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

Current SVN Normal game speed is not 1000 turns any more. It is the same Number of turns as the Old Epic 2000 turns. You have noticed that right?

If you want tribalism to show up around when you would normally expect from the old "normal", then play Blitz. Blitz is the New "normal" game speed.

You have looked into the GameSpeedInfos file right? And into your NightMare Handicap file too? Much has changed.
I think he meant that Tribes were taking 278 turns to train on Normal gamespeed. I think there's a bug in the hammer cost calculations for settler type units, who have since vanilla had a very special code for that.
 
I have found that you 1st have to click the middle "castle" symbol on the right side, then click the Hammer symbol above to show the buildings

I already clicked the building (castle) symbol otherwise the hammer filter wouldn't show up. But the problem vanished later on, so it must be a caching/initialization problem.
 
Myth of the Scavenger seems to be the only myth left that requires a palace. Is this WAD?
 
Myth of the Scavenger seems to be the only myth left that requires a palace. Is this WAD?
Correction: myth of the goat also requires palace.
There are still quite a few I have not got round to. The animal came out before the current way of doing stuff was finished being discussed so have the old way. Then there are all the ones which were added in a rush without being put in fully but just to get them on the map. I will get to them eventually. I tend to do 10 top 20 in a rush then go off it for awhile.
 
How does one do a re-calc and why isn't it mentioned on the shortcut keys page of the pedia? Do we have enough that we should have a Caveman2Cosmos sub-page, if we include the BUG ones too?
 
How does one do a re-calc and why isn't it mentioned on the shortcut keys page of the pedia? Do we have enough that we should have a Caveman2Cosmos sub-page, if we include the BUG ones too?
Press ctrl+shift+t to do recalc.
 
I found tiny little bug:
PC Klasies River Caves icon has normal golden star not purple one.
Spoiler :
kzGM8sX.jpg


It seems there are severe bugs with tech cost calculations - a lot of techs cost only one beaker in industrial/modern era on snofru's Gigantic/Snail/Monarch game.
Spoiler :
cQFbKgM.jpg


I bet this is even worse on Eternity (map size isn't going to change tech costs anymore and handicap changes them for AI)

I checked tech costs on Eternity.
With interface overhaul I can look at techs chronologically.
Techs up to Military Science column are fine - they cost 207480.
Beyond this column tech costs suddenly crash to 1.

This thing becomes extremely inconsistent later:
Techs suddenly got cheaper and supersonic flight tech costs 12572 beakers only to quickly rise later and crash back to 1.
Tech costs somehow manage to normalize at Cosmic Lifestyle - it costs 12 400 000 beakers.
 

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@Thunderbrd @Toffer90

I see you used multiplier to clean rounding errors:
Code:
if ( iCost > MAX_INT/10000 )
    {
        iCost /= 10000;
        iFinalMultiplier = 10000;
    }

iCost *= 100;

Maybe it should be moved before this final multiplier "hack"?
This overflow compensator can't compensate for this increased icost.
Or just make tech cost antirounding part activate only if raw tech cost is less than 100.
It would clean up itself like FinalMultiplayer effect is cleaned up.

Defined cost for future tech is 960 359
It seems max tech cost number is 20 M.
Would be save to have iFinalMultiplayer at 1000?
Currently FinalMultiplier activates itself if tech costs more than 215 000 beakers.

By the way highest cost for tech is 50 706 955
That is Future Tech on Future Era with Eternity game speed.
For AI it would be even higher on Settler - around 56M beakers.

End result would be tech cost rounded to 1000 before Modern era to before later point depending on speed and if we are calculating for AI below Noble level.
 
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Unfortunately stacks of subdued animals are still moving into a plot with a non-attacking animal leaving their escort, a tracker, behind.:(
 
I am getting an XML error during loading after updating to latest SVN (9977):

Tag: BUILDINGCLASS_CAVE in Info class was incorrect
Currext XML file is:
modules/My_Mods\Burial_Traditions\Caves_Civ4BuildingInfos.xml

(There are one or two other errors as well, also in Burial Traditions.)

I have it set not to cache XML so I don't think it is a cache issue (if that could even cause this). I did put in Toffer's interface overhaul before trying to load after update but I don't think it would affect this, as it does not affect any Module folder.

The last revision to modify this file was 9975 but it only removed iRevolutionIndexModifier, did not affect BUILDINGCLASS_CAVE. Revision 9961 removed comment tags off of <BuildingClassInfo> for <TYPE>BUILDINGLCASS_CAVE and <TYPE>BUILDINGCLASS_CAVE_EFFECT, which might be the culprit. (I should have had a mind to note down what revision I was on before trying to update, but I do think I was somewhere prior to 9961.)

Since this hasn't been reported yet, I presume it might be something wrong with my installation specifically. I will try deleting C2C entirely and re-download.

Edit: Had that backwards, 9961 added comment tags to the BuildingClassInfo.
Edit2: Deleting the C2C assets folder and reloading it from SVN now loads without errors.
 
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Fixed and i removed this tag from the Schema files as well.
Thank you!
Unfortunately stacks of subdued animals are still moving into a plot with a non-attacking animal leaving their escort, a tracker, behind.:(
This must be the fix I broke with my last fix that corrected the scout behavior. I can keep working on this. I'll find a way.
 
SVN9977 attacking with a stack is bugged. Whenever I attack with a group of units, one unit attacks, the rest puts itself on do nothing the rest of the turn (similar to pressing the space bar) and gets deselected. This means I have to reselect the group after each attack. The unit that attacked is still part of the group so I have to wake the group, deselect the unit that does have no movement points left (otherwise the stack waits until next turn for the next attack), before I can attack again. Tedious.
 
SVN9977 attacking with a stack is bugged. Whenever I attack with a group of units, one unit attacks, the rest puts itself on do nothing the rest of the turn (similar to pressing the space bar) and gets deselected. This means I have to reselect the group after each attack. The unit that attacked is still part of the group so I have to wake the group, deselect the unit that does have no movement points left (otherwise the stack waits until next turn for the next attack), before I can attack again. Tedious.
Known. I've been hoping for a response from alberts2 on this.

@raxo2222 your noted bug with tech cost has been diagnosed.
 
SVN9977 : Apparantly a Subdued Brown Bear can build a Bird Cage and Enclosure, and a Feather Worker and Parrots according to the Pedia, surely this isn't right :)

Also in the Subdued Wombat Pedia entry there is a TXT_KEY_UNIT_WOMBAT_HELP in it's build section

Edit On my thrid screenshot the icon for what seems to be Escape Plans V is bugged on the Red Kangaroo
 

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I am getting an XML error during loading after updating to latest SVN (9977):



(There are one or two other errors as well, also in Burial Traditions.)

I have it set not to cache XML so I don't think it is a cache issue (if that could even cause this). I did put in Toffer's interface overhaul before trying to load after update but I don't think it would affect this, as it does not affect any Module folder.

The last revision to modify this file was 9975 but it only removed iRevolutionIndexModifier, did not affect BUILDINGCLASS_CAVE. Revision 9961 removed comment tags off of <BuildingClassInfo> for <TYPE>BUILDINGLCASS_CAVE and <TYPE>BUILDINGCLASS_CAVE_EFFECT, which might be the culprit. (I should have had a mind to note down what revision I was on before trying to update, but I do think I was somewhere prior to 9961.)

Since this hasn't been reported yet, I presume it might be something wrong with my installation specifically. I will try deleting C2C entirely and re-download.

Edit: Had that backwards, 9961 added comment tags to the BuildingClassInfo.
Edit2: Deleting the C2C assets folder and reloading it from SVN now loads without errors.
It has been reported:D. It is because I changed one file in that folder and deleted another. When you do an update from the SVN you must do the deletes as well as the changed and new files. Normally I do a whole folder at a time but I was distracted by other stuff part way through the merge.

SVN9977 : Apparantly a Subdued Brown Bear can build a Bird Cage and Enclosure, and a Feather Worker and Parrots according to the Pedia, surely this isn't right :)

Also in the Subdued Wombat Pedia entry there is a TXT_KEY_UNIT_WOMBAT_HELP in it's build section

Edit On my thrid screenshot the icon for what seems to be Escape Plans V is bugged on the Red Kangaroo
Workers get the information on what improvements they can build from the XML. Subdued Animals (and other units) don't get what buildings they can build from the XML. This means it has to be done by hand. Which means it is probably wrong or not done yet.
 
@Thunderbrd : I found another odd movement rule bug.

I have a unit on a plot with no route on it, next to the unit is a hill/jungle plot with a route going through it. My unit can enter that adjacent plot as if there was a route between those two plots, he gets the advantage of the route as if he walked along the route when he in reality found the route after he had already climbed through dense jungle uphill.
 
@Thunderbrd : I found another odd movement rule bug.

I have a unit on a plot with no route on it, next to the unit is a hill/jungle plot with a route going through it. My unit can enter that adjacent plot as if there was a route between those two plots, he gets the advantage of the route as if he walked along the route when he in reality found the route after he had already climbed through dense jungle uphill.
I can confirm this. Hoewever it seems not to be the case on flat lands, I still need to double check that.
 
@Thunderbrd : I found another odd movement rule bug.

I have a unit on a plot with no route on it, next to the unit is a hill/jungle plot with a route going through it. My unit can enter that adjacent plot as if there was a route between those two plots, he gets the advantage of the route as if he walked along the route when he in reality found the route after he had already climbed through dense jungle uphill.
OK. Not terribly high priority to resolve due to the minor influence it has on a game of such intricacy as ours but I will look into it. I'm not too familiar with where this rule is enforced (that you don't get the benefits of a route unless you're on a routed plot already.) BTW, does this count for varying route types (going from say a trail to a road?)
 
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