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

Guess who put Worldview Slavery and Cannabalism into the mod Yudistira.
Yeah I'll pass on the guessing game, but I'm not objecting to Worldview Slavery, and cannibalism hasn't even been mentioned.
 
I'm guessing you believe that slavery is too beneficial from either a gameplay or realism perspective, if those buildings remain available (all the mills and the Treadmill Crane are also deactivated, and none of those make any sense either). To me, it is just too unrealistic to consider, however good the reasons are otherwise.

To me it's like halving all your combat odds if you have Human Sacrifice, because the universe is angry with you.:rolleyes:

You say it is part of the Slavery mod, but worldview slavery was in C2C for many versions before this happened, was it not?
It was only fleshed out to the early medieval period. Historically all labour saving buildings are a bad idea if you have slavery because you are taking work away from slaves so they get a chance to look at their lot and realize that there are many more of them than masters. Slave revolts need still need to be implemented btw.
Guess who put Worldview Slavery and Cannabalism into the mod Yudistira.
He means me.
 
Historically all labour saving buildings are a bad idea if you have slavery because you are taking work away from slaves so they get a chance to look at their lot and realize that there are many more of them than masters. Slave revolts need still need to be implemented btw.
That's a fairly weak argument, but even accepting it completely, it's a reason for the buildings to give unhappiness and/or crime and/or instability - not for them to be magically unbuildable.

The factory I'm fine with for now, because a. it's at a time when slavery was abolished historically, and b. I can appreciate the argument that slavery (unpaid labour) made factories insufficiently economically viable.

Depending on the implementation, I will probably have no problem with slave revolts.
 
That's a fairly weak argument, but even accepting it completely, it's a reason for the buildings to give unhappiness and/or crime and/or instability - not for them to be magically unbuildable.

The factory I'm fine with for now, because a. it's at a time when slavery was abolished historically, and b. I can appreciate the argument that slavery (unpaid labour) made factories insufficiently economically viable.

Depending on the implementation, I will probably have no problem with slave revolts.
Slavery can be removed by lawyers, judges and great people - such unit must be in capital.

Buildings, that slavery blocks from building:
Street Cleaner, Treadmill Crane (its replacements are exempt from that), Watermill, Windmill, Donkey Mill, Lumber Mill, Modern Mill, Oxen Mill, Smelter (Steel), Factory.
 
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Slavery can be removed by lawyers, judges and great people - such unit must be in capital.

Buildings, that slavery blocks from building:
Street Cleaner, Treadmill Crane (its replacements are exempt from that), Watermill, Windmill, Donkey Mill, Lumber Mill, Modern Mill, Oxen Mill, Smelter (Steel), Factory.
Only because I haven't gotten to them yet:mwaha:
 
Dont know what this is??

Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'
 
Dont know what this is??

Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'
Sounds like something inside python or dll glitched.
Upload save.
 
Dont know what this is??

Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'
Given that that looks like only part of an error message it appears to be saying that one of the units has problems. The code
Code:
        unitInfo = gc.getUnitInfo(eUnit)
        BugUtil.debug("==== %s ====", unitInfo.getDescription())
      
        # generic unit
        classInfo = gc.getUnitClassInfo(unitInfo.getUnitClassType())
        eGenericUnit = classInfo.getDefaultUnitIndex()
contains a debug message. If you have debug on then it should printout the name of the unit that has the problem. The error is occurring on the classInfo = gc.getUnitClassInfo(unitInfo.getUnitClassType()) statement.

edit It actually prints out all the units it has done. The last one should be the one that is causing the error.
 
could it be from me taking out the module New_Cultures?
Yes, which would indicate that one of the units remaining in the assets you still have in place had its UnitClass type defined in that module.
 
could it be from me taking out the module New_Cultures?
Might be. I have not done any testing on that one as it is not my mod. I do get the error when I turn New_Cultures off. Probably one of the bits in the later eras (Modern+) have been written assuming the unit was core. I'll see if I can trace it down.

edit this is going to take awhile. I know I am behind on downloading from the SVN but every Tech or Terrain related file is failing validation because the schema files don't have bGlobal or bNational defined in them. Also a bunch of Pepper's files are returning an error saying there is a '/' somewhere were it shouldn't be.

My tutorial stuff is also failing btw.
 
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SVN 10419 updated to 10451.

On pressing EOT, the game just hangs. (running man).
 

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Could someone remind me of why a Barb city never grows?
 

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Could someone remind me of why a Barb city never grows?
I was told this was addressed. Huh. IMO, best way to address it would be to give the Barb leader trait a base +1 Culture (CommerceChanges).

Barb Cities will never consider constructing buildings that give culture. I'm sure that's one of the main things. More eval could be done to determine more on the subject.
 
I was told this was addressed. Huh. IMO, best way to address it would be to give the Barb leader trait a base +1 Culture (CommerceChanges).

Barb Cities will never consider constructing buildings that give culture. I'm sure that's one of the main things. More eval could be done to determine more on the subject.
Barbarian trait has +1% to culture, not +1.

Does barbarian leaders have this trait if playing without negative traits?
Or if you set game to no traits at all?

I did quick test: Apparently barbarians DON'T get culture in cities at all at least with one tile start.
Also if you select No Negative Traits, then barbarians doesn't have Barbarian trait too.
Spoiler :

Civ4BeyondSword 2019-02-19 09-11-11-89.jpg
Civ4BeyondSword 2019-02-19 09-11-53-45.jpg
Civ4BeyondSword 2019-02-19 09-12-11-42.jpg



Without one tile start they also don't get culture.
Spoiler :

Civ4BeyondSword 2019-02-19 09-20-20-25.jpg
Civ4BeyondSword 2019-02-19 09-20-11-36.jpg

 
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Is an autobuild that is only available to Barbarians that gives the +1 :culture: possible? I think you can limit a particular nation in vanilla but only as a unique building, ie a replacement for a normal building.
 
Is an autobuild that is only available to Barbarians that gives the +1 :culture: possible? I think you can limit a particular nation in vanilla but only as a unique building, ie a replacement for a normal building.
Barbarian culture building already provides +2 culture/turn.

I guess something in code prevents barbarians and possibly neanderthals from accumulating culture in city.
 
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