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

This also happens then a city produces lots of units in the same turn. Sometimes ai cities build up to hundreds of units in the same turn i'am not sure there this comes from but sometimes cities end up with an high or even insane amount of production.

The multithreading itself will be removed soonish because it's no longer needed so all issues caused by it should go away as well.
I'm not sure if it's the multithreading or not but once removed we can see what it is a little easier perhaps. Do you have an ETA on that project? Is it something you're working on now? We've gotta get this v38 rerelease out here and these kinds of issues are holding us up.

I've see the sudden production infusion for a while now - that's been lurking around. But this isn't that... just an infinite loop it seems. Although maybe if I let it run for hours I might find it IS something like that somehow.
 
Perhaps the reason was that for this scenario every civilization (including AI) starts with 0 gold?
Maybe... if they are somehow immediately beset by a major budget deficit right away.
 
I'm not sure if it's the multithreading or not but once removed we can see what it is a little easier perhaps. Do you have an ETA on that project? Is it something you're working on now? We've gotta get this v38 rerelease out here and these kinds of issues are holding us up.

The multithreading removal was done 10 months ago but as part of a general performance work project.
Sadly it includes a full switch to the XSD based xml validation and this means I have to automatically modify almost every xml in C2C. Besides time and C2C's bugs this is the biggest hold back because it will cause conflicts if anyone else is working on xml changes at the same time.

@ All
C2C is the worst crappy **** :mad::mad::mad::mad::mad::mad::mad::mad::mad:every time you start to work on something you discover an endless steam of issues.
I was working on adding more missing save compatibility code to CvUnit but I found some issues which lead to another save compatibility break if they should be fixed for real. If anyone has other save breaking changes I could include them this time.
 
Quick question - I have the "Divine Prophets" option turned on but for the last couple of weeks I found that when I finally build a Great Prophet, I am unable to found a religion. In fact, the "found" options are not even displayed under the Great Prophet actions.

I am using the latest SVN build - has this option been disabled? Thanks.
 
Quick question - I have the "Divine Prophets" option turned on but for the last couple of weeks I found that when I finally build a Great Prophet, I am unable to found a religion. In fact, the "found" options are not even displayed under the Great Prophet actions.

I am using the latest SVN build - has this option been disabled? Thanks.

You sure the religion hasn't been founded by the AI?
 
@ All
C2C is the worst crappy **** :mad::mad::mad::mad::mad::mad::mad::mad::mad:every time you start to work on something you discover an endless steam of issues.
I was working on adding more missing save compatibility code to CvUnit but I found some issues which lead to another save compatibility break if they should be fixed for real. If anyone has other save breaking changes I could include them this time.
There is a text file "Notes for the next breaking of save game compatability cycle.txt" in the Caveman2Cosmos directory that contains a list of things to do next time we break save compatibility. Most are housekeeping eg renaming things so the name matches the name in the text files. There are some ideas on changes that need to be discussed first.

edit according to the validation program every XML file in the GameInfo folder has an error. I suspect it is the schema.
Code:
E:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\StrategyOnly\Better_Handicaps\SO_CIV4HandicapInfo.xml:8,19: Cannot load the schema for the namespace 'x-schema:SO_CIV4GameInfoSchema.xml' - The ' ' character, hexadecimal value 0x20, cannot be included in a name.
E:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\Modules\StrategyOnly\Better_Handicaps\SO_CIV4HandicapInfo.xml:0,0: No validation occurred.
 
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The multithreading removal was done 10 months ago but as part of a general performance work project.
Sadly it includes a full switch to the XSD based xml validation and this means I have to automatically modify almost every xml in C2C. Besides time and C2C's bugs this is the biggest hold back because it will cause conflicts if anyone else is working on xml changes at the same time.

@ All
C2C is the worst crappy **** :mad::mad::mad::mad::mad::mad::mad::mad::mad:every time you start to work on something you discover an endless steam of issues.
I was working on adding more missing save compatibility code to CvUnit but I found some issues which lead to another save compatibility break if they should be fixed for real. If anyone has other save breaking changes I could include them this time.
Sounds like to me that we as a Team should put all work On Hold (ie work on your individual project but do not commit) for you so this can be accomplished. The more you alberts2 can clean up the better for the Whole Mod. That is if the Mod itself and it's past history does not make you rage quit. Please don't!! :please:

Perhaps you could assign individual tasks to the team members that have C++ experience? To help facilitate the work needing to be done? Just a suggestion though.
 
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C2C is the worst crappy **** :mad::mad::mad::mad::mad::mad::mad::mad::mad:every time you start to work on something you discover an endless steam of issues.
I was working on adding more missing save compatibility code to CvUnit but I found some issues which lead to another save compatibility break if they should be fixed for real. If anyone has other save breaking changes I could include them this time.
Make it rain, I'll use this opportunity to change some xml entry KEY names.
 
every time you start to work on something you discover an endless steam of issues.
So true. Some of the stuff lately has been truly baffling. I'm so tired of being held back from us having a stable platform enough to relax and play a game for a bit. Months are passing as we try to clear up one thing after another. Will the (critical) bug reports EVER end??? That said, I understand a few issues might be my fault. Possibly.

I was working on adding more missing save compatibility code to CvUnit but I found some issues which lead to another save compatibility break if they should be fixed for real. If anyone has other save breaking changes I could include them this time.
Probably best to do it as soon as possible.
Quick question - I have the "Divine Prophets" option turned on but for the last couple of weeks I found that when I finally build a Great Prophet, I am unable to found a religion. In fact, the "found" options are not even displayed under the Great Prophet actions.

I am using the latest SVN build - has this option been disabled? Thanks.
Do you have the tech for a religion? Unless you're playing with 'Choose Religions' on as well, you still need the technology for the religion you wish to spread. 'Founding' a religion is simply the first spreading of that religion, so check the Religious advisor to ensure the religion is not yet founded because the mission won't show you the difference between founding and simply spreading a religion that's already in the game somewhere. But yeah, regardless, it sounds like you just haven't researched a religious tech for it to work with.

Sounds like to me that we as a Team should put all work On Hold (ie work on your individual project but do not commit) for you so this can be accomplished. The more you alberts2 can clean up the better for the Whole Mod. That is if the Mod itself and it's past history does not make you rage quit. Please don't!! :please:

Perhaps you could assign individual tasks to the team members that have C++ experience? To help facilitate the work needing to be done? Just a suggestion though.
I'm pretty well out for some weeks so it would be a good time for that on my end. There's a few things I've asked for some help on and maybe the problems can be found through what he's working on now.
 
SVN 10028, cleared cache

I'm experiencing the no AI settlers issue.

AI will build two cities on Deity level (ie the start ones) but in two immortal games played they refuse to build additional cities (beyond their first) at technology levels past tribalism and sedentary civ

The problem goes back before 10028, I couldn't say exactly when but I'm pretty sure pre the save game break

I am seeing evidence of hunter class units being built and gatherer (or at very least I'm seeing the development of tiles)

BTW Huge thanks for your ceaseless and selfless development of C2C it really is appreciated.
 
Maybe... if they are somehow immediately beset by a major budget deficit right away.

In SVN 10028 made it so everyone got 2000 gold at the start, and the same happened.

Tested a bit more with different game speeds. For starters I found out that, somehow, the AI pays city and distance maintenance on their second city (went to worldbuilder and checked their treasury after 200 turns and was already on the 800's when they started with 2000) and that this seems to happen on the longer game speeds.

On shorter speeds the increased rate of technologies mean that the AI's has less time to stagnate before jump-starting their economy thanks to improved technology. On longer speeds the AI doesn't hold on enough time before going on a downward spiral of:
  • Have negative income from city expenses
  • Start investing in meager wealth
  • Not enough and slowly drop to 0 treasury even with both cities on meager wealth
  • Stay stuck on meager wealth for the rest of the game
  • Not developing cities that are now riddled with crime and disease compounded by a lack of education because of their increased population and no attribute fighting units
 
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I am seeing evidence of hunter class units being built and gatherer (or at very least I'm seeing the development of tiles)
AI have some gatherers from start, so they have developments. But AI don't build new, I`m spying :)
I also seeing one AI hunter, but I suspect that been received from tribal hut. At least, I don't see a lot of AI hunters like before save game break SVN.
 
@Toffer90,

I know it's a Huge mistake to remove the -20 crime from Palace as well as the +1 education. If anything the education needs upped. As soon as player or AI hits -10 and -25 education levels they start losing Research and Gold by 5% increments. And this happens very fast. On top of this the Crime and Disease increase in steps of +1 (both) and +2(both). Now add in that negative Education per pop has been increased and the player and AI is spending way too much on Story Tellers, LE and Healers right from the start. So gold and treasury disappear quickly too. And it does Not get any easier for quite some time, if at all according to GS and Handicap used.

@KaTiON_PT ,
AFAIK AI has always paid Dist and Num city maint on 2nd and beyond cities.

Several small things have been changed that hurts the AI from game start. One is the AI used to get 10 production now it's 1 or 0. Education decay has become too strong. this allows or adds to Crime and Disease having a faster escalation. You can plainly see it happening to the AI on Deity level now. But it is a recurring theme for all GS above Noble.

There are a few other small "tweaks" that also play into this but I have to go back and check what I have in my notes, well at least the ones I have left after I threw most of them away after the v38 changes. No needed to keep a notebook full of notes when that system is no longer in the mod. :p

EDIT: Also there are not enough + giving Education buildings in the early game, Preh and Ancient Eras, to over come this too high education decay rate that is in the mod now. Not till you hit Writing do the Education Myths from animals come into play. By that time AI and player are drowning in negative education. Even non Deity players will have start using the No Growth option in the city screen because if you city continues to grow the neg ED is great Than the +ED you can get from buildings and Units. And or Afford for having a massive set of Story tellers. Now add in the cost to also combat the ever increasing Crime and Disease by Having to Have to Have More Healers and LE and stagnation and downward spiraling treasury is a given.

I personally will not be updating to 10028 any time soon for my current games. This is really game breaking.
 
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You sure the religion hasn't been founded by the AI?

That is what I thought might be happening but when I open the Religion Advisor screen, all but three of them have NOT been discovered yet i.e. the vast majority are still waiting to be discovered. When I look at the available actions for my Great prophet, the religions are not even displayed, just the buildings for the Holy Cities. It appears to me that the Divine Prophets option is not working and you can only discover religions by researching them.
 
I think it's a Huge mistake to remove the -20 crime from Palace as well as the +1 education. If anything the education needs upped. As soon as player or AI hits -10 and -25 education levels they start losing Research and Gold by 5% increments. And this happens very fast. On top of this the Crime and Disease increase in steps of +1 (both) and +2(both). Now add in that negative Education per pop has been increased and the player and AI is spending way too much on Story Tellers, LE and Healers right from the start. So gold and treasury disappear quickly too. And it does Not get any easier for quite some time, if at all according to GS and Handicap used.

Have to agree here, experiencing this first hand in the game I've just started - I'm struggling far harder keeping on top of things at the moment on Eternity/Gigantic/Diety but I wonder about how much worse the AI is doing - I got lucky and managed to find an excellent starting spot to rush the River Caves Wonder (normally I lose to the AI on Diety level). I'm currently In unhappiness thanks to the Herbs Event but Captured Fire will bring me out of it. Finances are not great and I may have to lower research at some point (A first in Prehistoric Era for me!). I'm just about ready to turn Disease, Crime and Education around but this has been much tougher than previous Immortal/Diety Games in Prehistoric
 

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Have to agree here, experiencing this first hand in the game I've just started - I'm struggling far harder keeping on top of things at the moment on Eternity/Gigantic/Diety but I wonder about how much worse the AI is doing - I got lucky and managed to find an excellent starting spot to rush the River Caves Wonder (normally I lose to the AI on Diety level). I'm currently In unhappiness thanks to the Herbs Event but Captured Fire will bring me out of it. Finances are not great and I may have to lower research at some point (A first in Prehistoric Era for me!). I'm just about ready to turn Disease, Crime and Education around but this has been much tougher than previous Immortal/Diety Games in Prehistoric
In the screen shot showing the right side panel with Education Unaware giving -1 beaker, at -100 Education the next Bad education "building" should also be displayed. It kicks in at -25 education level, the one showing kicks in at -10 ED. Toffer's UI is missing this. Regular UI displays it. IIrc it's called Education Ignorance.
EDIT: The 2nd Bad Education building shows up at Ancient Era, my bad. Could not tell the Era the screenshot was in. Correction noted from Raxo the Wonderkind. :P

Now for sometning entirely different: The Display toggle for showing all Discovered resources is not working correctly. Not sure when this started but screenshot gives prime example of it's deficiency now. Cow, Copper, Marble all missing the display that Rubies shows (Ctrl + R).
 

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