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

Dynamic XP is on. I didn't get xp from any type of combat with "More xp to level" on and started to get xp normally after removing more xp option through worldbuilder.
Well, the thing is that the More XP to Level option only affects the calculation on how many XP is needed to level. It has no impact on how much XP is earned in any way so it's not a part of those calculations. So there's another factor at work somehow. Like I said, I'll look into it - who knows what someone else may have done somewhere.

Like stealth strikes since I can't see them? It shows withdrawal separately from survival odds.
I'm not sure what version you're using. The latest assets you should be seeing stealth strikes factored in and showing prominently in the combat help hover. Withdrawal is shown separately but it is also factored into the final survival odds. But yes, the first strikes and stealth strikes are factored into those odds as well and do not really break down for you the math on how they are factored in. It is there to help you and the AI (which also uses this number, obviously not this display per se) to see with a bit more accuracy the actual odds. That said, in reality, if you are not playing with the Vanilla Combat Engine option, the actual odds are probably a lot more powerfully influenced by first strikes than it shows. But it's all very hard to estimate 'odds' for such things, because it all depends on whether the unit makes good use of those first strikes or not.
 
Dynamic XP is on. I didn't get xp from any type of combat with "More xp to level" on and started to get xp normally after removing more xp option through worldbuilder.
Thanks for persisting on this issue. I did find a calculation error that would cause the behavior you're talking about and as you were explaining it, I did see that the theories I had to explain it weren't fitting. This will be repaired on the next SVN update from me.
 
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. .
I found some unnecessarily complex coding here that would have been causing slower turns but it should have worked. I'm not sure how it wasn't so maybe I haven't corrected the problem. But I HAVE checked the logic. At least on a first check. Let me know if the next SVN corrects the issue. Could also be a save corruption. But with two confirmations, it'd have to be a bad one.

Also Disneyland - Effect, that I created needs version without star - now I'm using same art button as Disneyland.
Whisperr won't be doing more for a while so this bug will remain for an indefinite amount of time from here.
 
I am in the TranH era and i cant see the command ctr on anything i have them on, is it gone by then?? pic 1
I'm not sure I understand. If they are on a plot with a command center it will text display like this but you wouldn't see it because the unit is too big to allow you to. If you move the unit, can you see the fort on that plot?
pic 2?? again no gathering stuff avail for spices either??
This I understand. Apparently you're between improvements that can be constructed by the workers you have so they don't currently have one. I can't easily guess as to which improvement those units need to be enabled to be able to construct and it's also possible that one build type has obsoleted before the next type has become an option so it could be a tech issue. This would take some serious analysis. It's also the kind of thing I totally expect to find as a problem in the eras none of us have spent time in perfecting.
 
I found some unnecessarily complex coding here that would have been causing slower turns but it should have worked. I'm not sure how it wasn't so maybe I haven't corrected the problem. But I HAVE checked the logic. At least on a first check. Let me know if the next SVN corrects the issue. Could also be a save corruption. But with two confirmations, it'd have to be a bad one.
Well nukes and manhattan project appears in build list greyed out when I started in Information era.

Manhattan project says, that nukes are banned.
Spoiler :

Civ4BeyondSword 2018-05-31 08-06-12-85.jpg
Civ4BeyondSword 2018-05-31 08-06-24-58.jpg
Civ4BeyondSword 2018-05-31 08-06-18-64.jpg
Civ4BeyondSword 2018-05-31 08-06-50-08.jpg
 
Nope still cant see the "command Centers" over copper area . .
It could be ancient graphical bug.
No one touched that, because problem is in LPlotSystem.
Also rarely who reaches this era.

Command Center is always invisible. I guess safest option is to reuse Command Bunker graphics.
There could be space instead of underscore too.

Yep fixing space in
Code:
        <ArtRef Name="goal:IMPROVEMENT_FUTURE_BUNKER">
            <Attribute Class="Improvement">IMPROVEMENT_FUTURE_BUNKER</Attribute>
            <Attribute Class="Era">ERA_MODERN,ERA_INFORMATION,ERA_NANOTECH,ERA_TRANSHUMAN,ERA_GALACTIC,ERA_COSMIC,ERA_TRANSCENDENT,ERA_FUTURE</Attribute>
            <Attribute Class="Scalar">bIsPartOfImprovement:1</Attribute>
            <Attribute Class="Scalar">bApplyRotation:1</Attribute>
            <Attribute Class="Scalar">NIF:Art/Structures/Improvements/Future_Fort/Bunker.nif</Attribute> <------It was /Future Fort/ not /Future_Fort/
            <Attribute Class="Scalar">bCutTrees:1</Attribute>
            <Attribute Class="Scalar">fCenterCut:70</Attribute>
            <Attribute Class="Scalar">fTwist:-0.7853981633</Attribute>
            <Attribute Class="Scalar">bZMode_Ground:1</Attribute>
            <Attribute Class="Scalar">szForceContourGeometry:shadow</Attribute>
            <Scale>3.5</Scale>
        </ArtRef>
that LPlotSystem fixed it.
Spoiler :

Civ4BeyondSword 2018-05-31 09-56-16-10.jpg


And fix is committed, enjoy your command centers!

Also there are fun units to use.
Like nanobot clouds or technoanarchists :p
 
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Are you using Hyperseedships? Those will change terrain to Hyperspace on tile they are settling.
Acculbeire (or something like that) seedships are used to found normal cities for extragalactic zones including distant cosmos.
Thank you, the Accu... Seedship did the thing. Wasn´t too obvious to me as I didn´t really expect a settler unit changing the city tile when the new city is founded.
 
Plague Hospital has red blob.
Spoiler :

Civ4BeyondSword 2018-05-31 21-10-47-86.jpg


Same with Tokyo Tower.
Spoiler :

Civ4BeyondSword 2018-06-01 15-32-59-87.jpg


Advanced Mine Technology Center special building also has pink blob.
Spoiler :

Civ4BeyondSword 2018-06-01 16-00-53-95.jpg


Islamic Mosque has red blob.
Spoiler :

Civ4BeyondSword 2018-06-01 17-09-33-65.jpg
 
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I passed one turn without crash.

There is a lot of AIs.

After you response i tried to uncheck some BUG options and unchecking Minimize AI turns made the turn pass for me.
Thanks.
 
@Thunderbrd while other 3 are just art def errors, that I fixed on my side by disabling them completely, Islamic Mosque (Cathedral) is vanilla building. Probably file used in that definition got misplaced.somewhere in FPK.

Code:
 <BuildingArtInfo>
           <Type>ART_DEF_BUILDING_ISLAMIC_CATHEDRAL</Type>
           <LSystem>LSYSTEM_4x4</LSystem>
           <bAnimated/>
           <fScale>1.58</fScale>
           <fInterfaceScale>0.57</fInterfaceScale>
           <NIF>Art/Structures/Buildings/Cathedrals/Religions/Islam/islamic_cathedral.nif</NIF>
           <KFM/>
           <Button>Art/Interface/Buttons/Buildings/Religions/Islam/Cathedral_Islamic.dds</Button>
       </BuildingArtInfo>
 
What are the requirements for the "Transport Troops" promotion? I have the required tech (ship building) and the required unit (Outrigger), but the promotion doesn't show up.
 
Hi

I'm having a CTD durring end turn thats been repeating on the same turn.
Could you have a look ?
We'll have to keep in mind that there may be moments where unchecking minimize AI turn times might be a good idea.

@Thunderbrd while other 3 are just art def errors, that I fixed on my side by disabling them completely, Islamic Mosque (Cathedral) is vanilla building. Probably file used in that definition got misplaced.somewhere in FPK.

Code:
 <BuildingArtInfo>
           <Type>ART_DEF_BUILDING_ISLAMIC_CATHEDRAL</Type>
           <LSystem>LSYSTEM_4x4</LSystem>
           <bAnimated/>
           <fScale>1.58</fScale>
           <fInterfaceScale>0.57</fInterfaceScale>
           <NIF>Art/Structures/Buildings/Cathedrals/Religions/Islam/islamic_cathedral.nif</NIF>
           <KFM/>
           <Button>Art/Interface/Buttons/Buildings/Religions/Islam/Cathedral_Islamic.dds</Button>
       </BuildingArtInfo>
See what's different about this entry and the one in the Vanilla assets and make everything BUT the <Button> tag the same. See if that fixes it.\

What are the requirements for the "Transport Troops" promotion? I have the required tech (ship building) and the required unit (Outrigger), but the promotion doesn't show up.
I'll look into it later but I'm pretty sure that you can't take that promotion on an Explorer naval unit. I wouldn't want it to be possible anyhow.
 
See what's different about this entry and the one in the Vanilla assets and make everything BUT the <Button> tag the same. See if that fixes it.
Those two lines were different.
Code:
<Type>ART_DEF_BUILDING_ISLAMIC_CATHEDRAL</Type>
           <bAnimated>0</bAnimated>
           <NIF>Art/Structures/Buildings/Cathedrals/islamic_cathedral.nif</NIF>
Now it works.
Spoiler :

Civ4BeyondSword 2018-06-02 19-42-53-30.jpg

 
<NIF>Art/Structures/Buildings/Cathedrals/Religions/Islam/islamic_cathedral.nif</NIF>
<NIF>Art/Structures/Buildings/Cathedrals/islamic_cathedral.nif</NIF>
This was the difference and the source of the problem.

Take another look at the other ones that were in error for something similar.
 
<NIF>Art/Structures/Buildings/Cathedrals/Religions/Islam/islamic_cathedral.nif</NIF>
<NIF>Art/Structures/Buildings/Cathedrals/islamic_cathedral.nif</NIF>
This was the difference and the source of the problem.

Take another look at the other ones that were in error for something similar.
All other religious buildings are fine. Same with rest of buildings.
 
All other religious buildings are fine. Same with rest of buildings.
I'm saying look for similar problems on the other reported graphic issues that we just eliminated the graphic define to fix. That was reported in this thread at the same time as this one.
 
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