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

Is CIV IV (Steam version) or C2C writing some kind of catch that persist even after a new game start and might be corrupted at my side?
Cache?
Well its here in one of those folders:
C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword
C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword
 
Cache?
Well its here in one of those folders:
C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword
C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword
Thanks sadly removing the cache from C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword didn't help so I'm out of options what could be wrong on my side.
 
Thanks sadly removing the cache from C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword didn't help so I'm out of options what could be wrong on my side.
Try Toffer's Interface Overhaul - this may be one of bugs, that were fixed here.
 
Got past this turn now but not sure if it is the UI mod or the "forced" recalculation after loading my game that fixed it.
 
Subdued Tasmanian Devil doesn't have associated Animal Myth, etc. It can only be used for culture.
Same story for Subdued Wallaby.
Subdued Bongo doesn't either and there is something wrong with one of the subdued whales also. As I notice them in game I make them. I was going to write some code that read the animals in and made all the myths etc. Then make some more code to make the other things like tamed, herds, remains, taxonomy and so on.
 
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Subdued Bongo doesn't either and there is something wrong with one of the subdued whales also. As I notice them in game I make them. I was going to write some code that read the animals in and made all the myths etc. Then make some more code to make the other things like tamed, herds, remains, taxonomy and so on.
@pepper2000 could help, as he said, that he used scripts to generate stuff.
 
@pepper2000 could help, as he said, that he used scripts to generate stuff.
I already have his code. At least I think I do. I got it around the time that my previous computer went boom! Or at least the SSD died. The problem with other peoples code is that it isn't your code and if it has grown "like toppsy"(sp?) then only the coder can love it:lol:. Besides it uses much Python I have no familiarity with.
 
have a non-responsive LOOP, stalls . . .
Recalculate variables (ctrl+shift+t), this sometimes helps.

By the way you and AI should be in Renaissance era (1300 - 1700 AD), and you are barely hitting Medieval era.
That is Win For Losing in your case would be helpful to keep up with calendar.
 
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Recalculate variables (ctrl+shift+t), this sometimes helps.

By the way you and AI should be in Renaissance era (1300 - 1700 AD), and you are barely hitting Medieval era.
That is Win For Losing in your case would be helpful to keep up with calendar.
Nope didnt work, still in a loop for stalling while clicking on next turn . . .
 
Probably an assert failure hanging the game. I'm not at the computer right now but if you replace the normal DLL with the debug one I believe it will show you which asserts are triggering the stalling once you minimize.
 
here are the 1st 6 assets it spit out,

EDIT ok, i got to the next turn using the debug, and then switched back to the regular dll, seems to be working again . .
 

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Probably an assert failure hanging the game. I'm not at the computer right now but if you replace the normal DLL with the debug one I believe it will show you which asserts are triggering the stalling once you minimize.
An assert failure will not take place on a non-debug dll, therefore this cannot be possible. The most likely culprit to infinite hangs are AI routines that come up with no answer and fall into an endless loop of figuring out no answer only to later need to figure out an answer to what it should do but continuously coming up with no answer (or an answer where the action comes back to, ok, now we can do more, what now? and it keeps coming up with the same result.)

here are the 1st 6 assets it spit out,

EDIT ok, i got to the next turn using the debug, and then switched back to the regular dll, seems to be working again . .
Always try this. There are numerous gamestate errors that can be fallen into that can lead to crashes and hangs that while I couldn't find the reason or spot where it takes place, I could figure out how to run a routine on the debug dll (only there because of how much delay it causes) that cleans the bad gamestate.

So, as I've said in the past but probably wasn't understood or it was easily forgotten, if you hit a crash or hang you can't fix, always run the turn under the debug dll and see if it can't correct the problem - takes forever but if it gets you through the round, cool. Save, reload the game thereafter under a normal dll and continue on.

Edit: Interestingly enough, your asserts confirm that it's indeed one of these rare issues where the game somehow lost track of the accurate placement of the unit on the map. This used to happen a lot but some bugs fixed just prior to v38.5 I think resolved a lot of it. There are other spots I'm suspicious of. This is a REALLY frustrating bug to hunt sadly, because you gotta just follow clues because finding the moment the problem happens is like literally searching for a needle in a haystack and you would likely not know the difference between a needle and a hay strand if you were looking right at it. (So it's like looking for a TARNISHED GOLD needle in a haystack)
 
While I am happy to see this mod still alive and old bugs actually fixed, I did get into repeatable CTD one era further (classic) than I was able to get before, save file attached, should be repeatable by ending turn.
 

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