Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

i now had to restart my PC 4 times. .
There is no need to restart PC if playing on windowed mode (on fullscreen you can press ctrl+alt+del and click on task manager anyway).
Just rightclick on task bar (or how that bar is called in English), click on Task Manager and select civ4 process to shutdown it.

I guess restarting PC is just simpler for you.
 
There is no need to restart PC if playing on windowed mode (on fullscreen you can press ctrl+alt+del and click on task manager anyway).
Just rightclick on task bar (or how that bar is called in English), click on Task Manager and select civ4 process to shutdown it.

I guess restarting PC is just simpler for you.
c/a/delete yes u can bring up task bar, but u cant get to anything in it because CivIV wont let u do that, and clicking on civIV and to end it also will NOT work, at least on my PC. . . and yes u have tried over 20 times each on this .. and i will not play on windowed, hate that , looks stupid that way . .
 
c/a/delete yes u can bring up task bar, but u cant get to anything in it because CivIV wont let u do that, and clicking on civIV and to end it also will NOT work, at least on my PC. . . and yes u have tried over 20 times each on this .. and i will not play on windowed, hate that , looks stupid that way . .
You have to select "process" tab in task manager, it shows all things currently running on computer, not just few things, that you have open.
I prefer windowed mode as its way faster to tab out of game to check other stuff.
Also if you have memsaver enabled in vanilla bts ini, then you can't minimize game in full screen - it will crash..
 
used debug and got these error, then after errors it went to next turn?????
SO Update to 10909 But before you load game Clear the cache folder contents: C:\Users\*username*\AppData\Local\My Games\Beyond the Sword\cache

Also Delete your User Settings Folder too. Let the Mod rebuild the User Settings Folder for you.

SVN 10904 had problems that Anq corrected by 10909.
 
used debug and got these error, then after errors it went to next turn?????
All of those are standard expectable asserts on a debug or assert dll run. Nothing showing a real problem that we haven't had for a long time as it is (and some of those aren't even problems so much as warnings that I haven't yet taken the time to disable - I even know why they are being thrown - C2C has decided to break some design rules that Firaxis reasoned should never be broken. In a few of those cases, setting a minimum return of 0 may be a good idea (without corrupting the actual variable that's coming up with a negative total) and in a few of those cases, we should just get rid of the assert. A couple of them show a real problem I don't know the solution to, one being one of those 'false' asserts that indicates that the city has run out of options as it tried to determine a proper selection for the build queue, (how that happens is still a little mysterious to me) and another few of them deal with something wrong in the pathing engine that's beyond my ability (or perhaps just beyond my patience) to follow the complexity of but may be trying to say a unit thinks it should be able to route itself somewhere (in its predictive coding) but can't actually do so when it tries to so some actual rule is being overlooked in the predictive coding for routing.

AKA, none of that actually matters to the problem nor is an indicator of why you may be getting a hang. What's really strange is that you get past the hang on the debug dll. Alberts2 said the save takes a long time on release but for me it processes the turn very fast so I'm not sure what the difference could be.
 
I understand. Here is save file 1 turn before next Great Hunter emerges.
After I make him Master Hunter he doesn't get his Nomad 1 promotion.
Cool! I'll look into it. I was looking for signs of the problem being in the code when I was playtesting the other day and it was all working as expected, so now I suspect the unit itself may be flawed in its definition. Something is afoot obviously and this save should force me to look outside the box of my expectations, assuming it does prove that the issue is more complicated than it should be.
 
What's the status on the espionage overflow?
 
Cool! I'll look into it. I was looking for signs of the problem being in the code when I was playtesting the other day and it was all working as expected, so now I suspect the unit itself may be flawed in its definition. Something is afoot obviously and this save should force me to look outside the box of my expectations, assuming it does prove that the issue is more complicated than it should be.
Found the problem and fixed it but I didn't have time to make it pretty. There's some ugly inefficiency taking place in all this assigning free promotions and even worse during the upgrading of a unit. I'm a little embarrassed by it to be honest... but hey at least I've cured the functional bug at this point.
 
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Could someone have a look at this please. In the first instance, I need to know why the costs for all espionage missions are being reported as zero.
OK, thanks! I'll take a look. I do suspect it's an overflow but it will take a little evaluation to be sure.
 
OK, thanks! I'll take a look. I do suspect it's an overflow but it will take a little evaluation to be sure.
Thanks. Post 396 is my last uploaded save if you don't already have it.
 
Update
F:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos from svn://svn.code.sf.net/p/caveman2cosmos/code/trunk
Unable to connect to a repository at URL
'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk'
Network connection closed unexpectedly
 
Update
F:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos from svn://svn.code.sf.net/p/caveman2cosmos/code/trunk
Unable to connect to a repository at URL
'svn://svn.code.sf.net/p/caveman2cosmos/code/trunk'
Network connection closed unexpectedly
Sourceforge is acting up again.

It happens sometimes, it isn't bug with our mod.

You need to wait for a while.
 
Thanks.
But i have a real one.
Should not be in the Building-List , shouldn`t ?
 

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Thanks.
But i have a real one.
Should not be in the Building-List , shouldn`t ?
It should be instantly autobuilt. I guess it will be built automatically turn later.
It has normal cost, so it appears here (buildings with -1 cost don't appear on city build list).
 
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