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

1) Good question - will have to look into it. the A bomb should require you are nuke capable but you can't earn that if no nukes is on.
2) Someone must have changed it from being a national wonder.
3) You may not be able to build camps in a functional manner (no units you can train can because they're too advanced) but it doesn't mean that the build itself has obsoleted. You can see that it is also available from a plantation, vertical farm, or a number of different types of forts on that list too. You should be able to use one of them. The benefits you get from it are different from each type and that's what the list is telling you.
4) I've never seen that event so I can't say much about it. Obviously it's an interesting display when an XML: text reference is missing. I don't know who would've set up that sort of response message as a default.
 
I can confirm that the A bomb is available as well after the UN has banned nuclear weapons.
It's probably that the same boolean tag that allows it to nuke at all that is missing proper use on it.
 
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??
1. is bug in @Thunderbrd no nukes option code.
I started game on Galactic on Duel map for max generation speed with no nukes option, and I can create all nukes if I have requirements met.
Probably Advanced Nukes option overrides No Nukes option.
Spoiler :
C3JMKGb.jpg


Nuke option related things are on 36415th line of CvPlayer.cpp and 4714 line of CvGame.cpp
Disabling Advanced Nukes option only reduced number of nuke units to basic ones, although Y.A.M nuke, that is enabled by mind control civic still should be here.- it doesn't destroy terrain, just tries to convert city to your civ.
Nukes are available if I unselect nonukes option too, meaning this option doesn't work at all.

2. Yep, it is normal building now.
Needs art replaced.
Also Disneyland - Effect, that I created needs version without star - now I'm using same art button as Disneyland.

3. It looks messy though.

4. Its XML bug.
Also some civs have this: <City>Canberra</City> instead of this: <City>TXT_KEY_CITY_NAME_CANBERRA</City>
 
In the latest SVN build I can't build a copper forge or anything requiring a copper mine.

Moderator Action: Moved as requested. leif
Is this still a bug?

I kind of want to start a new game this weekend, but I don't want to get hosed that early in the game.
 
Nukes are available if I unselect nonukes option too, meaning this option doesn't work at all.
It should not be allowing the construction of the manhattan project if the option is on. I dunno... been years now since I put that in so I'd be surprised if something didn't get inadvertently reverted to break it at this point. I'll look at it next weekend.
Is this still a bug?

I kind of want to start a new game this weekend, but I don't want to get hosed that early in the game.
I don't know that it actually is. I'd swear that HAS to be a localized assets problem. Otherwise we'd be hearing a lot of this.
 
Has anyone asked SO if he completed the Manhattan Project?
 
Has anyone asked SO if he completed the Manhattan Project?
Nope havent gotten there yet?? and also no to having option checked for advanced nukes, ,, i dont use anything even remotely having to do with nukes. .
 
In the very late game a lot of buildings cannot be constructed. This is because of lack of Automobiles. The only source at this time is the Self-Assembly Factory. But the Self-Assembly Factory itself through a very long chain of requirements needs Automobiles to be constructed. The main point seems to be that the Medical Clinic needs Automobiles and a bunch of late game buildings require directly or indirectly the Medical Clinic. If you remove the Automobile need for the Medical Clinic the problem could be solved (unless there are more issues with unfullfillable requirements).

Btw, when you look in the "Tofferpedia" and search for the resource "Automobiles" you don´t see the Medical Clinic as an enabled building but when you look at the "Medical Clinic" entry you can see the requirement.
 
Nope havent gotten there yet?? and also no to having option checked for advanced nukes, ,, i dont use anything even remotely having to do with nukes. .
Did you check if ANY civilization built manhattan project?
It can be built somewhere in middle of Modern era.

In the very late game a lot of buildings cannot be constructed. This is because of lack of Automobiles. The only source at this time is the Self-Assembly Factory. But the Self-Assembly Factory itself through a very long chain of requirements needs Automobiles to be constructed. The main point seems to be that the Medical Clinic needs Automobiles and a bunch of late game buildings require directly or indirectly the Medical Clinic. If you remove the Automobile need for the Medical Clinic the problem could be solved (unless there are more issues with unfullfillable requirements).

Btw, when you look in the "Tofferpedia" and search for the resource "Automobiles" you don´t see the Medical Clinic as an enabled building but when you look at the "Medical Clinic" entry you can see the requirement.
Teleportation obsoletes automobiles by the way too.
 
Or anyone for that matter. Building it allows nukes for everyone.
Incorrect. This was changed as my second project on the team. It should be a national wonder and should only enable the player that builds it.
Nope havent gotten there yet?? and also no to having option checked for advanced nukes, ,, i dont use anything even remotely having to do with nukes. .
OK, that says we definitely have strangeness and probably a more general problem than just with the option. This suggests these units can be built even if you haven't built the Manhattan project.
Did you check if ANY civilization built manhattan project?
Shouldn't be possible in a No Nukes game and if it somehow was, it shouldn't be authorizing nukes for all. It's supposed to now be that only players that have built it (as a National Wonder) would be able to use nukes of any kind.
In the very late game a lot of buildings cannot be constructed. This is because of lack of Automobiles. The only source at this time is the Self-Assembly Factory. But the Self-Assembly Factory itself through a very long chain of requirements needs Automobiles to be constructed. The main point seems to be that the Medical Clinic needs Automobiles and a bunch of late game buildings require directly or indirectly the Medical Clinic. If you remove the Automobile need for the Medical Clinic the problem could be solved (unless there are more issues with unfullfillable requirements).

Btw, when you look in the "Tofferpedia" and search for the resource "Automobiles" you don´t see the Medical Clinic as an enabled building but when you look at the "Medical Clinic" entry you can see the requirement.
Good observation. I trust some others on the team can sort this out.
 
Good observation. I trust some others on the team can sort this out.
There is Automobile Factory, that obsoletes at teleportation.
Automobiles obsolete at teleportation too.
I'll just comment out those obsoletions for now.
Currently Teleportation obsoletes transport infrastructure in very dirty and ugly manner.
There is temporary stone age of transportation until you build teleportation booths building.
This is why I don't want any obsoletions of manufactured resources - they might ruin extensive building chains.
 
Last edited:
Is this still a bug?

I kind of want to start a new game this weekend, but I don't want to get hosed that early in the game.
Did you try to clear cache?
Check flag at minimap to see what version of mod you are using.
 
Did you try to clear cache?
Check flag at minimap to see what version of mod you are using.
That should probably go to dailyminerals--I was just responding to their note. I haven't encountered this bug myself, but I haven't updated recently.
 
There is Automobile Factory, that obsoletes at teleportation.
Automobiles obsolete at teleportation too.
I'll just comment out those obsoletions for now.
Currently Teleportation obsoletes transport infrastructure in very dirty and ugly manner.
There is temporary stone age of transportation until you build teleportation booths building.
This is why I don't want any obsoletions of manufactured resources - they might ruin extensive building chains.

This happens earlier too, with a few different techs that obsolete a bunch of goods (Industrialism and Globalization, for example). It's really frustrating.
 
That should probably go to dailyminerals--I was just responding to their note. I haven't encountered this bug myself, but I haven't updated recently.
oh :lol:
I guess its his fault for not updating mod or clearing cache properly.

This happens earlier too, with a few different techs that obsolete a bunch of goods (Industrialism and Globalization, for example). It's really frustrating.
Ah it sounds like hut->workshop->factory->megafactory resource chain is broken.

Hut building should obsolete at unlocking of factory building.
Workshop building should obsolete at unlocking of megafactory building.
Factories are obsoleted by some futuristic tech beyond megafactory unlocking.

Lets review buildings obsoleted at Industrialism.
Tannery, Tannin Maker [Tanin not produced by megafactory] will be obsoleted at Replacement Organs.
Lye Maker, Dye Maker, Soap Maker will obsolete at Novus Chemistry.
Cobbler, Hat Shop will obsolete at Rapid Prototyping.
Cheese Shop, Sausuge Shop will obsolete at Augument Consumables.

Candles aren't produced by Megafactory, but are unused.
Flour isn't produced by Megafactory and it is required by some buildings.
Flour producers get obsolete at industrialism or globalism....

Paper and Books aren't produced by Megafactory, and its widely used.
Sails stops being produced long after only consumer obsoletes.

Tanin Maker will be produced by Synthetic Meat Bioreactor.
Flour will be produced by Food Manufacturing District.
Candles, Paper and Books will be produced by Manufacturing District (Rapid Prototyping).
 
Last edited:
Flour producers get obsolete at industrialism or globalism....
The Modern Mill doesn't obsolete.

Paper and Books aren't produced by Megafactory, and its widely used.
Paper can be produced as Electronic Paper, the building requires the Electronics Manufacturing District. Books obsolete completely with Mind Uploading, leaving a somewhat ugly situation for all cities < 50 pop. (no Megatower => no Megatower (Education) => no Holographic School).

Tanin Maker will be produced by Synthetic Meat Bioreactor.
Is Tannin needed for anything other than the Tannery (Leather is by then produced by different buildings that don't require Tannin)?
 
Paper can be produced as Electronic Paper, the building requires the Electronics Manufacturing District. Books obsolete completely with Mind Uploading, leaving a somewhat ugly situation for all cities < 50 pop. (no Megatower => no Megatower (Education) => no Holographic School).
Paper can be used for other stuff too.
I removed all resource obsoletions.

Is Tannin needed for anything other than the Tannery (Leather is by then produced by different buildings that don't require Tannin)?

It is more of safety measure.
 
Back
Top Bottom