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

nope .. . u wrote 2 fast see last para above . .
Remove to from your game I did a lot of work to make that possible. Oh, wait something changed in the last version release that makes those religions not modular. Oh well you are stuck with it until someone fixes the modularity again.
 
Remove to from your game I did a lot of work to make that possible. Oh, wait something changed in the last version release that makes those religions not modular. Oh well you are stuck with it until someone fixes the modularity again.
what who did that, so now i cant delete the modular stuff i dont want anymore, WTH??
found out u have to start a new game, then maybe delete what u dont want, but NOT after wards??


DH, so then why the -10% mp
 
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is this whats supposed to happen?? i am able to build the Neander Culture when it pops up for NEW buildable items and stuff, but when i dont pick it and go to the city for buildable items its NOT there??
 

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Sorry but you misread there TB;) Myth (Horse) is one of the ones that has not been updated it does give +1:science: and then later a total of -2:science: .
Please tell me that's not intentional...
 
That particular Myth has missed out on at least two reviews, so its current status is not intentional.
Cool... thought that was the case.

Maybe @raxo2222 can fix this one and look for others with the same mistake?
 
did that still not there . . .
Could a recent update have changed the prereqs of the building so that when you went back later to select it the update had removed the ability to build it or was all that in one session?
 
tried the Inquisitor for the 1st time, and i dont believe it is working?? it says as in the pic, that it will remove all NON-state religions, so i did next turn and they r still ALL there???
besides i believe it should be set to remove just the "religions" that u dont want and not all, IMPO...

EDIT: i wanted to see if it could get rid of that horrible relg Rodnovery, cant stand that religion since it is a -(minus) 10% military production,,, ,
They have a certain probability of failure. Just build another inquisitor and try again until he succeeds.
Remove to from your game I did a lot of work to make that possible. Oh, wait something changed in the last version release that makes those religions not modular. Oh well you are stuck with it until someone fixes the modularity again.
Modular loading control code is working and the xml data are still modular.
 
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Could a recent update have changed the prereqs of the building so that when you went back later to select it the update had removed the ability to build it or was all that in one session?
same turn

just click on next turn and u will see. . .


EDIT: But it does show up 2 turns later after new tech for some reason?>??

EDIT1: pic: for some reason u have to click on that turn on avail in the wonders and then when u check the buildable units, its the opposite, u have to unclick it?? weird stuff . . .
 

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same turn

just click on next turn and u will see. . .


EDIT: But it does show up 2 turns later after new tech for some reason?>??

EDIT1: pic: for some reason u have to click on that turn on avail in the wonders and then when u check the buildable units, its the opposite, u have to unclick it?? weird stuff . . .
@billw2015 did some interesting things to recreate the generation of the city queue popup list, so it sounds like something went a little strange with that. So at least it should be confirming to know something has been done there recently that may explain it. I'm sure he'll take another look at it soon now that you've reported the bug. I just had to know if it was that or if it was an adjustment to the prereqs of that particular wonder that was made recently.
 
Modular loading control code is working and the xml data are still modular.
I think Rax removed it for now and needs to reinstate it since it's now possible again.
 
I think Rax removed it for now and needs to reinstate it since it's now possible again.
i hope so because i keep getting this now??
 

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Sometimes i'am getting crashes then i start new games.

View attachment 532227
Could be another xml loading issue.

I'am still getting that std::length_error almost everytime I start a new game.
Code:
Exception thrown at 0x7452B0B2 in Civ4BeyondSword.exe: Microsoft C++ exception: std::length_error at memory location 0x0019F990.
That has to be caused by the xml loading changes or the PPIO merge because it already happened before the memory allocator change.
We never had that error before the recent set of xml loading changes and I didn't use PPIO much so I don't know if that might have caused such problems.
 
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These three variables are uninitiated in CvPlayer.
Code:
    int m_iExtraCityDefense;
    int m_iDistantUnitSupportCostModifier;
    int m_iReligionSpreadRate;

I won't put these changes in the svn because it takes to long to compile the FinalRelease dll using my laptop it would be nice if another modder could take care of these.
 
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I'am still getting that std::length_error almost everytime I start a new game.
Code:
Exception thrown at 0x7452B0B2 in Civ4BeyondSword.exe: Microsoft C++ exception: std::length_error at memory location 0x0019F990.
That has to be caused by the xml loading changes or the PPIO merge because it already happened before the memory allocator change.
We never had that error before the recent set of xml loading changes and I didn't use PPIO much so I don't know if that might have caused such problems.
Try rev. 10722, it was the rev where PPIO was added to core and before Anq started changing any xml loading.
 
Unloading a religion in an ongoing save game has never been supported. The save format needs to be changed to save the arrays that reference religions & corporations reference by their TGA index, but will cause incompatibility with older saves, unless some hack is added to do the transformation to an improved save format.

Both religions & corporations indexes are already getting remapped then loading saves look at the RemappedClassType enum and it's usages.
if changes to the assets cause the indexes to be changed since the last time a game was saved all indexes will be changed to the new index unless something no longer exists then it becomes -1.
But removing assets is always a problem then the removed assets are already present in a game and some code might simply not be written to handle such removals.
 
is this whats supposed to happen?? i am able to build the Neander Culture when it pops up for NEW buildable items and stuff, but when i dont pick it and go to the city for buildable items its NOT there??

@billw2015 did some interesting things to recreate the generation of the city queue popup list, so it sounds like something went a little strange with that. So at least it should be confirming to know something has been done there recently that may explain it. I'm sure he'll take another look at it soon now that you've reported the bug. I just had to know if it was that or if it was an adjustment to the prereqs of that particular wonder that was made recently.

Yeah I will have to have a look! A save would be pretty useful for where the unit was available but not the tech.
/edit Sorry I'm blind there already is one!
 
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