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

repeatable CTD after trying next turn . . mini and save attached. . .
I recalculated modifiers.
Somehow there were few civs and units that aren't present in mod.
Do you use any modmods?
That could be some sort of save corruption too.

Your civ is one era behind calendar.
Others are in Industrial/Renaissance too (Prince AI).

I managed to get to next turn.
Your map doesn't have any defined starting civs.
It worked without recalculating save too.
 

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Somehow there were few civs and units that aren't present in mod.
Do you use any modmods?.
Nope i only changed some MLF's in the Custom Civ/Culture area and played with them, i dont ever use modmod's, and besides i believe its not C2C responsibility to fix games IF they use modmod,s IMPO... they must ask the modmoder for help . . thx. .. .SO
 
Nope i only changed some MLF's in the Custom Civ/Culture area and played with them, i dont ever use modmod's, and besides i believe its not C2C responsibility to fix games IF they use modmod,s IMPO... they must ask the modmoder for help . . thx. .. .SO
Ah so no wonder it threw some harmless errors when I loaded your save.
It went without any further problems though.
 
The Neanderthals have somehow managed to cross the Sea and found a city on my land even though they cannot have researed Seafaring yet. Their current research project is Leisure which is at least 5 techs away from researching seafaring, they must have used the outrigger to transport accross (i saw it a couple of turns ago) but that cannot (or should not be able to) enter Sea until you research Seafaring.
 

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Sea/ocean tiles inside cultural borders are crossable even if the tech that allows ones to normally cross them isn't researched yet.

There is a point of access above pearls in your screenshot.
 
Sea/ocean tiles inside cultural borders are crossable even if the tech that allows ones to normally cross them isn't researched yet.

There is a point of access above pearls in your screenshot.

Aww crap, thanks for that. Something to bear in mind in future games then. looks like I'll have to quickly hustle a nearby city to get those rubies (only source of gems on my landmass), I'm annoyed because he parked that city right where i was going to place my next city..
 
The DLL doesn't successfully compile. It returns the error: "CyEnumsInterface.cpp(597) : error C2065: 'GAMEOPTION_UPSCALED_RESEARCH_COSTS' : undeclared identifier"

GAMEOPTION_UPSCALED_RESEARCH_COSTS is listed in CyEnumsInterface.cpp, but isn't actually declared in CvEnums.h.
 
The DLL doesn't successfully compile. It returns the error: "CyEnumsInterface.cpp(597) : error C2065: 'GAMEOPTION_UPSCALED_RESEARCH_COSTS' : undeclared identifier"

GAMEOPTION_UPSCALED_RESEARCH_COSTS is listed in CyEnumsInterface.cpp, but isn't actually declared in CvEnums.h.

I reverted that change - it was unneeded after all.
Kation added new game option to middle of list causing serious bugs and I thought it was because DLL needed to be compiled.
I did this change to this file (searched only cpp files for similarly sounding option), and that file where options were listed.
I tagged makotech and Thunderbtd to recompile it, recompilation wasn't needed, and they never spotted error in this commit.
I also moved this option all way to bottom in xml, which actually fixed weird issues - I didn't knew options were saved as string of 0's and 1's, meaning they got flipped when Kation added this option in middle of XML list.
 
I reverted that change - it was unneeded after all.
Kation added new game option to middle of list causing serious bugs and I thought it was because DLL needed to be compiled.
I did this change to this file (searched only cpp files for similarly sounding option), and that file where options were listed.
I tagged makotech and Thunderbtd to recompile it, recompilation wasn't needed, and they never spotted error in this commit.
I also moved this option all way to bottom in xml, which actually fixed weird issues - I didn't knew options were saved as string of 0's and 1's, meaning they got flipped when Kation added this option in middle of XML list.
It should still be added to both lists. The mistake you made was not placing it at the end of the enums list as well. That said, leave it. AIAndy did a bunch of work a while back to allow XML only defined new options as long as they are defined at the end of the list, but it does eventually need to be hardcoded into the dll to protect against a few other possible errors this can create over time and more modding without fully understanding the guidelines, such as adding modular options (which is perfectly safe but only to a limit - where they don't start getting scrambled in their order due to a change in the order they are added due to a renaming of the mod folder, etc...) It's better to have them hardcoded but I did occasionally enforce that hardcoding in the proper order at regular intervals previously and will likely again correct it in the future.
 
It should still be added to both lists. The mistake you made was not placing it at the end of the enums list as well. That said, leave it. AIAndy did a bunch of work a while back to allow XML only defined new options as long as they are defined at the end of the list, but it does eventually need to be hardcoded into the dll to protect against a few other possible errors this can create over time and more modding without fully understanding the guidelines, such as adding modular options (which is perfectly safe but only to a limit - where they don't start getting scrambled in their order due to a change in the order they are added due to a renaming of the mod folder, etc...) It's better to have them hardcoded but I did occasionally enforce that hardcoding in the proper order at regular intervals previously and will likely again correct it in the future.
I don't know how to compile C2C DLL though.
Now this option can be added to end of list in two files and debug and normal DLL can be compiled.
Debug DLL is outdated.
 
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I don't know how to compile C2C DLL though.
Now this option can be added to end of list in two files and debug and normal DLL can be compiled.
Debug DLL is outdated.
I realize that. It's not a problem... yet. I'll fix it up soon.
 
couple of mini attached, plus this is coming up again"

[56463.984] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
[56464.031] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
[56464.031] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
[56482.031] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
 

Attachments

SVN 10214

Neanderthal_Units_CIV4UnitInfos.xml
seems to be broken. Some units like Neanderthal Trained Dogs have the same :hammers: cost as normal Trained Dogs. Used to have double the cost :hammers:.
Neanderthal Ancient Workboat have insane :hammers: cost.
Workboats usual vs Neanderthal Workboats have the same workrate. Neanderthal used to have slightly bigger workrate.

There is a slim chance that I broke the file for myself. But in my copy I only changed :hammers: cost for Neanderthal Trained Dogs. And I didn't commit. And I doubt I could, even if I wished to :)

I found it when I was changing Neanderthal_Units_CIV4UnitInfos.xml to remove <ForceObsoleteUnitClasses>.
 
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@DC0 recently the only neanderthal units that were recosted were the classical work boat and the outrigger. Will need to see if the rest were recosted correctly.

@raxo2222 do all Neanderthals always have 2x the cost of normal units?
 
@DC0 recently the only neanderthal units that were recosted were the classical work boat and the outrigger. Will need to see if the rest were recosted correctly.

@raxo2222 do all Neanderthals always have 2x the cost of normal units?
Weird, standard ancient workboat should cost 96*0.6 = 58, so Neanderthal one should cost same (it was set to 110).
Ancient Workboat costs only 16.
I set cost to 32 for Neanderthal Ancient Workboat.
Its easy to compare Neanderthal version with standard one - just look at units needing Neanderthal culture. They are unlocked in same tech.

As for trained dogs they are 2x cheaper than Neanderthal variant.

@Thunderbrd Why ancient workboats are cheap as dirt - much cheaper than its tech position and class would dictate?

Fix is in SVN by the way.
 
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@Thunderbrd Why ancient workboats are cheap as dirt - much cheaper than its tech position and class would dictate?
If it looks wrong then maybe it is. I don't know. Are they like settlers and being automatically calculated or is it just a costing anomaly?
 
If it looks wrong then maybe it is. I don't know. Are they like settlers and being automatically calculated or is it just a costing anomaly?
Their cost is set to 16 in XML.

I was fixing recosting errors and resource/building requirements of buildings.
Unit costs are much harder to check due to class multipliers.
 
@raxo2222 do all Neanderthals always have 2x the cost of normal units?
Because it makes for a downside to counterbalance the huge benefits that having the neanderthal influx on units that do count their benefits represents. They don't populate as quickly and don't learn as fast and thus take longer to train but when it comes to what they ARE good at, namely melee fighting, they give such a huge benefit that it's worth it. The idea is to show WHY they were biologically phased out but had an era where they were successful despite their drawbacks. As pursuits become more and more intellectual, they failed to continue to be as competitive.
 
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