Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

So you would prefer that a player that has built the neanderthal culture can both train Brute and Neanderthal Brute. This will mean that the unit list in cities will be almost twice as long with a lot of similar units where the neanderthal version is always better than the human version. This is basically how it was before one of my latest commits.
Yes but it's not always better. They are usually stronger. They also all cost more than the human version. The dogs and some other units aren't any stronger... just cost more. And they have, as noted, upgrade issues once you lose access at sed lifestyle, usually trapping your neanderthal trackers as just trackers unable to upgrade to hunters. (they are in the field so couldn't get back to update before sedentary lifestyle cut off further access to neanderthals and thus further ability to upgrade.)

I was also going to say you might only want to train neanderthal warriors to throw at your human neighbor but the wonder you had to build gives away who built it so that's not really an issue there.

I would prefer it if the human scout could upgrade to Neanderthal tracker, and the neanderthal tracker cannot upgrade to human Hunter, but the Neanderthal Hunter can upgrade into human Ranger. This is doable in xml while keeping the "force obsoleting" of the human equivalent of neanderthal units.
hmm... I've gotta think on that.
Also, in this version and in several versions before this, I have a bug with Great Wonder counter. After transition to Ancient era, several Prehistoric era GW become obsolete. And GW counter in city should be decreased by number of obsolete GW. Bug is that counter is not decreased, but reset to 0. While I still have Ikhanda (does not become obsolete), for example.
I'll have to look into that.
But then again maybe the hover overs are no longer correct? Who knows?
They might not be all able to list on the screen. You'd probably need to see them in the pedia. But the hoverovers are based directly on the xml so cannot be incorrect.
One thing we wanted to do but was put in the "too hard" basked for now, was to let many units enter mountains before Mountaineering if there was a trail. To simulate Hannibal's crossing the Alps. Some units would not be able to enter the mountains without a better path eg wheeled might require paved roads to traverse a mountain range.
I'm happy enough allowing a unit that can lead other units through to be the requirement until mountaineering, even if there is a trail. It's certainly a movement rule issue to reprogram it to be otherwise.

However, Mules cannot build anything but routes on peaks while Llamas can build the stone tool workshop on the peak and the mountain mine eventually. Should mules now be able to build on peaks? I was going to simply go in and change it but I figure some discussion is warranted first.
 
However, Mules cannot build anything but routes on peaks while Llamas can build the stone tool workshop on the peak and the mountain mine eventually. Should mules now be able to build on peaks? I was going to simply go in and change it but I figure some discussion is warranted first.
In a recent game I noticed a few things that need to be examined with regards to mountains and think it will require a bit of discussion and experimentation to see if it can be achieved with what we already have. A couple of the things are:-
  • Do we need a new terrain feature "Mountain Pass" which allows most units to enter the plot and worker units to build routs and improvements?
  • We currently can't build fortifications in mountains and yet historically that is a very important feature.
 
In a recent game I noticed a few things that need to be examined with regards to mountains and think it will require a bit of discussion and experimentation to see if it can be achieved with what we already have. A couple of the things are:-
  • Do we need a new terrain feature "Mountain Pass" which allows most units to enter the plot and worker units to build routs and improvements?
  • We currently can't build fortifications in mountains and yet historically that is a very important feature.
1) A feature? Interesting idea. Say more on how you'd want to use it. It would take some extra programming to make it possible to work as you suggest.
2) I agree. I wonder if maybe special mountain fortresses are a good idea.

Taipei 101 is way too cheap. In my game it costs 4752 :hammers: , the Gateway Arch which comes in the same timeframe costs 22809 :hammers:.
OK. I'll take a look at the costing on that.
 
v. 9963.

At loading screen:
XML Error #1
Tag: BUILDINGCLASS_CAVE in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #2
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #3 (yes, it is same as #2)
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
I have not been able to replicate this. Is anyone else having the problem?
 
Marano Glassmakers is spelled wrong, should be Murano. Murano is a district of Venice on a separate island where the glass makers were separated from the rest of the world to keep their secrets. There is still glass sold (and made?) there.

The Pedia entry for the Lead Glass Technology does not mention the Murano Glassmakers, btw.
 
Marano Glassmakers is spelled wrong, should be Murano. Murano is a district of Venice on a separate island where the glass makers were separated from the rest of the world to keep their secrets. There is still glass sold (and made?) there.

The Pedia entry for the Lead Glass Technology does not mention the Murano Glassmakers, btw.
Dyslexia strikes again. It has been a bad week for that. My new modem has a 20 character default password and I don't think it could have been designed worse! 8s next to Bs and so on.

Yes, I know where it is and they are not mentioned in the pedia because they post date the invention of clear crystal but they are those known for it now.
 
There seem to be a bug with the pathing, for some reason. I cannot get my unit slave to move to certain tiles, as seen in the SS. The mounted infantry can move without an issue.
A save is attached.
It means that tile is occupied by hidden unit. Like Thief, Exile, Ambusher, etc. Civilian units can't attack, so they can't move onto hidden units.
Also, it seems civilian units can't go onto enemy fort, even if it is empty.
 
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There is no BUILDINGCLASS_CAVE anywhere in the XML except in a comment. Maybe it is a cache thing:confused:
I've cleared twice: C:\Users\<name>\AppData\Local\My Games\Beyond the Sword\cache

Here is contents of e:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
Spoiler :

<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by lcollins (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Building Infos -->
<Civ4BuildingInfos xmlns="x-schema:Burial_Traditions_CIV4BuildingsSchema.xml">
<BuildingInfos>
<BuildingInfo>
<!-- Caves -->
<BuildingClass>BUILDINGCLASS_CAVE</BuildingClass>
<Type>BUILDING_CAVE</Type>
<Description>TXT_KEY_FEATURE_CAVE</Description>
<Civilopedia>TXT_KEY_FEATURE_CAVE_PEDIA</Civilopedia>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_CAVE_DWELLING</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<!-- Prerequisites -->
<PrereqOrFeature>
<PrereqFeature>
<FeatureType>FEATURE_CAVE</FeatureType>
<bPrereqFeature>1</bPrereqFeature>
</PrereqFeature>
</PrereqOrFeature>
<FreeBuilding>BUILDINGCLASS_CAVE_EFFECT</FreeBuilding>
<TechCommerceChanges>
<TechCommerceChange>
<PrereqTech>TECH_TOURISM</PrereqTech>
<TechCommerce>
<iCommerce>1</iCommerce>
</TechCommerce>
</TechCommerceChange>
</TechCommerceChanges>
<!-- Construction cost -->
<iCost>-1</iCost>
<bAutoBuild>1</bAutoBuild>
</BuildingInfo>
<BuildingInfo>
<!-- Caves -->
<BuildingClass>BUILDINGCLASS_CAVE_EFFECT</BuildingClass>
<Type>BUILDING_CAVE_EFFECT</Type>
<Description>TXT_KEY_BUILDING_CAVE_EFFECT</Description>
<Civilopedia>TXT_KEY_BUILDING_CAVE_EFFECT_PEDIA</Civilopedia>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_CAVE_DWELLING</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<!-- Construction cost -->
<iCost>-1</iCost>
</BuildingInfo>
</BuildingInfos>
</Civ4BuildingInfos>
 
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Here is contents of e:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
Apparently, this file should not exist in current version of Caveman2Cosmos mod?
 
That is right. It doesn't. I deleted it as part of my last update a couple of days ago.
Doesn't always remove it from the SVN unless you use the tortoise->delete command on the file.
 
Advanced Ironclad ships cannot attack enemy Razzia Pirates, they simply share a tile. Is this expected behaviour? How am I supposed to get rid of these pesky pirates?
Show me a save on that please.
 
It means that tile is occupied by hidden unit. Like Thief, Exile, Ambusher, etc. Civilian units can't attack, so they can't move onto hidden units.
Also, it seems civilian units can't go onto enemy fort, even if it is empty.
I'm trying to clear some of this up but some can and some can't be.
 
Doesn't always remove it from the SVN unless you use the tortoise->delete command on the file.
That is what I always use.

Normally I get to finish a whole folder and delete that. I also use syncronizing software to sync with my copy of the SVN. I don't use the actual SVN version as my work one. Perhaps, since it was only one file, it was missed when they were updating their play version if they are not playing directly with the SVN version. I did not explicitly say I removed a file.
 
Advanced Ironclad ships cannot attack enemy Razzia Pirates, they simply share a tile. Is this expected behaviour? How am I supposed to get rid of these pesky pirates?
Umpf, this is quite embarrassing :blush: . I looked for a save and found it. And say what, the Pirate ship was my own one, it just was on automation and for some reason crossed before my coast. Sorry for this!
 
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