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

The cache you guys are talking about has nothing to do with Caveman2Cosmos. Removing it has no effect or whatever.

The caching of the xml data has been disabled in C2C a long time ago because it caused manny issues. At some point I even removed the code which used to write and read that cached data from the harddisk.
Then why does it fill up with the cuurent things you are doing? That part was left alone? Or hidden in the BtS exe? I'd just a soon not have it to fill up a file on my computer if it's useless data eating up HD space.
 
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The cache you guys are talking about has nothing to do with Caveman2Cosmos. Removing it has no effect or whatever.

The caching of the xml data has been disabled in C2C a long time ago because it caused manny issues. At some point I even removed the code which used to write and read that cached data from the harddisk.
Then why we have to tell players to delete cache?

I have it force disabled in civ4 ini config.
Code:
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1

I guess you did it on your side and somehow forgot to commit that :p
 
Then why we have to tell players to delete cache?

I have it force disabled in civ4 ini config.
Code:
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1

I guess you did it on your side and somehow forgot to commit that :p

And generally when you tell a player to delete the cache it solves many problems. Perhaps the code put in to disable it is not working now? or commented out? Or...….?
 
The cache you guys are talking about has nothing to do with Caveman2Cosmos. Removing it has no effect or whatever.

The caching of the xml data has been disabled in C2C a long time ago because it caused manny issues. At some point I even removed the code which used to write and read that cached data from the harddisk.
WB @alberts2! You're always missed in your downtimes. About this... do we even need all those checksum functions in the Infos cpps anymore? Is there a value in keeping them? Would there be any problems if we removed them? Just seems like a lot of chaffe if we aren't caching anything...
 
I think that's the case but???
Why then we have to tell players to delete cache, when they update mod (non SVN)? :crazyeye::badcomp:
I guess it was put back or something like this.
Me, Toffer, Thunderbrd and others often says this, if players runs into problems.

Or cache is made by EXE itself, and only this vanilla BTS ini setting prevents creation of EXE cache.
Code:
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1
 
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Why then we have to tell players to delete cache, when they update mod (non SVN)? :crazyeye::badcomp:
I guess it was put back or something like this.
Me, Toffer, Thunderbrd and others often says this, if players runs into problems.

Or cache is made by EXE itself, and only this vanilla BTS ini setting prevents creation of EXE cache.
Code:
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1
Don't wrap me up in this. I've never understood how it was supposed to help since it doesn't directly work with C2C files.
 
Don't wrap me up in this. I've never understood how it was supposed to help since it doesn't directly work with C2C files.
Well I'm not sure if you actually were telling players to delete cache, when they were updating mod, just that remember, that a lot of people said to do this.
 
Yeah Win 10 on last update Hid the AppData Folder on me, again! So Very Irritating! :badcomp::gripe:

Hide to dig down and find the check boxes for Hidden Files to be shown. win 10's hyperactive security crap is so very annoying when no one uses your computer but you! Arggghhh!!!
1. Copy this:
2. Press "Win+R"
3. Press "Ctrl+V"
4. Press "Enter".

I've never deleted that cache you guys keep talking about, not even once.
 
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We used to instruct to delete the cache quite often, and by that, we meant the C2C cache folder that would write itself on mod load.
 
We used to instruct to delete the cache quite often, and by that, we meant the C2C cache folder that would write itself on mod load.
Is this not the same cache we are talking about? I know of no other.
 
Here's a ship v toucan save. There is a Deceres 2SE of the capital and a toucan 1 more to the SE. When I ran it I got 8.44XP. Size Matters definitely on. Fight or Flight also afaik.

They don't withdraw from land hunters all that often either - not as often as in the previous versions I've played. But they never withdraw from any naval unit - by which I mean outrigger/galley/war galley/trireme/quinquereme/deceres

I have no barbs atm, so I can't help you with the ruffian v barb issue any time soon. Although I will look to see if my 'historical' hard saves are any help.

And I found one... Barb city Bantu is on the second island to the north of my continent. There are two bandit riders on the ships adjacent to it. They can enter the city ok, but if they try to enter the tile west of the city, there is combat. And the odds are not given beforehand.
I've now fixed both of these. They both proved very valid bugs. The second one was the toughest to crack. Thank you for your reports here!
I appreciate you pointing this out. It helped me to get a bead on sorting things out so ended up being a good place to start and a good place to get familiar with the terminology about the subject matter. I still have some errors in Intellisense for some reason but they are no longer causing me any trouble.
 
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Is this not the same cache we are talking about? I know of no other.
AIAndy had programed a cache file that would fill up with the xml data from C2C in a manner that it would be stored so it could be accessed faster on the next load. It helped a lot at the time and we would often need people to delete the cache file so that when they would load C2C again they would pick up on the changes that took place since they had generated the cache. The cache in the BtS vanilla core is unrelated to this and deals with data from the main core stuff that can be cached all the time because nothing about that data changes when we mod and even if it did, we're not changing it where it is being drawn upon to cache that data. Point being that cache never changes once Vanilla BtS has loaded once so there's no point in deleting that cache. Perhaps it helps some folks that just recently installed the mod to clear up some base assumptions from the core but I don't suspect it actually does make any difference at all. I know you've told ppl to do it and it seems to have helped so there's been confirmed that it did at times but I think those have been coincidences that coincided with other things they did on their end that did have an impact. Therefore, I've not tried to say we SHOULDN'T advise it because if nothing else when we are at our wits end with a problem it helps to make it clear we're TRYING to help.

That original C2C cache folder shows up now in Assets still after a game load but it's a bit of a relic of no use at this point. Alberts figured out how to change our loading mechanism so that it would load as fast from the xml as it does from the cache folder so was able to remove a major confusion inducing issue there by disabling its further use. At this point, there's probably a LOT of code we can get rid of but I don't yet just in case we want to go back to using it for some reason.
 
In a couple of cities, I've had the Monument come up in my build options... after I've built it. It has the correct hammer cost (ie. 0), and even says in the mouseover 'Built in 600BC' (or whenever - the correct date in the past afaik). And I don't think it comes back a third time. So it's not a biggie, but it's a bug, and it's kinda interesting, and weird, so I'm reporting it.
 
So we are hunting ghosts?

@alberts2 I asked if I can override INI values in vanilla BTS Civilization4 file, so it never gets created.
I'm not sure if this answer is useful.

1. Copy this:
2. Press "Win+R"
3. Press "Ctrl+V"
4. Press "Enter".

I've never deleted that cache you guys keep talking about, not even once.
I guess you have those entries enabled in vanilla INI:
Code:
; Disable caching of file system (may slow initialization)
DisableFileCaching = 1

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 1

Or we are telling other players to delete cache, because it may belong to other mods or vanilla itself?
I guess THAT was purpose of deleting cache.

Game always loads faster on subsequent launches after turning on computer.
Changing those entries in INI doesn't change size of cache after all - its always 1 MB size folder here.
C:\Users\<USERNAME>\AppData\Local\My Games\Beyond the Sword
 
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AIAndy had programed a cache file that would fill up with the xml data from C2C in a manner that it would be stored so it could be accessed faster on the next load. It helped a lot at the time and we would often need people to delete the cache file so that when they would load C2C again they would pick up on the changes that took place since they had generated the cache. The cache in the BtS vanilla core is unrelated to this and deals with data from the main core stuff that can be cached all the time because nothing about that data changes when we mod and even if it did, we're not changing it where it is being drawn upon to cache that data. Point being that cache never changes once Vanilla BtS has loaded once so there's no point in deleting that cache. Perhaps it helps some folks that just recently installed the mod to clear up some base assumptions from the core but I don't suspect it actually does make any difference at all. I know you've told ppl to do it and it seems to have helped so there's been confirmed that it did at times but I think those have been coincidences that coincided with other things they did on their end that did have an impact. Therefore, I've not tried to say we SHOULDN'T advise it because if nothing else when we are at our wits end with a problem it helps to make it clear we're TRYING to help.

That original C2C cache folder shows up now in Assets still after a game load but it's a bit of a relic of no use at this point. Alberts figured out how to change our loading mechanism so that it would load as fast from the xml as it does from the cache folder so was able to remove a major confusion inducing issue there by disabling its further use. At this point, there's probably a LOT of code we can get rid of but I don't yet just in case we want to go back to using it for some reason.
I have Never ever dealt with that cache in C2C assets. C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\cache. As it is always empty.

I have only ever dealt with the one that is created in C:\Users\"username"\AppData\Local\My Games\Beyond the Sword\cache. And every time I tell a player to delete it's contents their problems with "old stored data" from the last time they played (usually an older version of C2C), goes away.

Are we Clear now?!!! Crickey what a run around this has been! :P
 
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In my game there is an Exile next to Honolulu as you can see in the screenshot. I am unable attack it. There is a Great Hunter south from it and there are military units in the city and none of them able to destroy it. I checked in the world builder and I can't see any other unit on the tile.

My game settings and BUG settings are in the compressed file next to my save. I started the game on SVN 10299 and I updated C2C in steps to 10319.
 

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In my game there is an Exile next to Honolulu as you can see in the screenshot. I am unable attack it. There is a Great Hunter south from it and there are military units in the city and none of them able to destroy it. I checked in the world builder and I can't see any other unit on the tile.

My game settings and BUG settings are in the compressed file next to my save. I started the game on SVN 10299 and I updated C2C in steps to 10319.
I couldn't find any bugs in all my hours of testing after my last changes but somehow I knew something like this would come up. I'll take a look at it as soon as I can. Thank you for the report. I ended up trying a few fixes before I found the actual source of the problem and have a few theories as to some changes on the path to a fix that might not have been necessary and may even have been outright wrong so could be causing this.
 
And I always play 1 City Tile Start. I wish it was the Default way to start ecvery game and every New City placed. But I know that won't happen.
Please keep 1 City Tile Start optional.

When the option became available I tried it because it seemed interesting. My biggest concern with C2C is the huge amount of micromanagement it requires with the huge amount of content and some game mechanics. I feel 1 City Tile Start makes it a little worse. Every time I build my Settler stack I have to add entertainer units to it without thinking about it. It's essentially mandatory to be able to start a good city. So at the end I get the same result, a city with some tiles next to it, but with a little more clicks in my build queue and a little slower production.

It's a little more interesting with the Realistic Culture Spread option on and it might worth the trouble but the conquered cities unable to use RCS bug is still there if I'm not mistaken so I don't use this option lately.

The same micromanagement problem is there for the group sizes of military units for example. When I have to build those units I have to build 3 or 9 or sometimes 27 of them at the same time then merge them to a big strong army. Someone once asked about the possibility to build the military units already in bigger groups and I liked the idea. I don't know how difficult would be to implement it. I like the idea of the different group sizes but it can be tedious production wise.
 
When the option became available I tried it because it seemed interesting. My biggest concern with C2C is the huge amount of micromanagement it requires with the huge amount of content and some game mechanics. I feel 1 City Tile Start makes it a little worse. Every time I build my Settler stack I have to add entertainer units to it without thinking about it. It's essentially mandatory to be able to start a good city. So at the end I get the same result, a city with some tiles next to it, but with a little more clicks in my build queue and a little slower production.
I recently made it so that Setllers (Unlocked at sedentary lifestyle) give one free cultural level to the city they found if the "1 City Tile Founding" option is active.
This means the 8 surrounding plots will always be available (within cultural border) to a city founded by a settler unit more advanced than the tribe.
 
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