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

I now get this long list of errors??
 

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Looks like Pepper added a lot of building classes without adding a corresponding building, the buildingclass reference a "default building", when the game has searched every buildinginfo xml in the mod for that building and not found it it throws an error.
It mention the slavery xml because that is the last buildinginfo xml it looked through.

@pepper2000 : please use the debugger before commiting.
 
You can update an SVN repository to any exact revision number at any time. One of the many things that makes SVN awesome.

Thank you. I looked at the instructions regarding SVNs... I think I'll wait for the usual patch-versions thanks all the same.
 
It really isn't as complicated as it sounds. It's just using words you don't know yet, like repository, which is a folder that is directly connected to the cloud based storage of the system files.

@SO

I figured it was what Toffer stated. We need to PM Pepper to solve this immediately. This time, it's his to do.
 
@SO

I figured it was what Toffer stated. We need to PM Pepper to solve this immediately. This time, it's his to do.
Yeah i figured that also, i think the best thing to do for now, if u agree, is to just go into the modules MLF and change if from 1 to 0 on pepper2000 stuff, until he figures it out . ..
 
That would probably work as long as it is modular what he's doing. I haven't looked into it.

BTW, please be patient with me for the next few weeks. At least. My work hours just doubled for a bit here. It's a good thing more than bad but I may not have the usual bandwidth to solve problems for a bit here.
 
It really isn't as complicated as it sounds. It's just using words you don't know yet, like repository, which is a folder that is directly connected to the cloud based storage of the system files.
.

No, it's not that part, it's the eight hour download I baulked at :)
 
I get the SVN from start to finish in about 3 hrs which is faster than a normal download source and I get stuff from it you don't. Also, if it stops for some reason, it can be started again without losing the progress you've made on that download so far, which iis very important if your internet ever decides to go down during downloads.
 
Did something change on the wall defenses?? I can NOW have a unit without any care of the % of wall defense have a unit go right into and fight, i thought it had to be 25% or less for units to attack???
 

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Are you playing with the Realistic Siege option? If not, then the requirement to reduce the city to a particular point will not exist in the game.

Assuming you do, I saw a few other things that could be causing you to have a unit that can attack the city in that stack that's selected. In that pic, if the rams hadn't attacked yet, they could be what's coming up... you don't have the bug options setup to show who the attacker is that's been selected in the attack help hover which would be very useful information to have. Rams can always attack a city no matter what the defense level. You also have a feline unit in there and I'm not sure if they are still limited by that factor - they are supposed to be but I've had some question in mind if the effect does still work against them.
 
Are you playing with the Realistic Siege option? If not, then the requirement to reduce the city to a particular point will not exist in the game.
Yeah just looked and i do NOT have it checked.

@DH: Can u pls check ur validator and see what building this is (RED BLOB), i must be from a recent building (sometime last month or so), i tried to find it when it shows up, but forgot that buildings move around in the city, so it doesnt mean it was built at that time u see it??? its not peppers because i changed the modular to 0: pic 1

@Graphics person, can u pls change this, i have not seen it for over 3 months, thx . . .pic 2
 

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Neanderthals cities are displayed as modern cities.
 

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3 plantations on 3 hills with varying height and/or shadow problems.
 
Here are a couple of small issues I have noticed in latest SVN: The wonder Cabaret Voltaire is supposed to provide +8 culture, it actually provides 2000+ culture. Subdued deer are up-gradable to modern armor. If crime gets out of control in a city, it can sometimes be impossible to reign it in. I have tried destroying all buildings that generate crime, deploying 20+ police cars, turning on avoid growth, and the crime keeps increasing at an ever increasing rate. I think the AI was having issues with it as well as their cities were usually filled with sheriffs.
 
The wonder Cabaret Voltaire is supposed to provide +8 culture, it actually provides 2000+ culture.
I wonder if the doubling after so many rounds effect is doing more than doubling. Do you have a save or screenshot that can show this?

Subdued deer are up-gradable to modern armor.
As long as the deer were upgradeable to deer riders in your nation, there's probably an upgrade path all the way through to modern armor. If it can find the upgrade path legal, you can go all the way to the most advanced upgrade.

f crime gets out of control in a city, it can sometimes be impossible to reign it in.
It's never impossible but there are numerous crimes that add more crime so it can be very difficult. There are some crimes that help to remove crime too.

I personally feel we can diagnose some of this problem on the more simple form of property emergence the core system uses. We'll see if I'm right once I can get the new disease system up and running as intended and if it works corectly there, it's capable of working with crime as well.

I have tried destroying all buildings that generate crime, deploying 20+ police cars, turning on avoid growth, and the crime keeps increasing at an ever increasing rate.
Keep bringing in more LE units then. Once you get on top of it you can start to pull out the infestation of local criminals with investigation and arrest and that will really start helping.

I think the AI was having issues with it as well as their cities were usually filled with sheriffs.
They do. It's going to take some time and evaluation to figure out how to deeply solve for this.
 
I have tried destroying all buildings that generate crime

Also note that destroying buildings which are autobuilt will not get rid of them; they will just be autobuilt again at the start of the next turn if the conditions which created them still apply. You can't get rid of unsanctioned criminal buildings that easily; you need to address the cause(s) before they'll go away. And if you look into it, I believe you'll find that those unsanctioned criminal buildings are worse about generating crime than the player-built versions of the same thing - or, at the very least, they generate just as much crime as the sanctioned versions.
 
deploying 20+ police cars,
Do you have Any of these units set to Inspection thru the Red Shield Options? Or given them the Inspection Promo? (Uses the magnifying glass symbol.) At least 2-3 LEs should be dong this. Also several should have the Police Bataan Promo as well. Proper usage of you LE's is vital. The rest should be set to Crime fighting. Just don't put your LEs in the city on Fortify ( the crossed arms symbol).
 
Also note that destroying buildings which are autobuilt will not get rid of them; they will just be autobuilt again at the start of the next turn if the conditions which created them still apply. You can't get rid of unsanctioned criminal buildings that easily; you need to address the cause(s) before they'll go away. And if you look into it, I believe you'll find that those unsanctioned criminal buildings are worse about generating crime than the player-built versions of the same thing - or, at the very least, they generate just as much crime as the sanctioned versions.
In v37 they did but the crime has been taken off of the unsanctioned criminal buildings now. It was for balance to remove it but I can enviison that since they are the result of that level of crime, they aren't doing anything to ADD to it per-se, except popping out trained enemy criminals of course.
 
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