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

And that is what makes the claim impossible. A tag will always work in one instance as it does in another with the same value. It's either working or its not. The same tag works for all property manipulators and works in every other situation so cannot be failing in a unique one.

It's possible because it's not the same tag. I said '(all cities) -X" and "-X". The first one is propertiesAllCities the second properties
It's even more possible because the propertiesAllCities is only used to filter, sort, get info and when the building go active/un-active or during recalculate.... Not sure what is missing, but that can't work this way, must be why the Ecologic Achievement (older than ordinance) don't use it but use a "free Effect building in all cities" in all cities

And like I said, if you don't believe me, try. The difference is not 1-2, it's more than 100...
 
Last edited:
In the latest SVN build I can't build a copper forge or anything requiring a copper mine.

Moderator Action: Moved as requested. leif
 
Last edited by a moderator:
It's possible because it's not the same tag. I said '(all cities) -X" and "-X". The first one is propertiesAllCities the second properties
It's even more possible because the propertiesAllCities is only used to filter, sort, get info and when the building go active/un-active or during recalculate.... Not sure what is missing, but that can't work this way, must be why the Ecologic Achievement (older than ordinance) don't use it but use a "free Effect building in all cities" in all cities

And like I said, if you don't believe me, try. The difference is not 1-2, it's more than 100...
Interesting. I didn't know we even had a tag for that. I thought that was why we were doing so many of these effect buildings. I might have to look into it deeper at some point, yes.
 
I looked a little, it only work at a one time thing. You only use getProperties to solve the next property amount. Not even sure this building is in the list of CvGameObject used for the calcul : it's a building in another city.... And maybe even of another player, because it applies for all cities of the team (so it should be a Team Wonder)
 
I looked a little, it only work at a one time thing. You only use getProperties to solve the next property amount. Not even sure this building is in the list of CvGameObject used for the calcul : it's a building in another city.... And maybe even of another player, because it applies for all cities of the team (so it should be a Team Wonder)
I was wondering if it was a one time blast for that tag based on what progression you showed earlier. That makes sense. So it must be what is intended of it and it's only that the display is not as detailed as it should be - which I also cannot fix since the AIAndy display code is horrific. Most likely anyhow. It might be that I can find the display text isn't built in pieces like I expect and I can find a string that can be adjusted to at least indicate that it's intended to be a one time effect once built.
 
Question 1: Should Rice Gatherer go obsolete even though the later ones giving Grain from Rice Bonus, Rice Paddy and up, can only be built if city is by River but Rice Gatherer, also giving Grain, does not require River Access?
Wondering as this can suddenly, if Rice is only grain available, remove Grain access completely once Rice Gatherer obsoletes, so from having it to not having it any more.

Question 2: Policing Promotions are currently set by Era so only units from Ancient Era are able to have Policing 2, units built in Classical able to have Policing 3, and so on, so neither Watchers or Enforcers, the two first Policing Units are able to have more than Policing 1, Town Watchmen only Policing 2, and so on. Is that the intent?
 
Question 2: Policing Promotions are currently set by Era so only units from Ancient Era are able to have Policing 2, units built in Classical able to have Policing 3, and so on, so neither Watchers or Enforcers, the two first Policing Units are able to have more than Policing 1, Town Watchmen only Policing 2, and so on. Is that the intent?
Absolutely.
 
Question 2: Policing Promotions are currently set by Era so only units from Ancient Era are able to have Policing 2, units built in Classical able to have Policing 3, and so on, so neither Watchers or Enforcers, the two first Policing Units are able to have more than Policing 1, Town Watchmen only Policing 2, and so on. Is that the intent?
It is based on the old adage "old dogs can't learn new tricks"! It is ageist if you ask me:mischief:.
 
Should be done with more promotion lines then too, like City Garrison and City Attack, and Hunting and more? Just placing it on Policing just makes it feel as if it's only intended to make managing crime on higher difficulties a heck of a lot more expensive.
 
The only reason policing got that rule-set was because early game law enforcers with all the promotions were more cost effective than the late game law enforcment units.
e.g. Having multiple Watchers with all the promotions cost less unit upkeep and gave more crime reduction than having one Riot police unit.

I was not in favour of the way the issue was solved, but that's how it was solved.

It has nothing to do with agism DH, the watcher unit could consist of younger people than the riot police unit does, the logic behind taht promotion rule is more in the sense that watchers don't have the equipment needed to utilize the techniques that the high level policing promotions represent.
 
Should be done with more promotion lines then too, like City Garrison and City Attack, and Hunting and more? Just placing it on Policing just makes it feel as if it's only intended to make managing crime on higher difficulties a heck of a lot more expensive.
Toffer explained it well. There is another concept of how to address it that is being considered for post release BUT it really would require a lot of rebalancing and things do seem fairly well balanced at the moment so I'm not sure it's a good idea to introduce that chaos of inflating then rebalancing the whole system to resolve this one matter. Maybe at some point.

Also, Disease Control promos on healers work the same way now. For the same reason. And I THINK the education ones do as well for entertainers.
 
SVN 10069, using Python Performance and Interface Overhaul modmod

When attacking a certain barbarian unit with the adjacent Stone Axeman, the game instantly CTDs. Doesn't seem to matter from which direction I attack. Previously attacked the same unit with a Stone Maceman (which got defeated), had no CTD then.

Attached save should load directly focused on said units. If not, I've attached a screenshot for reference, along with the minidump file. (Although it's 0kb so I have no idea if it even logged anything, but still)
 

Attachments

  • SVN10069-CTD when attacking barb.CivBeyondSwordSave
    SVN10069-CTD when attacking barb.CivBeyondSwordSave
    2 MB · Views: 65
  • MiniDump_10069.zip
    MiniDump_10069.zip
    170 bytes · Views: 45
  • Affected Unit.jpg
    Affected Unit.jpg
    1.6 MB · Views: 61
There is some sort of XML error:
[10356.344] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml

@Toffer90 I got this error randomly, it seems it could be from your modmod.
Traceback (most recent call last):
File "BugEventManager", line 360, in _handleDefaultEvent
File "CvEventManager", line 1628, in onBuildingBuilt
UnboundLocalError: local variable 'CyPlot0' referenced before assignment

I'l doing AI autorun test. It seemed AI started building cities after it reached ancient era.

I did AI autorun on my space map on Blitz/Noble/Standard settings. There are no other AIs though.
On 300th turn I'm near Modern era.
22 cities were built in mean time.
 
Last edited:
SVN 10069, using Python Performance and Interface Overhaul modmod

When attacking a certain barbarian unit with the adjacent Stone Axeman, the game instantly CTDs. Doesn't seem to matter from which direction I attack. Previously attacked the same unit with a Stone Maceman (which got defeated), had no CTD then.

Attached save should load directly focused on said units. If not, I've attached a screenshot for reference, along with the minidump file. (Although it's 0kb so I have no idea if it even logged anything, but still)
I'll take a look.
There is some sort of XML error:
[10356.344] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml

@Toffer90 I got this error randomly, it seems it could be from your modmod.
Traceback (most recent call last):
File "BugEventManager", line 360, in _handleDefaultEvent
File "CvEventManager", line 1628, in onBuildingBuilt
UnboundLocalError: local variable 'CyPlot0' referenced before assignment

I'l doing AI autorun test. It seemed AI started building cities after it reached ancient era.

I did AI autorun on my space map on Blitz/Noble/Standard settings. There are no other AIs though.
On 300th turn I'm near Modern era.
22 cities were built in mean time.
The chimneysmoke comes from an embedded reference in a unit graphic file, not in the xml. Has come up a lot over the years.
 
The chimneysmoke comes from an embedded reference in a unit graphic file, not in the xml. Has come up a lot over the years.
I found this one when I searched this chimney dsmoke in all files in mod folder.
Caveman2Cosmos\Assets\Structures.FPK (1 hit)
Line 141239: ATTACH:NodeFXChimsmke04:ATTACHABLE_CHIMNEYSMOKE

-------------------------
I'm doing 0 player test on Gigantic/Normal map size - that is I deleted settler from only AI.
This means no cities and no tech advancement.
Currently I'm on 170th turn and average turn lasts 10 - 15 seconds.

I wonder what is taking time. Animals?
I have all barbarian options off.
I don't have Reckless Animals or Peace Among Animals on.

Basically I'm testing how fast game itself run.

On same test with Duel sized map turn lasts 3 - 4 seconds on 200th turn.
Looks like game is 3 times faster on Duel than Gigantic :p

Gigantic has 5.5x more area than Standard and 25x more area than Duel.
 
Last edited:
I wonder what is taking time. Animals?
NPC players taking their turns.
I found this one when I searched this chimney dsmoke in all files in mod folder.
Caveman2Cosmos\Assets\Structures.FPK (1 hit)
Line 141239: ATTACH:NodeFXChimsmke04:ATTACHABLE_CHIMNEYSMOKE
It's a harmless error. At some point before packing another FPK, we can look for the offending graphic and get rid of it or change it.
 
@Toffer90 I got this error randomly, it seems it could be from your modmod.
Traceback (most recent call last):
File "BugEventManager", line 360, in _handleDefaultEvent
File "CvEventManager", line 1628, in onBuildingBuilt
UnboundLocalError: local variable 'CyPlot0' referenced before assignment
Could be, I'll check it out, thanks.
I found this one when I searched this chimney dsmoke in all files in mod folder.
Caveman2Cosmos\Assets\Structures.FPK (1 hit)
Line 141239: ATTACH:NodeFXChimsmke04:ATTACHABLE_CHIMNEYSMOKE
It's a harmless error. At some point before packing another FPK, we can look for the offending graphic and get rid of it or change it.
I know how to fix it, been aware of it for years, but I haven't bother to do it as it's completely harmless. A small tweak to the model nif files that reference that XML effect entry is all it would take.
 
couple of small things??

1. pic 1, why is the A bomb avail, if i chose the option NOT to have nukes??

2. pic 2, Orbital Hotel is just another building, but has a wonder "star" on its btn??

3. pic 3, in Nano era can build "camps" etc to have vanilla???

4. pic 4, dont understand the last words of what this is saying, i underlines it and circled it??
 

Attachments

  • a bpmb.JPG
    a bpmb.JPG
    405.4 KB · Views: 69
  • orbital.JPG
    orbital.JPG
    332.4 KB · Views: 45
  • cant build.JPG
    cant build.JPG
    383.9 KB · Views: 48
  • domt understand this XML.JPG
    domt understand this XML.JPG
    357.7 KB · Views: 65
Back
Top Bottom