set at 100. To set our Normal to 100 for all modifiers as suggested, speeds up the research, build, gold, train, etc modifiers by ~2.5 x.(error #2) (hence the research modifier I ended up with was 250.)
3. Therefore you can not factor off of our Normal as the basis for research Without knowing these facts. (error number 3).
4. the Tech costs for BtS start for column X1 at 40 and ranged to 60 in the same column. Our Preh era Tech costs in Column X1 is 6. I have not looked up what the 1st coulmn X of Ancient tech cost is atm for C2C. By the time you get to Modern Era in BtS the Tech costs are running in the 2000 range. Again I have not written down what our current costs are (and they may not matter in this regard because we have 10x the # of Tech that BtS has)
5. the order for the BtS modifiers (their Firaxis Hierarchy) is that certain ones are used 1st and then others are used on that product to make adjustments to accommodate varying map sizes, Era rates, and Game lengths. This new system unfortunately from a lack of knowledge and/or some research totally ignores all this.

So now that you have some new information you can re-evaluate what you've done or will attempt to do. Use it or ignore it, that's up to you all.
 
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I added them recently. A lot of animals do, there was pressure on to get the animals in game but no time to do the Myths and Help. I am doing them now as I find out they are missing when I play a game.
My apologies. With the current tech thing going on, I've avoided updating.
 
Doesn't work. Tried it in a test game I've been using all day on snail. Only thing that increased research time was doubling the iResearchpercent in the GameSpeedInfos file. And that just increased the number of turns by only 2 at column that has rafting while still in Preh era. Setting the iResearch up to 300 in Eras did nothing.

So work your magic tomorrow and I will learn.
I see what you mean, <iTechCostModifier> is not working as intended at the moment, it should modify the base iCost of all techs in its era before all the <iResearchPercent> are summed and used to modify the base cost found from <iTechCostModifier>.
In other words, using the iTechCostModifier tag should be identical to changing the cost of all techs of an era (in the tech info xml) one by one manually by the same factor. It is not identical to that right now.
Right now it is summed together with all the different <iResearchPercent> modifiers, this makes the iTechCostModifier useless for its purpose.
I've notified TB about it, he'll most likely change it so it can be used the way it was intended to be used.

I'll commit the initial rough xml adjustments after TB change how iTechCostModifier work in the dll.
 
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I see what you mean, <iTechCostModifier> is not working as intended at the moment, it should modify the base iCost of all techs in its era before all the <iResearchPercent> are summed and used to modify the base cost found from <iTechCostModifier>.
In other words, using the iTechCostModifier tag should be identical to changing the cost of all techs of an era (in the tech info xml) one by one manually by the same factor. It is not identical to that right now.
Right now it is summed together with all the different <iResearchPercent> modifiers, this makes the iTechCostModifier useless for its purpose.
I've notified TB about it, he'll most likely change it so it can be used the way it was intended to be used.

I'll commit the initial rough xml adjustments after TB change how iTechCostModifier work in the dll.
Makes sense. I'll adjust it tonight if I can ensure compiling in the middle of my current project isn't going to create worse bugs.
 
I am getting the following init error from BUG Python

Code:
Traceback (most recent call last):
  File "BugInit", line 128, in callInits
  File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'

This message happens when a unit does not have a proper class. It may be something I have done on my machine and I am not up to date with the SVN at the moment but thought I would report it here in case others have it. I will follow up later today and try and fix the problem.
 
I've seen some strange python errors too.
When starting a new game there is some complaining related to widgets and something about unitcombat_dist_railgun

Edit: Here's a screenshot
Untitled-1.jpg


EditEdit: I fixed the one about shockwave ships.

EditEditEdit: I fixed the one about TXT_KEY_UNITCOMBAT_WEAPON_DIST_HANDHELD_RAILGUN

EditEditEditEdit: Now the latest SVN only shows these two errors: ↓

tfhstrj.jpg


EditEditEditEditEdit: These strings are being generated here:

WidgetUtil.py
Code:
def createWidget(name):
    """
    Creates and returns the next unique WidgetTypes constant to be used with custom UI widgets.
 
    If <name> already exists, a warning is logged and the widget is returned.
    Otherwise the new widget is assigned to WidgetTypes.<name> and returned.
    """
    if hasattr(WidgetTypes, name):
        BugUtil.warn("WidgetTypes.%s already exists", name)
        return getattr(WidgetTypes, name)
    else:
        global g_nextWidget
        BugUtil.info("WidgetUtil - WidgetTypes.%s = %d", name, g_nextWidget)
        widget = WidgetTypes(g_nextWidget)
        setattr(WidgetTypes, name, widget)
        g_nextWidget += 1
        return widget

EditEditEditEditEditEdit: The WIDGET_BUILD_LIST_SCREEN is mentioned in two config xmls and one python file:
  1. Caveman2Cosmos.xml ( Last edited by alberts2 in rev 8014 )
  2. BuildListScreen.xml ( Last edited by AIAndy a loong time ago rev.3322 )
  • CvMainInterface.py ( Last edited by TB in rev 9495, 9337, 9124 )
The python debug warning messages may not originate from changes to the three files listed above.
 
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Another off topic post..

How did an AI get a second city before anyone has even researched warfare?
 
What difficulty level are you playing? Could be they got a tribe from a tribal hut (goody hut).
Deity, and there goes my evening. No way I'm going to keep this one going. Its only 38000 and they've researched Druidic traditions. They'll hit ancient well before any of the rest of us hit tribalism.
 
Deity, and there goes my evening. No way I'm going to keep this one going. Its only 38000 and they've researched Druidic traditions. They'll hit ancient well before any of the rest of us hit tribalism.

How long have you been playing C2C and you do not know that All the AI on Deity starts the game with 2 Bands of Homo Sapiens Plus 8 other units. That's why it's deity.
 
Thanks!
The WIDGET_BUILD_LIST_SCREEN is mentioned in two config xmls and one python file:
  1. Caveman2Cosmos.xml ( Last edited by alberts2 in rev 8014 )
  2. BuildListScreen.xml ( Last edited by AIAndy a loong time ago rev.3322 )
  • CvMainInterface.py ( Last edited by TB in rev 9495, 9337, 9124 )
The python debug warning messages may not originate from changes to the three files listed above.
Nevertheless, I have no idea what would be wrong. Those revs for last edits are a long time ago so something that impacts CvMainInterface more indirectly is likely at fault. Maybe it has something to do with why the flag on my screen has shifted position about halfway down so that it's half off the bottom of the screen.
 
I have gone through and cleaned up the Atl-Timeline stuff, mostly putting in the latest schema files fixed things but a couple of the art ones were not quite pointing to the correct folder also.

However I have the following which needs a more detailed look by a team modder, ie I am not going to spend more time on it.
Code:
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:229,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:363,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:520,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:705,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Zebra\Zebra_CIV4UnitInfos.xml:58,5: The 'x-schema:Zebra_CIV4UnitSchema.xml:bAnimalIgnoresBorders' element is not declared.
 
I am still getting the error I mentioned in #611 above. It seems to be an error in the XML somewhere causing the problem in existing games.
 
I have gone through and cleaned up the Atl-Timeline stuff, mostly putting in the latest schema files fixed things but a couple of the art ones were not quite pointing to the correct folder also.

However I have the following which needs a more detailed look by a team modder, ie I am not going to spend more time on it.
Code:
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:229,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:363,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:520,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Big_Cats\BIG_CATS_CIV4UnitInfos.xml:705,7: The element 'PrereqBuildingClass' in namespace 'x-schema:Big_Cats_CIV4UnitSchema.xml' has incomplete content. List of possible elements expected: 'x-schema:Big_Cats_CIV4UnitSchema.xml:TechOverride'.
-----------------------------------
F:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\Zebra\Zebra_CIV4UnitInfos.xml:58,5: The 'x-schema:Zebra_CIV4UnitSchema.xml:bAnimalIgnoresBorders' element is not declared.
Having said I wont be fixing this I have discovered the cause on units the tags TechOverride and EraOverride in PrereqBuildingClass are now mandatory but were not needed or maybe not there when the XML was originally defined.

Either these tags need to be made optional in the unit schema or they need to be added into the XML for units where ever PrereqBuildingClass is used.

Same goes for bAnimalIgnoresBorders.
 
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