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

Post the save.

It's possible there could be some other small modifications that are counted in those that aren't actually TD or WFL as they take a total then assume all modifications past that total are one or the other in the display coding. Might just need to somehow include that modification source into the main number somehow. Nothing has been done that should've been able to disconnect the No Tech Handicaps for Humans option recently.

Here is the save, should have posted it earlier, sorry about that:
 

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I get a crash when I press turn. This is on a GEM, get the same problem when on a script.
I fixed this. The discovery of what was wrong may answer to @SteelSterling's crash on game generation as well IF he's using Pure Traits and NOT using No Positive Traits on Gamestart. Neither of these settings I use in those ways, which would also answer why I couldn't duplicate the crash on game generation.
 
I've come accross an annoying glitch where the tech popup will appear very briefly and go away before I can read it. Then once I've finished my turn I cannot press Enter to go to the next turn (I can force it with Shift+Enter), this behaviour persists unless I exit and then reload my savegame, however once I research another tech or I get a Top 8 popup this same situation arises..

I can get this savegame to do this behaviour when first loaded from starting the game but if I reload it when inside the game it won't do that, (ugh horrible sentance try not to type at 2am in the morning)
 

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  • [Late]'#464-Jamie At-Prehisto-Etern-Gigan-Immor.CivBeyondSwordSave
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I've come accross an annoying glitch where the tech popup will appear very briefly and go away before I can read it. Then once I've finished my turn I cannot press Enter to go to the next turn (I can force it with Shift+Enter), this behaviour persists unless I exit and then reload my savegame, however once I research another tech or I get a Top 8 popup this same situation arises..

I can get this savegame to do this behaviour when first loaded from starting the game but if I reload it when inside the game it won't do that, (ugh horrible sentance try not to type at 2am in the morning)
I'll see what I can do but I can't say I've ever seen anything like this so it's a bit interesting to say the least.
 
I was afraid you'd say that...

The easiest way to find the animals is in Military Advisor, Location sort, Domestic City and Territory, under the third Green Man (harmless animals).

The first hunter I used is 4 east and 1 south of the dart frog city, which is what he attacked. He needs 3 moves because he had moves left after the two dart frogs, so he might need Enhanced March or whatever. When the snakes disappeared, I moved him back east towards his start position.

The second hunter is 6 north and 1 east of the same city Bubastis. I think he also needs Enhanced March. Assuming the snakes have reappeared for you, right-click on them to attack. For me they disappeared during that attack approach. I moved back two tiles north where I ran out of moves, and that was when they reappeared.
Unfortunately, this save does not replicate the situation you explain. However, I think I can probably create a way to replicate this and I have seen it happen in play so I'll work on it with the highest priority from here until I've got it sorted.
 
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CTD (replicateable) when come to "Locks"
SVN revision: 10480 along wth "FIXED_GEM_ preset_No_Custom_Civs" => https://forums.civfanatics.com/threads/fixed_gem_-preset_no_custom_civs.628612/
the save you may download here:as Friedrich v. Chr.-6821.zip
https://workupload.com/file/r2gADW8W

Edit
neues sav hier: https://workupload.com/file/6XjA9bGD
( Friedrich v. Chr.-6821-svn-updated.7z )
updated to SVN revision: 10484, let run recalculation, click next turn, same result: CTD
Happy to look into it.
 
Just got 10486 and I've got SO's problem - a hang anytime I try to get into the city screen. So far I've tried it from the production popup and from the flag on the main screen.
 

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Just got 10486 and I've got SO's problem - a hang anytime I try to get into the city screen. So far I've tried it from the production popup and from the flag on the main screen.
k, I'll take a look at it.
 
SVN10487
Something wrong, why are missed? The same thing is in many other screen (covern, etc)
I saw that also in precedent versions, cannot understand what i do wrong, please help.
aaa0000.JPG

Another thing: I've got copper (as you see), but cannot use it nor for units neither for smelters
aaa20000.JPG
 

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SVN10487
Something wrong, why are missed? The same thing is in many other screen (covern, etc)
I saw that also in precedent versions, cannot understand what i do wrong, please help.View attachment 520999
Another thing: I've got copper (as you see), but cannot use it nor for units neither for smeltersView attachment 521005
1. Sounds like @Thunderbrd messed up some stuff.

2. You have to build Copper Mine before you can build copper smelter and smith, forge also is needed.
You need minimum city size of 6 to start metal business - Forge needed for Smelters/Smiths requires that..

You don't have Forge here yet.
You don't even have Mining Camp to build specialist mines like Copper Mine.

After Classical era begins and you get Road/Ship building techs things will simplify:
You just build mine on some resource, and then you can build National Smelter anywhere.
 
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1. Sounds like @Thunderbrd messed up some stuff.
I'll have to confirm that - I'm pretty sure I have not had this problem myself so it's a little confusing how one game can and another can't. I might be overlooking it but I'm suspecting a PPIO issue with this one. I didn't want to put that out there until I confirm the problem though.
 
got a TXT error - see pic,,,

btw, TB, i dont know what u did about 2-4 SVN ago, but everything seems to run alot better, turn times are down, at least now i can get through the Ancient era without going over 20 seconds .. . YEAH . .but i did go to Standard map size and only 5 civs, lol. . . Tectonics map ..
 

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There's been some corrections and a little streamlining here and there where I see opportunities for it. Sometimes small things can make a bigger difference than you'd suspect. Sometimes because something isn't working properly, once it is fixed it makes it much faster too. Some of the H&S stuff might be running a lot better now. Certainly turning down the map size would always make a big difference in turn speeds. But I feel I've been noticing faster turn times myself so its hard to say if that's it or not.
 
got a TXT error - see pic,,,

TXT_KEY text errors are known, I reported all these some time ago in buildings/units.
A lot of buildings have such errors.

By the way AI now has tech discount in steps of 4 per handicap (x2 on Nightmare of course).
 
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The TXT_KEY_PROMOTION_VERSUS_TEXT is the text that is displayed in the Decoys promotion help hover example.
It is delivered as such in the code:

szBuffer.append(gDLL->getText("TXT_KEY_PROMOTION_VERSUS_TEXT", iUnitCombatModifierPercent, CvWString(GC.getUnitCombatInfo((UnitCombatTypes)iI).getType()).GetCString(), GC.getUnitCombatInfo((UnitCombatTypes)iI).getTextKeyWide()));

The first variable it looks for is purely for the linking it sets up and the second reports the string itself.

In the standard pedia, this proves to be working. I would have to find this in a game to see if it works for the help hover but I've looked at promos that use that tag recently and I'd have thought I'd have noticed if it wasn't working properly.

I'm not sure HOW this could be a problem specifically in PPIO, but maybe @Toffer90 could look into if the linking issue is causing a problem there, or if somehow the call to textkeywide is the issue. There would be a lot of other examples one could look at outside of this particular tag display, such as Withdraw VS, TXT_KEY_PROMOTION_WITHDRAW_VERSUS_TEXT, which also uses the same. That's used in some places on unitcombats I think.

I'll keep an eye out ingame later to see if I'm wrong and it's causing issues on the normal hover too.
 
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