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

1. Can units with Armed Guard line of promos please be given the ability to defend (traders and hunters) against criminals.
Was always supposed to. I believe it adds a combat class to the unit that takes it and that class simply needs to be added as one of the types that those units target first. Thank you for reminding me that was always the intent there.
I suggest Armed Guard I should give them a new subcombat, and that subcombat should be added to the list preferentially targeted by criminals.
Yeah, that's always what I meant it to do so I'll make it a priority to make sure it gets done.
I also suggest Law Enforcement should be able to get something similar (Gangbusters?).
They do have anti-criminal promos... I believe I'd meant them to be able to take this as well. However, they would lose the ability to make arrests if they take it so I might be a little cautious on that one.
Relax its not a fragile piece of china! You didn't do anything wrong.
I worry about overwriting people's work. But it's good to know I didn't poo the scrooch on anything.
 
Biopunk is in the Nanotech era, 5 columns behind though. Will correct that.
You mean you'll move the enable to Biopunk's column, or you'll move Biopunk to DNA Computing's column? I hope the former - Biopunk has already been pushed back an (almost) unprecedented amount. If it was to put some distance between it and Cyberpunk, okay but you realize it's now plumb on top of (currently empty tech?) Nanopunk?
 
BioPunk and Cyberpunk need to be near each other on the tech tree as they share one or more buildings. I think they were designed as alternatives to each other.
 
BioPunk and Cyberpunk need to be near each other on the tech tree as they share one or more buildings. I think they were designed as alternatives to each other.
They used to share one building, but this isn't case anymore for some time now..
 
last time I tried to separate them to make them modular that was not the case. That was this year, maybe early this year but still this year.
It was done after you tried to modularize them.
 
Last edited:
SVN 11024:
Python Exception:
CvRandomEventInterface, line 4713 (in expireAlternativeEnergy1)
'NoneType' object has no attribute 'getBuildingClassCountWithUpgrades'

Also, the game crashes whenever I exit. Minimal inconvenience, and maybe I'm the only one that gets it, but it appears to be a recently-introduced bug, that is it didn't happen on my previous version.
The error mentions a StackHash_8485, if that helps.
 
SVN 11024:
Python Exception:
CvRandomEventInterface, line 4713 (in expireAlternativeEnergy1)
'NoneType' object has no attribute 'getBuildingClassCountWithUpgrades'
@Toffer90 can fix it.

Also game crashes on exit for me too.
 
Also, the game crashes whenever I exit. Minimal inconvenience, and maybe I'm the only one that gets it, but it appears to be a recently-introduced bug, that is it didn't happen on my previous version.
You know what version you were on previously? This would be very helpful.
 
SVN 11024:
Python Exception:
CvRandomEventInterface, line 4713 (in expireAlternativeEnergy1)
'NoneType' object has no attribute 'getBuildingClassCountWithUpgrades'

Also, the game crashes whenever I exit. Minimal inconvenience, and maybe I'm the only one that gets it, but it appears to be a recently-introduced bug, that is it didn't happen on my previous version.
The error mentions a StackHash_8485, if that helps.
This is a strange one, it shouldn't really happen, I can fix the python to not error, though it does mean that the event is triggered for a non-existing player, like "playerID = -1" or "playerID > 49"....
I'll set the event code to handle the exception, but it will have to at least write out an warning message in the python log, so that this oddity can be looked deeper at one day.
 
They do have anti-criminal promos... I believe I'd meant them to be able to take this as well. However, they would lose the ability to make arrests if they take it so I might be a little cautious on that one.
They deserve at least a chance to prevent criminal ambushes/assassinations (preferential targeting), something anti-criminal promos don't help against. It would be a specialized role (sort of like the Secret Service?), so that arresting cops are also needed. There needed to be a tradeoff, so the loss of the ability to arrest (and attack in general) is acceptable, as it is for Armed Guards.
 
They deserve at least a chance to prevent criminal ambushes/assassinations (preferential targeting), something anti-criminal promos don't help against. It would be a specialized role (sort of like the Secret Service?), so that arresting cops are also needed. There needed to be a tradeoff, so the loss of the ability to arrest (and attack in general) is acceptable, as it is for Armed Guards.
Well, why not just give access to Armed Guard then right? I thought I originally had... maybe there's something invalidating it in the dll. Hopefully the AI doesn't overdo it with these on LE units...
 
When I update SVN, it doesn't download the full mod, only some files. Am I doing something wrong? Everything was ok before moving to github

upload_2019-9-4_13-31-4.png
 

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When I update SVN, it doesn't download the full mod, only some files. Am I doing something wrong? Everything was ok before moving to github

View attachment 534068
This is intentional - SVN now doesn't include anything, that isn't needed for game.
So no source code and clutter in base folder.
Docs folder content also was revised.
 
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