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

latest svn build 10426b crashes on loading after showing error messages about building instances. conflicts resolved with theirs in update,

ggm
I just tested and I'm running fine with it. How long ago is your save from? Perhaps there's a conflict... Usually, those building instances are a sign of simply things having been removed in the XML that were there before, which is an indication to me that perhaps this game is from a long while back. It's possible it's not perfectly compatible?
 
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.
Aurora needs to change so that it is placed when the first explorer (any unit really) gets far enough north or south to see it.
 
Aurora needs to change so that it is placed when the first explorer (any unit really) gets far enough north or south to see it.
Maybe aurora should not be in one specific place on the map, because that is ridiculous.
Make it an autobuild that gives +1 happiness or +1% culture or something, and give it a latitude requirement.
 
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SVN 10427

I have researched Pottery and have wood/Prime Timber. Yet I can not build the Granary.

Edit.

Oops Brain Fade - forgot about the Potters Hut.
 
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SVN 10427

I have researched Pottery and have wood/Prime Timber. Yet I can not build the Granary.
You need to build Potters hut (provides pottery resource), it requires common or fine clay.
 
disregard cause corrupted file. works on reload.


get the following error with latest svn:

file cvartfilemgr.cpp
line 101
svn-rev 10426
expression false
message art_info
art -def-building-game-autobuild not found.

error is on startup
 
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You need to build Potters hut (provides pottery resource), it requires common or fine clay.

Why does a Granary which stores dry grain need a potters hut and clay. I can understand the need for liquids such as wine and olive oil etc. but not dry foods.

EDIT.

What is also confusing is that the Tech is called pottery and the bonus is called pottery.

So reading the tool tip for unconstructable buildings it just said 'requires Pottery'. Which I had just researched. The bonus name needs to be changed. Pots, vessels etc.
 
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Why does a Granary which stores dry grain need a potters hut and clay. I can understand the need for liquids such as wine and olive oil etc. but not dry foods.
Oh come on. Would you expect to lose the benefit if you didn't have grain? It stores all sorts of food, and requiring Pottery tech, it's not that surprising that it requires Pottery bonus. Does it say "Requires Pottery" twice on the mouseover?
 
Why does a Granary which stores dry grain need a potters hut and clay. I can understand the need for liquids such as wine and olive oil etc. but not dry foods.

EDIT.

What is also confusing is that the Tech is called pottery and the bonus is called pottery.

So reading the tool tip for unconstructable buildings it just said 'requires Pottery'. Which I had just researched. The bonus name needs to be changed. Pots, vessels etc.
Granary always required Pottery resource.

I guess pottery is first long term storage - you could make wooden buckets or leather sacks, but they aren't represented as resources.
As example Dairy Barn requires pottery or leather or wood or glassware.
DH said that it isn't realistic, but sometimes fun > realism.

This is why I always build resource producer first, if I don't produce such resource yet.
 
Granary always required Pottery resource.

I guess pottery is first long term storage - you could make wooden buckets or leather sacks, but they aren't represented as resources.
As example Dairy Barn requires pottery or leather or wood or glassware.
DH said that it isn't realistic, but sometimes fun > realism.

This is why I always build resource producer first, if I don't produce such resource yet.
The Egyptians used stone building to store large amounts of grain. Filled from the top and sealed. There was a sealed opening at ground level that was opened when the grain was needed. Pottery was used for individual homes storage at that time.
 
2. After holding a city for 400 turns (5 times the length of a trade deal/peace treaty), with no current culture pressure from other civs, I have only 35% culture in the city itself. Consequently it still has no land tiles it can work except using Fixed Borders. I suggest that I should be getting 50% culture in 80-100 turns in the city and at most another 50 turns for the adjacent tiles.
Welcome to the longer Game speeds.
 
The Egyptians used stone building to store large amounts of grain. Filled from the top and sealed. There was a sealed opening at ground level that was opened when the grain was needed. Pottery was used for individual homes storage at that time.
Granary requires Pottery and one of those resources: Bricks OR Wood OR Prime Timber.
I guess Stone as another alternative wouldn't change much of things here - wood is easy to obtain resource.
 
The thing is that pottery was so necessary that its one of the most reliable things we can find in archaeological sites now. If it doesn't have a necessity in the game, we're unable to even approach modelling how critical early people saw having it. Using it as a prereq for the Granary suggests that we're not just talking about a Granary with that building but a whole system of food collection and storage that represents far more efficient use of food and the time gathering it that is reflective of the benefit the Granary gives. For the same reason, perhaps Baskets should be a prereq for the Storage Pit... would take some looking at the tech tree to see if that would be a useful thing to establish or if it would cause more harm than good but I find that Baskets don't have nearly enough importance in the early prehistoric and this kind of game rationale could be a useful way of making it more important.

So yes, technically one should not require pottery to make a community building that stores food, but I think we should be seeing the Granary as a system of food storage rather than just the building itself. Otherwise we should break up the Granary benefit between it and something reflecting the personal improvement of food storage, cooking, transportation and so on that pottery products directly offers the citizenry.
 
The thing is that pottery was so necessary that its one of the most reliable things we can find in archaeological sites now. If it doesn't have a necessity in the game, we're unable to even approach modelling how critical early people saw having it. Using it as a prereq for the Granary suggests that we're not just talking about a Granary with that building but a whole system of food collection and storage that represents far more efficient use of food and the time gathering it that is reflective of the benefit the Granary gives. For the same reason, perhaps Baskets should be a prereq for the Storage Pit... would take some looking at the tech tree to see if that would be a useful thing to establish or if it would cause more harm than good but I find that Baskets don't have nearly enough importance in the early prehistoric and this kind of game rationale could be a useful way of making it more important.

So yes, technically one should not require pottery to make a community building that stores food, but I think we should be seeing the Granary as a system of food storage rather than just the building itself. Otherwise we should break up the Granary benefit between it and something reflecting the personal improvement of food storage, cooking, transportation and so on that pottery products directly offers the citizenry.
Pottery replaces stone containers for storage not baskets. It is cheaper and lighter but breaks just as easily. Baskets are OK for transport and temporary storage of food stuffs but pottery and stone are better. They are much better than baskets at keeping the pests out.

Baskets and sacks are good transport containers unless you are talking about breakable goods. Then if you are trading by boat pottery "shipping containers" become useful. Liquids need pottery to transport at least until barrel making becomes a thing in the late iron age. Until pottery glazing becomes cheap, pottery used in oil transport is one use because it is to hard to clean it well enough for reuse. If we had Nomadic Start I would have baskets double the carrying capacity of the tribe while stone/pottery vessels would increase the length of time goods last or in Civ IV terms store food after population expansion.

In the early industrial era breakage when transporting pottery and glassware was around 90% until they learned from, the Classic era and also built proper roads.

Historically lacquerware has made glassware obsolete or more correctly irrelevant until Chemistry. Something I would like to represent in C2C by making the Glassware tech a dead end tech and very costly if you have lacquerware until you get Chemistry. Yes we have the code to change the cost based on what bonuses you have, I just have not included it yet.
 
If we had Nomadic Start I would have baskets double the carrying capacity of the tribe while stone/pottery vessels would increase the length of time goods last or in Civ IV terms store food after population expansion.
That was always something I've had in mind as well.

Storage pits come a long ways before granaries though and I figured for now, with Baskets being and storage pits being much much earlier techs than pottery, we might be able to make baskets a prereq for storage pits for much the same reasoning that pottery is for granaries.
 
That was always something I've had in mind as well.

Storage pits come a long ways before granaries though and I figured for now, with Baskets being and storage pits being much much earlier techs than pottery, we might be able to make baskets a prereq for storage pits for much the same reasoning that pottery is for granaries.
I have Farming Pictures for Advanced Grain Storage and Cropping Methods!!!
 
Is this only mine?? No Great Wonders in pedia area, pic1

raceback (most recent call last):
File "CvScreensInterface", line 464, in pediaMain
File "SevoPediaMain", line 314, in pediaJump
File "SevoPediaMain", line 399, in showContents
File "SevoPediaMain", line 712, in placeGreatWonders
File "SevoPediaMain", line 1013, in placeItems
RuntimeError: unidentifiable C++ exception
ERR: Python function pediaMain failed, module CvScreensInterface
 

Attachments

  • GW.JPG
    GW.JPG
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Is this only mine?? No Great Wonders in pedia area, pic1

raceback (most recent call last):
File "CvScreensInterface", line 464, in pediaMain
File "SevoPediaMain", line 314, in pediaJump
File "SevoPediaMain", line 399, in showContents
File "SevoPediaMain", line 712, in placeGreatWonders
File "SevoPediaMain", line 1013, in placeItems
RuntimeError: unidentifiable C++ exception
ERR: Python function pediaMain failed, module CvScreensInterface
Possibly this
10423
Removed all <iExtraPlayerInstances>-1</iExtraPlayerInstances>, now all property reducing ordinances instead of some are buildable.
Probably this made some wonders buildable too.
Now only Palace has <iExtraPlayerInstances> tag used (with value of 1).
Removing all the -1's would replace them with zeros.

The Python calls a dll function on the building called getBuildingClassType. It depends on how that is done in the dll.
 
Possibly this

Removing all the -1's would replace them with zeros.

The Python calls a dll function on the building called getBuildingClassType. It depends on how that is done in the dll.
Apparently ALL buildings with iExtraPlayerInstances of -1 were either regular or special buildings.
I removed this because ordinances weren't working (<iExtraPlayerInstances>-1<iExtraPlayerInstances> makes wonders unbuildable) - I converted ordinances to national wonders (were special buildings), they have cost of Judge.
It was used only in main assets and Faustmouse module.

<iExtraPlayerInstances>-1<iExtraPlayerInstances> should never be used.

I cleaned up mod, so I have default pedia. It normally opened wonders page.
Spoiler :

Civ4BeyondSword 2019-02-07 09-56-01-68.jpg


I guess file was corrupted @strategyonly that is you need to do cleanup.
 
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