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

Could. If an id reference anywhere is flawed nothing will fix it but for some variables, recalculate may help. And yes, at that stage of the game saving every round may give you a fighting chance to extend things out as far as you can.
Broken unit id is easy: remove all units from map LOL
All units that exists are animals, police force, workers and great people in my game.
So I'll just cleanese Earth sector from all units.
Can city ID reference break too? If yes then I'll gues I'll remove city X if clicking on city X crashes game.

So it seems like fighting severe radiation poisoning or cancer.
 
Broken unit id is easy: remove all units from map LOL
All units that exists are animals, police force, workers and great people in my game.
So I'll just cleanese Earth sector from all units.
Can city ID reference break too? If yes then I'll gues I'll remove city X if clicking on city X crashes game.

So it seems like fighting severe radiation poisoning or cancer.
Yeah, a losing battle. A reference can be as simple as what promotion is owned by a unit or what feature should be on a tile. All tracked variables can break.
 
Yeah, a losing battle. A reference can be as simple as what promotion is owned by a unit or what feature should be on a tile. All tracked variables can break.
I think Eden Project shouldn't change any terrain - it ruins all "requires terrain X in city vicinity" buildings and cultures
Also it shouldn't place forest on mountains,

What about Marghot Line or something like that? It places bunkers, but often you want to place something else on that tile.
 
Last edited:
After the recent round of SVN updates, building prices in eternity have gone down across the board, but it seems the hammer cost of weatherfanes have gone up. Right now they cost the same as a wonder of the same age. About 12000 hammers :)
 
Out of curiosity, how do simplest program look, where if one variable overflows, then others are randomly changed?
I don't understand the question.
I think Eden Project shouldn't change any terrain - it ruins all "requires terrain X in city vicinity" buildings and cultures
Also it shouldn't place forest on mountains,
You're suggesting to remove the whole point of the Eden Project, which is a global terraforming project to bring health back to the planet all over. Peak plots can have forests on them... it's normal.
weatherfanes
What's a weatherfane? Are you meaning Weather Vanes?
building prices in eternity have gone down across the board
Interesting. In what era are you making this observation? In the very early prehistoric they are dramatically higher so I'm wondering where in the game you're at to say this. It's not unexpected, just something I need feedback on.
 
You're suggesting to remove the whole point of the Eden Project, which is a global terraforming project to bring health back to the planet all over. Peak plots can have forests on them... it's normal.

Well there is no global warming in game so terrain never changed during game.
What about buildings, that requires desert or ice in city vicinity. but then terrain gets changed?
 
Well there is no global warming in game so terrain never changed during game.
What about buildings, that requires desert or ice in city vicinity. but then terrain gets changed?
It's supposed to make the whole planet a verdant paradise over time. Some cities will need to adapt.
 
It's supposed to make the whole planet a verdant paradise over time. Some cities will need to adapt.
So RIP some buildngs and national/world wonders.
What about culture "wonders"? some of them require certian terrain like dunes or taiga.

What should be terrain progression for all terrains?
And what would be end goal? Lush? Grassland?
 
So RIP some buildngs and national/world wonders.
What about culture "wonders"? some of them require certian terrain like dunes or taiga.

What should be terrain progression for all terrains?
And what would be end goal? Lush? Grassland?
I'm sure that the Gaea Project from AND could be updated somewhat to C2C but you're talking about a major project with python programming as that's how it is implemented. I do not know the specifics on how it was setup. I just know its general intent from having used it once in AND when things were stable enough to get that far into a game.

We've discussed projects to place terrains and features on general health<->unhealth step definitions and warming<->cooling steps but we've never really gotten around to doing that so that terrains adjust on a sliding scale. Furthermore, the Gaea Project was defined long before our additional terrains and features were.

It would be a project for after nomadic start implementation so that we can use these stages of adjustment even during the early game to show the evolving landscape of the first couple of hundred thousand years, and then for the later game as the globe changes due to mankind's tamperings, both pollution and intentional, such as the Gaea Project.

For now, someone with python programming skills and the patience to look into it further will have to answer your questions. Not ALL buildings that require certain terrains and such in vicinity will stop functioning if it changes though. I think there's a tag that can keep that from happening on some buildings. Not sure what the tag is nor what buildings have it and which ones don't.
 
As far as I know terraforming is part of vanilla and has not been changed much in C2C, except planting trees actually works ( a bit of Python that replaces the improvement with the feature).
 
There were no terraforming game concepts implemented in Vanilla CivIV nor BtS. There has been some attempts throughout RoM and AND that we've inherited and I did some stuff to try to improve on it though I'm not sure if it's done right or not.
 
Well there is no global warming in game so terrain never changed during game.
Who says there is No Global warming? You Raxxo?
 
Many versions ago, if too many cities had the Global Warming autobuilding, that would trigger a change of many of the plots to less hospitable terrain. At some point that was disabled.
 
Many versions ago, if too many cities had the Global Warming autobuilding, that would trigger a change of many of the plots to less hospitable terrain. At some point that was disabled.
I remember that but did we re-enable that later and place it out further on the Air pollution table?
 
Who says there is No Global warming? You Raxxo?
Yep, it was disabled in game, I had air pollution above 1500 as experiment in a lot of cities from industrial era until nanotech era, and terrain didn't change.
There were global warming autobuildings, but all they did was reduce yeld slightly (by looking at total yield biggest cities were least affected) and add insignifact unhappiness/unhealthiness

I remember that but did we re-enable that later and place it out further on the Air pollution table?
How many global warming autobuildings you need for global warming them?
 
after the last svn update, there is such a unit,when you click on it the error is displayed. And when loading a game started before the patch there was such a mistake.
the second picture shows that I lost in a shipwreck tribal guardian despite the fact that he was in town and never sailed,a few moves earlier killed a tracker as well. It's a kind of madness.
A few moves have been killed and a worker. It seems now you cannot build units,they'll all drown on land.
 

Attachments

  • Civ4ScreenShot0012.JPG
    Civ4ScreenShot0012.JPG
    273.8 KB · Views: 48
  • Civ4ScreenShot0011.JPG
    Civ4ScreenShot0011.JPG
    167.6 KB · Views: 47
  • Civ4ScreenShot0013.JPG
    Civ4ScreenShot0013.JPG
    123.2 KB · Views: 81
Last edited:
Gah! Probably may mistake with the Neanderthal Mammoth Rider, I play with Neanderthals off so I would have seen that in my testing. I'll get it fixed in a couple of hours or so.
 
after the last svn update, there is such a unit,when you click on it the error is displayed. And when loading a game started before the patch there was such a mistake.
the second picture shows that I lost in a shipwreck tribal guardian despite the fact that he was in town and never sailed,a few moves earlier killed a tracker as well. It's a kind of madness.
A few moves have been killed and a worker. It seems now you cannot build units,they'll all drown on land.

2nd screenshot shows you are starting from Civ IV Warlords Instead of Beyond the Sword. This can cause problems. Please start the Mod from Beyond the Sword Menu screen.
 
I have fixed the middle one but have not had time to check out the first. Also the pedia is not working for any units at the moment. Not sure if it is something I have done or not. I wont get back to it until tomorrow at the earliest at this time.
 
Back
Top Bottom