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

still an error, [pls fix,

[239042.859] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
@Toffer90 can fix it probably.

Art define something somewhere is probably corrupt.

its here
Caveman2Cosmos\Assets\Structures.FPK (1 hit)Line 141239:
ATTACH:NodeFXChimsmke04:ATTACHABLE_CHIMNEYSMOKE

This file needs to be unpacked or something.
 
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I fixed four different errors like that in SVN rev. 9901

Either a new one has been introduced or magillicutty deleted one of the four I fixed by mistake when repacking the FPK's in rev. 10044

Edit: Yup, that is what happened; magillicutty forgot to include one of the fixes in the fpk when he repacked in rev. 10044.
 
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I fixed four different errors like that in SVN rev. 9901

Either a new one has been introduced or magillicutty deleted one of the four I fixed by mistake when repacking the FPK's in rev. 10044
I guess latter one.
 
I could continue game normally.
Press ctrl+shift+t to recalculate variables.
Your solution didn't work for me, unfortunately. Any other ideas ?
 
For Wise Woman found in hut before Herbalism it is impossible to enable BuildUp Disease Control I (when Herbalism is achieved later). There is workaround for the bug: enabling Restful Recovery, then (in next turn) BuildUp Disease Control I, but this is a waste of one turn (and not all knows the workaround).
 
@Toffer90 I remember you suggested a few more DLL fixes but I forget which ones, do you still remember?
The NPC teams are paying unit upkeep for no good reason, meaning unnecessary code is running for them.
It is no small/easy fix though, you will have to investigate/analyze code on your own to figure out why this is the case and how to fix it.
It is no big deal though, but a small project you could sharpen your edge a bit on.

There is also the pedia linking issue, here's a link to the post where I describe what must be done in the dll: LINK
 
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Something else that is now a regular occurrence that I forgot to mention awhile back. During End of Turn wait If you are going to get a Great Person the popup for the GP shows up in the midlle of the EoT wait. It used to pop up at the Start of the next turn. Any reason Why it is now in the middle of the EoT wait? And you Have to click the proceed button on the bottom of the GP Pop up to continue the EoT process.

Any ideas on what happened? Is this now standard procedure?
 
For Wise Woman found in hut before Herbalism it is impossible to enable BuildUp Disease Control I (when Herbalism is achieved later). There is workaround for the bug: enabling Restful Recovery, then (in next turn) BuildUp Disease Control I, but this is a waste of one turn (and not all knows the workaround).
Not a bug. The build up promotion has a tech prerequisite. After you get the tech you should be able to use it with the the wise woman.
 
Something else that is now a regular occurrence that I forgot to mention awhile back. During End of Turn wait If you are going to get a Great Person the popup for the GP shows up in the midlle of the EoT wait. It used to pop up at the Start of the next turn. Any reason Why it is now in the middle of the EoT wait? And you Have to click the proceed button on the bottom of the GP Pop up to continue the EoT process.

Any ideas on what happened? Is this now standard procedure?
There might be something i can look into there. Might. It could be a change Sparth made that I can't adjust.
 
Not a bug. The build up promotion has a tech prerequisite. After you get the tech you should be able to use it with the the wise woman.

Perhaps I was not clear.
I cannot enable this BuildUp even if I have Herbalism (unless I use the mentioned trick).
And this applies to a Wise Woman found in hut before achieving Herbalism.
Wise Woman build in city is not affected (I cannot say anything about Wise Woman found in hut after achieving Herbalism, because I never encountered such situation).
 
Perhaps I was not clear.
I cannot enable this BuildUp even if I have Herbalism (unless I use the mentioned trick).
And this applies to a Wise Woman found in hut before achieving Herbalism.
Wise Woman build in city is not affected (I cannot say anything about Wise Woman found in hut after achieving Herbalism, because I never encountered such situation).
I can confirm this is happening. Since I never build Wise Women I assumed that you had to upgrade them to get that buildup. I suspect the reason I never build them is because of this bug I assumed all Wise Women could not do disease control and so were useless.
 
Perhaps I was not clear.
I cannot enable this BuildUp even if I have Herbalism (unless I use the mentioned trick).
And this applies to a Wise Woman found in hut before achieving Herbalism.
Wise Woman build in city is not affected (I cannot say anything about Wise Woman found in hut after achieving Herbalism, because I never encountered such situation).
I'll look into it.
 
I almost always build wise woman and it does take a bit for them to get the 1st Disease promo. But they do get it eventually.
 
I almost always build wise woman and it does take a bit for them to get the 1st Disease promo. But they do get it eventually.
We've been having some missions and promos not being accessible when they should be according to reports but I'm not sure if there's an answer for it or not.

To those who are seeing problems like this Wise Woman not getting the disease control buildup when it's tech qualified, and the criminals being unable to infiltrate and so on, please post a savegame that exhibits the issue so that the host of possible reasons can be looked into. There may be good gamerule causes for this stuff that I'm just not thinking about. Would be easy enough to find with a save if it's an actual bug and if not then I can tell you what the deal is.

Here's a package of screenshots that showcase the issue.
I was wrong before about one thing though, I said neandethal NPC doesn't pay unit upkeep, they do, it is only the regular barbarian NPC team that doesn't pay unit upkeep; all the other NPC's do.
yeah that should get resolved and if you're willing to look into it Kation, that'd be a huge help, thanks!

@Thunderbrd: the debug change you did helped, now debug mode turns properly on when I use the Ctrl+Shift+Alt+D hotkey I made in PPIO. ^^
Very glad to hear that! You broke the seal though and now I'm gonna have to start doin' some stuff here and there. Ah well... ;)
 
Here's a save where Storytellers can't get Educate II well after Community.

Watchers and Enforcers can't get Policing II after Dualism either (Town Watchmen can). I hope this can be confirmed as a bug rather than an 'undocumented feature'. The proliferation of meaningless units doesn't help anyone, and I personally don't have money to burn on all the upgrades currently.
 

Attachments

@KaTiON_PT: I found a new dll oddity.

Spoiler dll code :
int CvPlayer::greatPeopleThreshold(bool bMilitary) const
{
int iThreshold;

if (bMilitary)
{
iThreshold = ((GC.getDefineINT("GREAT_GENERALS_THRESHOLD") * std::max(0, (getGreatGeneralsThresholdModifier() + 100))) / 100);​
}
else
{
iThreshold = ((GC.getDefineINT("GREAT_PEOPLE_THRESHOLD") * std::max(0, (getGreatPeopleThresholdModifier() + 100))) / 100);​
}

iThreshold *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getGreatPeoplePercent();
if (bMilitary)
{

iThreshold /= std::max(1, GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getTrainPercent());
}
else
{

iThreshold /= 100;
}

iThreshold *= GC.getEraInfo(GC.getGameINLINE().getStartEra()).getGreatPeoplePercent();
iThreshold /= 100;


return std::max(1, iThreshold);​
}
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Look like great generals/hunters are not scaled by gamespeed correctly.

I think the bold part above should be like this

if (bMilitary)
{

iThreshold *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getTrainPercent());
}
else
{

iThreshold *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getGreatPeoplePercent();
}
iThreshold /= 100;
I do realize that we may not want to scale great military person threshold the way we normally scale other stuff by gamespeed, it kinda scales itself when unit spawn frequency and the unit training cost of units is scaled by gamespeed.
Though it is a matter of fact that there are more combats on longer gamespeeds than on shorter ones, that each player train and kill more units through an eternity game than in a blitz game.
See my next post for the conclusion of this inner monologue that I'm currently sharing.
 
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