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

I'm not sure what's so confusing about being able to construct a building up to a point but then even though you can't construct it afterwards, have it still function for a while.

I meant that X obsoleting way later than its prereqs is bit confusing - in some cases that might be actual bug.
 
Such design is confusing though.

Consider a foundry replacing a forge. When the foundry becomes available you can no longer build a forge. But you should still get the production from existing forges until you replace them with foundries.

Obsoleting and removing existing forges when the foundry becomes available is to much of a negative production hit. Also not realistic.

The player should be given a time period in which to replace the forges. When that period is up - they are then removed.

It was something I argued for in RI, that was implemented and a similar version in C2C.
 
Consider a foundry replacing a forge. When the foundry becomes available you can no longer build a forge. But you should still get the production from existing forges until you replace them with foundries.

Obsoleting and removing existing forges when the foundry becomes available is to much of a negative production hit. Also not realistic.

The player should be given a time period in which to replace the forges. When that period is up - they are then removed.

It was something I argued for in RI, that was implemented and a similar version in C2C.
But foundry doesn't have prereq of forge.
That is you don't need to build forge to build foundry.

I was saying that prereqs of buildings obsoleteing way earlier than buildings is confusing.
 
But foundry doesn't have prereq of forge.
That is you don't need to build forge to build foundry.

I was saying that prereqs of buildings obsoleteing way earlier than buildings is confusing.
Not only that - it isn't entirely clear if the building is operating at this point - if it is, what does it mean that it is obsolete? If it is not, how can it still be prerequisite to anything?
 
There is indeed a wide interval where Fertility Dance is available but impossible to be built. While Fertility Dance is made obsolete in the industrial era with Women's Suffrage the Childbirth Hut (one of its requirements) is obsoleted in the classical era with Ancient Medicine.

The question is then: should the Childbirth Hut be made obsolete much later (like Childcare Hut that is made obsolete with the modern era technology Consumerism) or should Fertility Dance be made obsolete earlier in the classical era?
Unless the Childbirth Hut is replaced, there's no way it should obsolete until you can build hospitals.

Industrial obsoletion for Fertility Dance sounds about right, although it is counterintuitive that a tech empowering women should obsolete one of the few earlier female-empowering institutions.

Another thing with Fertility Dance (relating as it does to human fertility) is that it's inconsistent with any historical form of Christianity that I'm aware of. Judging by the dire pronouncements in the Hebrew scriptures (especially the prophets) regarding that sort of thing, it probably could not co-exist with Judaism either.

On the other hand, this would only apply if other religions were not present, or if present were not being discouraged.
 
Another thing with Fertility Dance (relating as it does to human fertility) is that it's inconsistent with any historical form of Christianity that I'm aware of. Judging by the dire pronouncements in the Hebrew scriptures (especially the prophets) regarding that sort of thing, it probably could not co-exist with Judaism either.
Not really, those sort of religions just restrict the dance to be only in the marriage:mischief:. Courtship dances being allowed, under strict supervision naturally.
 
Not really, those sort of religions just restrict the dance to be only in the marriage:mischief:. Courtship dances being allowed, under strict supervision naturally.
I'll pay that. It takes a bit of getting one's head around, but the "Church social" is functionally equivalent to the Fertility Dance - once the convoluted workings of institutional Christian moral 'reasoning' are taken into account. Fascinating in a way, while also deeply disturbing, and guaranteed to make your brain hurt...
 
Bison riders can't be built in every city after construction of "Effect - heritage - Bisons" like the other megafauna.

Bison riders are missing "effect - heritage - bisons" as a requeriment to be built.
 
@Dancing Hoskuld made those.

Someone made mistake when recosting all Stories building - shouldn't be their cost same as library?
Spoiler :

Civ4BeyondSword 2018-09-19 09-41-47-27.jpg
Civ4BeyondSword 2018-09-19 09-42-07-51.jpg
Civ4BeyondSword 2018-09-19 09-41-43-95.jpg
Civ4BeyondSword 2018-09-19 09-45-26-98.jpg


Since they need library, that is unlocked by Literature, I will give them cost of 225 - this is how much regular buildings cost in Literature column.
Someone by mistake took obsoleteing tech as tech to recost things.

And recosted those. Now their cost is equal to library cost - their building requirement.
 
Last edited:
@Dancing Hoskuld made those.

Someone made mistake when recosting all Stories building - shouldn't be their cost same as library?

Since they need library, that is unlocked by Literature, I will give them cost of 225 - this is how much regular buildings cost in Literature column.
Someone by mistake took obsoleteing tech as tech to recost things.

And recosted those. Now their cost is equal to library cost - their building requirement.
I don't believe they were recosted at all tbh, but allowed to retain their original cost because I wasn't sure how to go with those since they aren't actual buildings.
 
I don't believe they were recosted at all tbh, but allowed to retain their original cost because I wasn't sure how to go with those since they aren't actual buildings.
They were costing like national - group wonder with their cost being 2 - 4x higher than typical buildings like Library - that is effectively those buildings need tech from its column.
I recosted them down, and DH was fine with those.
 
They were costing like national - group wonder with their cost being 2 - 4x higher than typical buildings like Library - that is effectively those buildings need tech from its column.
I recosted them down, and DH was fine with those.
Stories are (pseudo) national wonders or they should be since they give a free building and you can only build one.
 
Stories are (pseudo) national wonders or they should be since they give a free building and you can only build one.
I'll recost them by 2x (National Wonder) then.
Now I'm recosting some buildings and units as I reworked first three columns in Modern era.
Will commit both of changes at once.

Now changes are in SVN.
 
Last edited:
The game makes a CTD just after turn in which my civilization achieves Guilds. Seems like all opponents take its turn, then CTD happens.

EDIT:
If that matters my C2C folder is:
C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2CosmosSVN\trunk

EDIT2:
Build 10193

EDIT3:
Logs uploaded
 

Attachments

Last edited:
EDIT:
If that matters my C2C folder is:
C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2CosmosSVN\trunk
Logs uploaded
No wonder it doesn't work.
I noticed THREE errors in your path.
It should be:
Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos
That is mod should be placed where main game is, folder name should be Caveman2Cosmos not trunk, and it can't be placed in subfolders.
 
I made symbolic link C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2Cosmos pointing to C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2CosmosSVN\trunk

Game starts now as:

"C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe" mod=\Caveman2Cosmos

but when loading a save game in question, it says that it requires Caveman2CosmosSVN\trunk (and that a restart is needed).
Is my save completely lost in the new configuration or is there a method to fix the save?
 
I made symbolic link C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2Cosmos pointing to C:\Users\KonradK\Documents\My Games\Beyond the Sword\MODS\Caveman2CosmosSVN\trunk

Game starts now as:

"C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe" mod=\Caveman2Cosmos

but when loading a save game in question, it says that it requires Caveman2CosmosSVN\trunk (and that a restart is needed).
Is my save completely lost in the new configuration or is there a method to fix the save?
You made shortcut.

ABSOLUTELY whole mod must be here.
Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Caveman2Cosmos

You can make dedicated folder for games like normal user:
"C:\Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe

Its miracle, that you didn't got bugs earlier.
Also save is toast.
 
Back
Top Bottom