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

@Thunderbrd or @Toffer90 something wrong is with ALLOWS_IMPROVEMENT_UPGRADE - this text seems to appear very inconsistently (allows X to upgrade to Y).
I've been staring at this for 5 minutes trying to figure out what you want us to see...
 
I've been staring at this for 5 minutes trying to figure out what you want us to see...
Some techs, that unlock improvements, that are upgrade of other improvements display text "Allows Improvement X to upgrade to Improvement Y".
Not all techs unlocking upgraded improvements display this text.
 
Some techs, that unlock improvements, that are upgrade of other improvements display text "Allows Improvement X to upgrade to Improvement Y".
Not all techs unlocking upgraded improvements display this text.
You're seeing the tech that unlocks being defined in the XML but not properly being defined in the pedia listing?

Give me a specific example of one that works and one that fails, not images, just the XML names for them.
 
You're seeing the tech that unlocks being defined in the XML but not properly being defined in the pedia listing?

Give me a specific example of one that works and one that fails, not images, just the XML names for them.
Planetary Economics displays text correctly (Hybrid Forest - upgrade to Treefarm is unlocked here)
Ecology doesn't (Treefarm - upgrade to Lumbermill is unlocked here, note that I changed it in last SVN)
 
1. In my largest city in late Renaissance (many AI cities are bigger), each engineer specialist gives 190+ culture per turn. Isn't that way too much? I'm thinking anything more than 30 is OP. This explains why my city governors are running mostly engineers, and so all my GPs are engineers too.
@Yudishtira I really would like a save that shows this! I'm quite interested in solving this one.
@Thunderbrd something is horribly broken.
I can build only 3 ordinances out of 8 or 9 available, and I removed ALL prereqs from them as test (uploaded file with ordinances without requirements).

Can you check what is happening?
It seems like they had phantom obsoletion or tech requirements, since they aren't visible of start of game (you need to use file I provided, so all ordinances should be visible on beginning of game).
They all are national wonders placable by Judge.
If you don't hide buildings in BUG options, then it should be grayed out if unbuildable.
It is always hidden, if you don't have tech requirement and if building is obsolete.
Is there a save to go with this?
 
Is there a save to go with this?
Once again I say, that I provided file, that removes requirements for property removing ordinances.
Even without requirements only some ordnances are showing on game start, and they all should appear on beginning, since they have no requirements (you need replace file).
In this case you should see all 8 or 9 ordinances on game start instead of three.

Alternatively you can try Snofru's save few posts earlier - it contains this bug. There is no need to replace special buildings file in case of his save.

Here is example building
It should be buildable on game start, since there are no requirements (I removed them as test).
Code:
<BuildingInfo>
            <!-- Ordinance - Clean Water Act -->
            <BuildingClass>BUILDINGCLASS_CLEANWATER_ACT</BuildingClass>
            <Type>BUILDING_CLEANWATER_ACT</Type>
            <Description>TXT_KEY_BUILDING_CLEANWATER_ACT</Description>
            <Civilopedia>TXT_KEY_BUILDING_CLEANWATER_ACT_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_CLEANWATER_ACT_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <!-- Graphical and interface -->
            <ArtDefineTag>ART_DEF_BUILDING_CLEANWATER_ACT</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <!-- Construction cost -->
            <iCost>150</iCost>
            <!-- Main effects -->
            <CommerceChanges>
                <iCommerce>-5</iCommerce>
            </CommerceChanges>
            <FreeBuilding>BUILDINGCLASS_CLEANWATER_ACT_EFFECT</FreeBuilding>
            <!-- Special Health and Happiness  modifiers -->
            <iGlobalHealth>2</iGlobalHealth>
            <iAIWeight>1</iAIWeight>
        </BuildingInfo>

Code:
       <BuildingClassInfo>
           <Type>BUILDINGCLASS_CLEANWATER_ACT</Type>
           <Description>TXT_KEY_BUILDING_CLEANWATER_ACT</Description>
           <iMaxGlobalInstances>-1</iMaxGlobalInstances>
           <iMaxTeamInstances>-1</iMaxTeamInstances>
           <iMaxPlayerInstances>1</iMaxPlayerInstances>
           <iExtraPlayerInstances>-1</iExtraPlayerInstances>
           <DefaultBuilding>BUILDING_CLEANWATER_ACT</DefaultBuilding>
       </BuildingClassInfo>

It appears I managed to fix it: Something is glitchy about <iExtraPlayerInstances>-1</iExtraPlayerInstances> entry, when I removed it then ordnance (with removed prereqs) appeared.
First screenshot is without <iExtraPlayerInstances>-1</iExtraPlayerInstances>
Second screenshot is with <iExtraPlayerInstances>-1</iExtraPlayerInstances>
Spoiler :

Civ4BeyondSword 2019-02-03 22-01-01-75.jpg

Civ4BeyondSword 2019-02-03 22-16-23-94.jpg


Here is Snofru's save, where I moved things needed to build ordinances.
It was used only in main assets and LunarColony module

Apparently I can safely throw out that <iExtraPlayerInstances>-1</iExtraPlayerInstances>
 

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Once again I say, that I provided file, that removes requirements for property removing ordinances.
Even without requirements only some ordnances are showing on game start, and they all should appear on beginning, since they have no requirements (you need replace file).
In this case you should see all 8 or 9 ordinances on game start instead of three.

Alternatively you can try Snofru's save few posts earlier - it contains this bug. There is no need to replace special buildings file in case of his save.

Here is example building
It should be buildable on game start, since there are no requirements (I removed them as test).
Code:
<BuildingInfo>
            <!-- Ordinance - Clean Water Act -->
            <BuildingClass>BUILDINGCLASS_CLEANWATER_ACT</BuildingClass>
            <Type>BUILDING_CLEANWATER_ACT</Type>
            <Description>TXT_KEY_BUILDING_CLEANWATER_ACT</Description>
            <Civilopedia>TXT_KEY_BUILDING_CLEANWATER_ACT_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_CLEANWATER_ACT_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <!-- Graphical and interface -->
            <ArtDefineTag>ART_DEF_BUILDING_CLEANWATER_ACT</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <!-- Construction cost -->
            <iCost>150</iCost>
            <!-- Main effects -->
            <CommerceChanges>
                <iCommerce>-5</iCommerce>
            </CommerceChanges>
            <FreeBuilding>BUILDINGCLASS_CLEANWATER_ACT_EFFECT</FreeBuilding>
            <!-- Special Health and Happiness  modifiers -->
            <iGlobalHealth>2</iGlobalHealth>
            <iAIWeight>1</iAIWeight>
        </BuildingInfo>

Code:
       <BuildingClassInfo>
           <Type>BUILDINGCLASS_CLEANWATER_ACT</Type>
           <Description>TXT_KEY_BUILDING_CLEANWATER_ACT</Description>
           <iMaxGlobalInstances>-1</iMaxGlobalInstances>
           <iMaxTeamInstances>-1</iMaxTeamInstances>
           <iMaxPlayerInstances>1</iMaxPlayerInstances>
           <iExtraPlayerInstances>-1</iExtraPlayerInstances>
           <DefaultBuilding>BUILDING_CLEANWATER_ACT</DefaultBuilding>
       </BuildingClassInfo>

It appears I managed to fix it: Something is glitchy about <iExtraPlayerInstances>-1</iExtraPlayerInstances> entry, when I removed it then ordnance (with removed prereqs) appeared.

Unnecessary text is displayed though (prereqs are intact in screenshot).
Second screenshot is with unchanged ExtraPlayersInstance tag.
Ordnances aren't available (bug), and text displaying how many wonders are left to build is displayed randomly (Most module wonders don't use this tag).

Here is Snofru's save, where I moved things needed to build ordinances.

That is <iExtraPlayerInstances>-1</iExtraPlayerInstances> hides text saying how many wonders is left to build, but also sometimes hides wonders themselves.

It was used only in main assets and LunarColony module
Ok, solved. You were apparently working on this while I was and I did not see your edits. That said, you're pretty much on it. iExtraPlayerInstances doesn't just hide the buildings but when set to -1 makes any limited building (national wonder, world wonder, team project) with a limit of 1 be completely unbuildable by a unit or any other means. iExtraPlayerInstances IS NOT a -1 by default. So everywhere it was set to -1 in the XML is an error. It's default is actually 0 and the only use it should have is on the Palace, to have a definition of 1. I have a BuildingClassInfos file that fixes this now.

If you're taking care of modularized instances where that -1 is applied at least, that would be appreciated.
 
Ok, solved. You were apparently working on this while I was and I did not see your edits. That said, you're pretty much on it. iExtraPlayerInstances doesn't just hide the buildings but when set to -1 makes any limited building (national wonder, world wonder, team project) with a limit of 1 be completely unbuildable by a unit or any other means. iExtraPlayerInstances IS NOT a -1 by default. So everywhere it was set to -1 in the XML is an error. It's default is actually 0 and the only use it should have is on the Palace, to have a definition of 1. I have a BuildingClassInfos file that fixes this now.

If you're taking care of modularized instances where that -1 is applied at least, that would be appreciated.
Main assets and one module file had those that is over 350 entries.
I removed those and committed in svn.
You can see all places where this tag was used.

It was used VERY randomly - not all autobuilds had it, not all regular buildings had it, some wonders had it.
Three ordnances were buildable despite having <iExtraPlayerInstances>-1<iExtraPlayerInstances>

It seems like modders blindly copycatted that thing for 10 years, but somehow it didn't spread to other modules.

Palace is only one, that uses <iExtraPlayerInstances>, and its of value "1".
 
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Well, try to see where it may be coming from in the pedia, in the city list, etc.
Okay, mostly false alarm. The mouseover is giving the cumulative culture for all the engineer specialists. Only for culture, clearly a bug. Same for all other specialist types, as far as I can see.
 
Okay, mostly false alarm. The mouseover is giving the cumulative culture for all the engineer specialists. Only for culture, clearly a bug. Same for all other specialist types, as far as I can see.
Ok, please still provide a save. Ours isn't showing this on our end. Maybe show me with a clip image that shows it if you can so I know exactly where you are hovering. That might be even more valuable than a save.
 
Ok, please still provide a save. Ours isn't showing this on our end. Maybe show me with a clip image that shows it if you can so I know exactly where you are hovering. That might be even more valuable than a save.
I'm hovering on the plus or minus sign next to the engineer (or other) specialist in the city screen. There are currently (say) 30 engineers, and the mouseover gives an 'Actual:' figure of (say) +149.1 culture.

Here's the save if you still need it. The capital illustrates the issue as well as anywhere.
 

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I'm hovering on the plus or minus sign next to the engineer (or other) specialist in the city screen. There are currently (say) 30 engineers, and the mouseover gives an 'Actual:' figure of (say) +149.1 culture.

Here's the save if you still need it. The capital illustrates the issue as well as anywhere.
Yeah there is clearly a bug here. I have cleaned up part of it but there yet may be more so I am still researching things
Thanks for the save.
 
The "Animated Movie Featuring National Wonder" (AMFNW) building is a great idea (and new to me). But I think it is not working as intended. I think it should work with any Wonder of Nature but here it requires the Auyántepui (maybe because it is the 1st in alphabet??). The Auyántepui is not in my reach and maybe not even existing on my map and therefore I can´t build a single "Animated Movie Featuring National Wonder". I have cities next to other Wonder of Natures, e.g. Mount Everest but I can´t build the AMFNW anywhere.
 
The "Animated Movie Featuring National Wonder" (AMFNW) building is a great idea (and new to me). But I think it is not working as intended. I think it should work with any Wonder of Nature but here it requires the Auyántepui (maybe because it is the 1st in alphabet??). The Auyántepui is not in my reach and maybe not even existing on my map and therefore I can´t build a single "Animated Movie Featuring National Wonder". I have cities next to other Wonder of Natures, e.g. Mount Everest but I can´t build the AMFNW anywhere.
This one was done by @Dancing Hoskuld
I don't know what he wanted to do with it and why it was abandoned.
 
The "Animated Movie Featuring National Wonder" (AMFNW) building is a great idea (and new to me). But I think it is not working as intended. I think it should work with any Wonder of Nature but here it requires the Auyántepui (maybe because it is the 1st in alphabet??). The Auyántepui is not in my reach and maybe not even existing on my map and therefore I can´t build a single "Animated Movie Featuring National Wonder". I have cities next to other Wonder of Natures, e.g. Mount Everest but I can´t build the AMFNW anywhere.
It is a homage to the movie "Up!". Auyántepui was added late and the person who worked on converting them to C2C was not around any more. That meant that it had nothing special or even ordinary about it. If you are going to make the "Animated Movie Featuring National Wonder" building available to all natural wonders then you need to do something to make Auyántepui in line with the other natural wonders or remove it completely.

This one was done by @Dancing Hoskuld
I don't know what he wanted to do with it and why it was abandoned.
It is working as intended and was never abandoned.

I like the idea that in some games it is not possible to build everything.
 
It is a homage to the movie "Up!". Auyántepui was added late and the person who worked on converting them to C2C was not around any more. That meant that it had nothing special or even ordinary about it. If you are going to make the "Animated Movie Featuring National Wonder" building available to all natural wonders then you need to do something to make Auyántepui in line with the other natural wonders or remove it completely.


It is working as intended and was never abandoned.

I like the idea that in some games it is not possible to build everything.
Ah so its Easter egg.

Building name sounds like it could require any national wonder though.
Auyántepui is like any natural wonder by the way.
That is there is building requiring it that gets and loses yields from techs.

Craters and volcanoes are unique, as it allows few other buildings. There are is landform myth enabling wonder too.

Aurora has NO buildings related to it.
Aurora could get building, that gets and loses yields with techs like stargazing, astrology, geocentrism, astronomy, space tourism, space stations and few other such techs.

Improvements and cities should be placable on tile containing aurora.
 
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latest svn build 10426b crashes on loading after showing error messages about building instances. conflicts resolved with theirs in update,

ggm
 
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