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

Has anything changed recently in relation to the meeting of other nations? It appears that in Whisperr's game she's been having some trouble 'meeting' civs she's seeing (and they are seeing her) and even attacking. However, the one she was attacking the city of and still hadn't 'met' WAS a new city emerged from a barbarian city. So was a minor. Still, it wasn't showing up in her civ list. Very strange behavior there.
I'll investigate it...
 
I've updated to SVN 9968 and the text error for the sea turtles is still there. I've tried deleting my cache and my working copy of Caveman2Cosmos and recopying over the SVN version to ensure it's properly up to date but the error is still there. Is this something that is baked into the savegame (and so the fix will only work with a new game) or did something in SVN 9968 overwrite 9967? Here is my savegame if you need to look at it:
 

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Check if this is behaving as expected now with SVN rev. 9968.
I did a quick test.

I have 53 animals next to my capital. I used them all to boost science. Before it I had 10 :gold: upkeep and 71 free unit support after it I have 0 upkeep and 45 free units. My :gold:/turn went from -8 to +2.

It makes sense. You have to pay some upkeep for subdued animals or for other units, more units means more upkeep. It's perfectly reasonable on the first glance. If I'll find some anomaly on the long term I'll get back to you but it seems fine for now.
 
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I've updated to SVN 9968 and the text error for the sea turtles is still there. I've tried deleting my cache and my working copy of Caveman2Cosmos and recopying over the SVN version to ensure it's properly up to date but the error is still there. Is this something that is baked into the savegame (and so the fix will only work with a new game) or did something in SVN 9968 overwrite 9967? Here is my savegame if you need to look at it:
From the code it seems like the text given when the sign is initially created is then stored in the save and will be the text that is used when the signs are updated, so I think that TXT_ERROR is baked into your save, I can look into adding a check in the sign display update code to see if the text starts with TXT_KEY_SIGN_ and make the code try to fetch the text that string represent. Maybe it will work...
 
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From the code it seems like the text given when the sign is initially created is then stored in the save and will be the text that is used when the signs are updated, so I think that TXT_ERROR is baked into your save, I can look into adding a check in the sign display update code to see if the text starts with TXT_KEY_SIGN_ and make the code try to fetch the text that string represent. Maybe it will work...

Had a feeling that might the case, I'm familiar with modding Skyrim and all the pitfalls it has, including scripts being baked into saves.
 
Grid and E-Education are unlocked way too early.(Computer Networks).
Both of them need ubiquitous internet access.
Civics and civic dependent buildings should be moved at least to Communication networks.
That is to when Digital currency is unlocked.

Grid may be moved to somewhere in-between at it is state utilizing networks and computers for mass surveillance.
E-Education may be moved further into future - for example when this fancy "Digital Lifestyle" (Online Community) or "Digital Identity" (Virtual Society) national wonders are unlocked.
That still would be Information era.
 
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Had a feeling that might the case, I'm familiar with modding Skyrim and all the pitfalls it has, including scripts being baked into saves.
Skyrim and the bethesda fallout games are extreme in the way all script variables and states are saved in the save file.
It is really very rarely that python script ever stores anything in the BtS save, map signs is the only case I know of that does this, might be a couple of other features too though.
There is usually no save game compatibility concerns in modding BtS python scripts.
 
@alberts2: I'm not sure if you can do anything about this - I might even be able to but I'm not sure. When you change a game option in world builder (which then requires shift-escape to get out of that screen because it doesn't have a scroll bar) the game functions with that change just fine but when you save and load the game later, the option has reset to what it was previously. Very odd.
 
@alberts2: I'm not sure if you can do anything about this - I might even be able to but I'm not sure. When you change a game option in world builder (which then requires shift-escape to get out of that screen because it doesn't have a scroll bar) the game functions with that change just fine but when you save and load the game later, the option has reset to what it was previously. Very odd.
Not really odd since the "normal" way out of that screen would be via a cancel or accept style set of buttons. Only the accept would save the changes any other way would not.
 
Exactly as expected. This warning was put there to show you what is happening when buildings are removed. It is part of the save game compatibility. Before it was introduced unused buildings could not be removed from the XML without causing existing games to CTD.

A purple button means that the art folder was not updated. It also means that you will get a CTD when you try and build the item.

Check your assets/art/interface/buttons/buildings folder there should be buttons for all the burial tradition buildings in there. They are on the SVN, I just checked.;)

I don't know why SVN didn't updated properly in my first attempt. I have deleted the content of the entire mod and rerun SVN and everything is fine now. Thanks :)
 
1. Did something happen to disease?? pic 1 ,,,, i have quite a few Healer's already in the city and from what i can see i need twice maybe 3 times more and i am only in Classical era/?

2. I am having a heck of a time also lately for cities that are on the SAME continent but a few stretches away from the capital, meaning, some of them even 15 spaces away takes about 10 times MORE turns ti build stuff, in that case it doesnt pay to build buildings, its a waste of time, IMPO. . .

3. The :yuck: is way out of control, almost every building has it and later it even worse, can someone pls try to correct, or i will, and if i do it, people wont like what i do. . .
 

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Not really odd since the "normal" way out of that screen would be via a cancel or accept style set of buttons. Only the accept would save the changes any other way would not.
It acts as if the option has been changed and if you go back in, you see the option is either selected or not as it was after you changed it. It's only when you save the game and reload that it resets and goes back to how it was prior to the change so it's not the way the game options screen has been exited.
 
Has anything changed recently in relation to the meeting of other nations? It appears that in Whisperr's game she's been having some trouble 'meeting' civs she's seeing (and they are seeing her) and even attacking. However, the one she was attacking the city of and still hadn't 'met' WAS a new city emerged from a barbarian city. So was a minor. Still, it wasn't showing up in her civ list. Very strange behavior there.
I haven't figured anything out yet, and I can't reproduce it in on my end... Is she playing with start as minor civs?
There are some BUG options regarding the scoreboard that can hide players from the board too.
 
There are few TEXT_KEY/ Capitalization issues in few places.

Spoiler Slave actions Text_Key error :
fpFIicg.jpg


Spoiler Some build actions start from uncapitalized letter (bottom of screenshot) :
qDxuLzZ.jpg


Spoiler Below Total Food Produced/For Population you can see +X wasted - this word should be capitalized. :
fA3n5ie.jpg
 
I haven't figured anything out yet, and I can't reproduce it in on my end... Is she playing with start as minor civs?
There are some BUG options regarding the scoreboard that can hide players from the board too.
No... but barbs becoming nations start as minors either way.

She has a save but we're both stuck workin' on stuff at the moment. I'll get her to post it when she can.
 
@alberts2 : the behavior that takes place at void CvSelectionGroup::clearMissionQueue() after the completion of a combat is a bit frustrating and I can't seem to figure out how to solve this. If all the final wrap-up segments of void CvUnit::updateCombat(bool bQuick, CvUnit* pSelectedDefender, bool bSamePlot, bool bArrest, bool bStealth) use clearMissionQueue, then the selection moves on to the next available group after completion of combat, whether it should or not. If it doesn't, it never leaves the selection and you can get stuck having the selection group selected and have to take some odd action to deselect them, like splitting them all up.

AKA, neither way works quite right and I can't see exactly why nor how to solve for it.

If you're willing to look into this, please do after my next commit so that you have the same thing I'm looking at and the other problems I've found for attack/movement have all been solved. I'll have that complete sometime on Sunday if I don't get too fouled up with the merge. I've managed to sort out everything but this issue that I was trying to solve. This one is one that SO has complained about, then it gets reversed and he complains about the opposite, then it gets fixed and he complains about it again because it gets broken all over again in the original way. It just has no current way to be correct for all situations it seems.
 
Cities needs 1.05x more food to grow, but they produce 1.05x more food effectively cancelling each other.
Just a note that the two modifiers don't cancel each other.
If a city has 100 base food and 100% bonus, a 5% increase is still 5.
If the city required 1000 food, and now requires 1050, in the 6 turns for a new pop the 5% bonus will produce only 30 food. This means that in this case, we were harmed by that setup, and they don't cancel each other.
This is part of the reason why keeping the population stupid in the early game is "good"- if you get -75% food required to grow, you will reach the maximum (as supported by the city's food supply) pop that much faster. (-30% from education doubled the speed, in this example)

@T-brd, was food required to work as it used to so that -50% food required means that we need 50% less food, or that growth is 50% faster? IE, -50% from 100 base will return a 50 food requirement, or 67?

1. Did something happen to disease?? pic 1 ,,,, i have quite a few Healer's already in the city and from what i can see i need twice maybe 3 times more and i am only in Classical era/?

I think the major change to disease was that you can't promote the units as much (note that they all still have a free promotion). I think you might have skipped a tier of healers, try to research it and upgrade. The system now encourages to use the latest ones, at least as long as you can get them more promotions.
I agree it's hard to fight the properties in the early game, though. It takes quite a number to keep properties under control, but it becomes a lot easier later.

3. The :yuck: is way out of control, almost every building has it and later it even worse, can someone pls try to correct, or i will, and if i do it, people wont like what i do. . .
I second this. If you build everything, it's impossible to keep cities healthy as you progress, regardless of properties. Maybe the unhealth should be switched to disease/fire/pollution, so that it could be mitigated?
 
Just a note that the two modifiers don't cancel each other.
If a city has 100 base food and 100% bonus, a 5% increase is still 5.
If the city required 1000 food, and now requires 1050, in the 6 turns for a new pop the 5% bonus will produce only 30 food. This means that in this case, we were harmed by that setup, and they don't cancel each other.
This is part of the reason why keeping the population stupid in the early game is "good"- if you get -75% food required to grow, you will reach the maximum (as supported by the city's food supply) pop that much faster. (-30% from education doubled the speed, in this example)

@T-brd, was food required to work as it used to so that -50% food required means that we need 50% less food, or that growth is 50% faster? IE, -50% from 100 base will return a 50 food requirement, or 67?
It seems each level of negative education reduces food needed to growth by 10%.

On first era you can get 10% reduction to food requirement for growth.
On 10th era you get 100% reduction to food growth requirement meaning growth every turn.
On last era you get 130% reduction to food growth meaning negative amount of food needed.....
Or reduction of food required for growth is calculated differently, so it can't overflow, when going deeply into negatives?
Civics also can increase/reduce food required for growth.

It would be nice if we could see what influences food requirements for city growth, like we can see what influences city productivity.

I set all civics for maximum food requirement reduction.
It seems like -5% reduction to food required actually acts as it speeded up growth rate by 5%.
That is -100% reduction to food required actually doubles growth speed not nullifies food requirement assuming no other modifiers present.

On Noble/Normal/Standard with default civics city needs 46 food to grow to size of 2.
I set iPopulationgrowthratepercentage to -1000 for Anarchy - one of default civics.
It didn't change to 46

I zeroed all <iPopulationgrowthratepercentage> in civics.
Now food cost is 46.

I increased one civic <iPopulationgrowthratepercentage> to 1000
Still food cost is 46.

Did I just discover bug?
Looks like civic iPopulationgrowthratepercentage is completly ignored in food cost calculations, at least for pop size of 1.

I'll do same things to palace.
<iPopulationgrowthratepercentage> of 1000: 506 food needed. 46*11 is 506 if it adjusted growth speed.
<iPopulationgrowthratepercentage> of -1000: 46 food needed. 46/11 = 4 if it adjusted growth speed.
<iPopulationgrowthratepercentage> of -99 : 1 food needed. 46/1.99 = 23 food if it adjusted growth speed.
Looks like if you get 10th negative education levels assuming baseline modifier was 0 then food growth calculator would break - that is assume modifier would be 0.
Also civics iPopulationgrowthratepercentage is not working at all.
It seems like someone was midway implementing this feature and then no one finished doing that.
 
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Flexible difficulty doesn't appear to be working. Even if I set max difficulty to noble and turn update time to 1, I am still at deity next turn (I am also on 670 pts and AI leader is at 860). I have it enabled as a game setting, and turned on in bug. Is it meant to work? I am on 9967.
 
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