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

No, it is not missing.

<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_CRIME</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<iAmountPerTurn>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
</iAmountPerTurn>

</PropertySource>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_EDUCATION</PropertyType>
<GameObjectType>GAMEOBJECT_CITY</GameObjectType>
<RelationType>RELATION_ASSOCIATED</RelationType>
<iAmountPerTurn>
<Mult>
<AttributeType>ATTRIBUTE_POPULATION</AttributeType>
<Constant>-1</Constant>
</Mult>
</iAmountPerTurn>
</PropertySource>
</PropertyManipulators>
Are you sure?
 
Ah so it wasn't that visible.
<iAmountPerTurn>
<Mult> Multiply these numbers:
<AttributeType>ATTRIBUTE_POPULATION</AttributeType> A number.
<Constant>-1</Constant> Another number.​
</Mult>​
</iAmountPerTurn>

<iAmountPerTurn>ATTRIBUTE_POPULATION * Constant</iAmountPerTurn> = iAmountPerTurn = ATTRIBUTE_POPULATION * Constant
 
Health Spa. It can be built by Great Doctor and replaces Mud Bath.
If you DO NOT have Mud Bath built in a city description text reads: Replaces Mud Bath.
If you DO have Mud Bath built in a city description text DOES NOT warn you about replacement.
 
Health Spa. It can be built by Great Doctor and replaces Mud Bath.
If you DO NOT have Mud Bath built in a city description text reads: Replaces Mud Bath.
If you DO have Mud Bath built in a city description text DOES NOT warn you about replacement.
A known issue, but thanks for reminding us about it. TB will certainly look into it when he has time for such trivialities.
 
A known issue, but thanks for reminding us about it. TB will certainly look into it when he has time for such trivialities.
Eww so cold..........:splat:
 
I noticed that the order of properties in the city screen keeps changing. Sometimes disease is at the bottom of the list, sometimes at the top. It didn't used to do that?
 
I reverted that change in the svn try it please and report if it works for you as well.
I would have sworn this would have turned a previous problem back on but I think some other changes that had been made later had probably solved the issue this change was made for, rendering it unnecessary. So that's cool that it ended up being non-problematic. I just stress tested the hell out of things on my testing saves. I'm pretty sure I know why it works now and didn't work before - when I fixed the scout movement issue, there was an ejection routine in setXY that I got rid of. I also had done some comparative fixing of the stack attack function(s) comparing the two AFTER this fix had been made so something there probably corrected what must have set up the original perception of need for that change. It's just lovely when a small change makes everything fall into place.

However, we still have an issue with the stack remaining selected after attack on non-stackattack settings. I was going to look into this further and see if now that you cleared up the flaw that remained there, maybe I could get away with simply removing or routing around where the problem exists which is calls to getGroup()->clearMissionQueue();.

Unfortunately,
Code:
template< typename T >
struct alignment_of_impl
{
    BOOST_STATIC_CONSTANT(std::size_t, value =
        (::boost::detail::alignment_logic<
            sizeof(detail::alignment_of_hack<T>) - sizeof(T),
            sizeof(T)
        >::value));
};
Won't allow me to compile for some reason. Probably that I'm working on VS 2008. So is that it? Am I no longer going to be able to work on the DLL? Or can I finally get some instructions on how to get setup with a compiler that works now? Or is this something you can make 2008 friendly? Or perhaps I just need a file or something?

Code:
1>CyPlayer.cpp
1> "C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe" /nologo /MD /Zi /O2 /Oy /Oi /G7 /DNDEBUG /DFINAL_RELEASE /Fp"Final_Release\CvGameCoreDLL.pch" /Fd"./Final_Release/" /GR /Gy /W3 /EHsc /arch:SSE2 /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h" /Zm200 /DXERCES_STATIC_LIBRARY /D_MOD_SENTRY /D_MOD_FRACTRADE /D_MOD_GOVWORKERS /DQC_MASTERY_VICTORY /DLOG_AI /D_MOD_GWARM /D_MOD_SHAM_SPOILER /DC2C_BUILD /DMULTI_FEATURE_MOD /IBoost-1.32.0/include /IPython24/include /I"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003/include" /I"C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A/Include" /I"C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A/Include/mfc" /I"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0/include" /I"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Python24/include" /I"./xerces-c-3.1.1-x86-windows-vc-7.1/src" /FoFinal_Release\CyPlayerInterface1.obj /c CyPlayerInterface1.cpp
1>CyPlayerInterface1.cpp
1>C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0\include\boost\type_traits\alignment_of.hpp(52) : fatal error C1204: compiler limit : internal structure overflow
1>NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
1>Build log was saved at "file://c:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Sources\Final_Release\BuildLog.htm"
1>C2C - 3 error(s), 0 warning(s)
 
Acupuncturist shop requires culture (Asian). However, a 5000 year old frozen mummy found in the Alpes (Europe), called Ötzi the Iceman, had a number of tattoos on him that corresponded with acupuncture points. So unless he traveled all the way to Asia and back, acupuncture was also known in Europe at that time.
 
Won't allow me to compile for some reason. Probably that I'm working on VS 2008. So is that it? Am I no longer going to be able to work on the DLL? Or can I finally get some instructions on how to get setup with a compiler that works now? Or is this something you can make 2008 friendly? Or perhaps I just need a file or something?

Try reverting the changes I made to CvGameCoreDLL.h in my last commit. They speed up the compilation but increase the compiler's memory usage, however it's working for me without problems.
 
Last edited:
I got the quest to build 12 Chariots. I built 14 Early Chariots but the quest is still there not complete. I upgraded them to Chariot Archers and it is still not complete. It used to.
 
I got the quest to build 12 Chariots. I built 14 Early Chariots but the quest is still there not complete. I upgraded them to Chariot Archers and it is still not complete. It used to.
I got the event for better axe handles that gives Shock 1 to all axe men. Never got it. Is Shock 1 still even a promotion you can get? Or is that the Old Name for Combat 1? Either way none of my axe got anything.
Observation, converting subdued fowl to flocks has lost the +1:hammers: it used to give. Now it only gives +1 :food:. This was done sometime after v38 release.

Seems all duck, pheasant, and one other bird only gives the +1 :food:.

All the Rattite birds, MOa, Ostrich, emu give the +1:hammers: and +1:food:.

And I wish I had saved some of my old games cause I would not have brought this up I I did not see a change, no matter when and how it was put in. Perhaps it's a "fault" of the "Actual" hover line. Which can be so misleading and sometime off and sometime on. Maybe I need to have someone jog my memory on How To Turn the "Actual" line Off.
 
I would have sworn this would have turned a previous problem back on but I think some other changes that had been made later had probably solved the issue this change was made for, rendering it unnecessary. So that's cool that it ended up being non-problematic. I just stress tested the hell out of things on my testing saves. I'm pretty sure I know why it works now and didn't work before - when I fixed the scout movement issue, there was an ejection routine in setXY that I got rid of. I also had done some comparative fixing of the stack attack function(s) comparing the two AFTER this fix had been made so something there probably corrected what must have set up the original perception of need for that change. It's just lovely when a small change makes everything fall into place.

However, we still have an issue with the stack remaining selected after attack on non-stackattack settings. I was going to look into this further and see if now that you cleared up the flaw that remained there, maybe I could get away with simply removing or routing around where the problem exists which is calls to getGroup()->clearMissionQueue();.

Unfortunately,
Code:
template< typename T >
struct alignment_of_impl
{
    BOOST_STATIC_CONSTANT(std::size_t, value =
        (::boost::detail::alignment_logic<
            sizeof(detail::alignment_of_hack<T>) - sizeof(T),
            sizeof(T)
        >::value));
};
Won't allow me to compile for some reason. Probably that I'm working on VS 2008. So is that it? Am I no longer going to be able to work on the DLL? Or can I finally get some instructions on how to get setup with a compiler that works now? Or is this something you can make 2008 friendly? Or perhaps I just need a file or something?

Code:
1>CyPlayer.cpp
1> "C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe" /nologo /MD /Zi /O2 /Oy /Oi /G7 /DNDEBUG /DFINAL_RELEASE /Fp"Final_Release\CvGameCoreDLL.pch" /Fd"./Final_Release/" /GR /Gy /W3 /EHsc /arch:SSE2 /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h" /Zm200 /DXERCES_STATIC_LIBRARY /D_MOD_SENTRY /D_MOD_FRACTRADE /D_MOD_GOVWORKERS /DQC_MASTERY_VICTORY /DLOG_AI /D_MOD_GWARM /D_MOD_SHAM_SPOILER /DC2C_BUILD /DMULTI_FEATURE_MOD /IBoost-1.32.0/include /IPython24/include /I"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003/include" /I"C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A/Include" /I"C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A/Include/mfc" /I"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0/include" /I"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Python24/include" /I"./xerces-c-3.1.1-x86-windows-vc-7.1/src" /FoFinal_Release\CyPlayerInterface1.obj /c CyPlayerInterface1.cpp
1>CyPlayerInterface1.cpp
1>C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0\include\boost\type_traits\alignment_of.hpp(52) : fatal error C1204: compiler limit : internal structure overflow
1>NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
1>Build log was saved at "file://c:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Sources\Final_Release\BuildLog.htm"
1>C2C - 3 error(s), 0 warning(s)

I did some digging and it turns out that compiler error was fixed in a update for Visual Studio 2003. The 2003 C++ Toolkit that you are using doesn't have that update or the SP1.

I post the Visual Studio 2003 SP1 C++ compiler including all updates later then i'am home.
 
I did some digging and it turns out that compiler error was fixed in a update for Visual Studio 2003. The 2003 C++ Toolkit that you are using doesn't have that update or the SP1.

I post the Visual Studio 2003 SP1 C++ compiler including all updates later then i'am home.
Thank you! I'll need some clear instructions on what to do with it of course.
 
I got the event for better axe handles that gives Shock 1 to all axe men. Never got it. Is Shock 1 still even a promotion you can get? Or is that the Old Name for Combat 1? Either way none of my axe got anything.


Seems all duck, pheasant, and one other bird only gives the +1 :food:.

All the Rattite birds, MOa, Ostrich, emu give the +1:hammers: and +1:food:.

And I wish I had saved some of my old games cause I would not have brought this up I I did not see a change, no matter when and how it was put in. Perhaps it's a "fault" of the "Actual" hover line. Which can be so misleading and sometime off and sometime on. Maybe I need to have someone jog my memory on How To Turn the "Actual" line Off.
Can confirm, duck, pheasant and turkey don't give 1:hammers:
Maybe something happened when @Dancing Hoskuld merged his stuff?

If they used to give 1:hammers: too, then it could be restored.

As for "Actual" line there is BUG tab named "City Screen"
On this section on left you can see settings for displaying actual values.
 
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