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

as above some things r still showing up invisible, BUT, if u look at my pics, what i did was take a unit to one of the spots of the invisible, and poof it was gone as soon as i "tried" but didnt move my unit to that invisible unit and it was GONE. . .


also has this:

Traceback (most recent call last):
File "CvRandomEventInterface", line 2668, in expireMasterBlacksmith1
AttributeError: 'NoneType' object has no attribute 'getCity'
ERR: Python function expireMasterBlacksmith1 failed, module CvRandomEventInterface
Traceback (most recent call last):
File "CvRandomEventInterface", line 2668, in expireMasterBlacksmith1
 

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as above some things r still showing up invisible, BUT, if u look at my pics, what i did was take a unit to one of the spots of the invisible, and poof it was gone as soon as i "tried" but didnt move my unit to that invisible unit and it was GONE. . .


also has this:

Traceback (most recent call last):
File "CvRandomEventInterface", line 2668, in expireMasterBlacksmith1
AttributeError: 'NoneType' object has no attribute 'getCity'
ERR: Python function expireMasterBlacksmith1 failed, module CvRandomEventInterface
Traceback (most recent call last):
File "CvRandomEventInterface", line 2668, in expireMasterBlacksmith1
SO, Boss if you have Graphic Paging On in BUG turn it Off.

Play a few turns to see if the units start appearing again.

If they do Then turn Graphic Paging back On and see if the units disappear once more.
 
SO, Boss if you have Graphic Paging On in BUG turn it Off.
Play a few turns to see if the units start appearing again.


If they do Then turn Graphic Paging back On and see if the units disappear once more.
re=started the game and poof they r gone???\]
.EDIT: now they r back again after a few turns. .

ok tried on/off with paging they r still there (invis) . . .

not even worth playing now, cant seem what is real and what isnt, and if i feel that way imagine how the other civs feel, going after nothing and getting more confused?????????
There has always been an issue with flags if you are on low graphics. No idea if thats relevant here.
nope, but thx. . .
 
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Latest SVN I can build Dried Fish Maker in cities that have no fishing buildings and Dried Fruit Maker in cities without orchards. This does not seem right.
 
Latest SVN I can build Dried Fish Maker in cities that have no fishing buildings and Dried Fruit Maker in cities without orchards. This does not seem right.
Those buildings require bonus, but not buildings, that produce that bonus.
So those Dried Fish/Meat/Fruit Makers could have vicinity bonus requirement.
Requiring manufactured resource X in vicinity is effectively requiring any resource X producing building.
 
If the fixes you are suggesting would need to be reverted when we do the space map generators then doing them is wasting our time.
The current work around to this issue is to play on a premade space map, the proper fix will be that all maps have space in them.
If you want to post a PR with the temporary fixes we would be glad to take it though.
I uploaded a file in the modmods subforum in which the mission rewards up to the Kuyper Belt Object one are buildable. Even by xml-only standards, it's a lazy fix, but it satisfies me, and makes a dozen or more space wonders from the beginning (Mariner, Mir, Skylab), up to about the present-day (New Horizons) buildable on non-scenario maps. I think that's important, so maybe some others will do too.

Am just responding to your "glad to take it" comment. I'm not pushing for anything further to be done about it.
ETA: Link (by request)https://forums.civfanatics.com/threads/buildable-mission-rewards.649922/
And Aaaaaaaaaargh! I put it in the main forum by mistake.
 
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Linked above (turns out it's in the main forum not modmods:rolleyes:).

Who do I PM to move it?
 
Those buildings require bonus, but not buildings, that produce that bonus.
So those Dried Fish/Meat/Fruit Makers could have vicinity bonus requirement.
Requiring manufactured resource X in vicinity is effectively requiring any resource X producing building.
So in the Classic Era I can take fish out of the ocean and transport them 8 turns to an inland city with no connection to lakes or rivers and the fish will be fresh enough to dry? This did not used to be the case. Now these building are OP simply because you can build them everywhere.

They should be vicinity if on bonus but to my mind it should be an or requirement on the building that catches the fish or grows the fruit. Just because it makes more sense t dry them where you get the raw resource.
 
So in the Classic Era I can take fish out of the ocean and transport them 8 turns to an inland city with no connection to lakes or rivers and the fish will be fresh enough to dry? This did not used to be the case. Now these building are OP simply because you can build them everywhere.

They should be vicinity if on bonus but to my mind it should be an or requirement on the building that catches the fish or grows the fruit. Just because it makes more sense t dry them where you get the raw resource.
Those buildings always were like that.
Also there are A LOT of fish/shellfish/fruit producers.

There are tens of different resources - both map and manufactured - that shouldn't be able to be used empire wide for long time, if you wanted realistic logistics.
I'm not sure if its possible to implement realistic logistics in such way, that AI and players could easily understand that.
Also you would need volumetric resources to track all resource producers/consumers, and their supply and demand.
Thing would have to be scaled by speed and map size too.
 
Hey guys, I am using the 11036 SVN and just started a new game. I am using the Civ megapack and playing as Canada.

When I click on a certain group of units (tribe, 2 Slingers, 2 Enforcers and a few animals) or when the game, while cycling through units on the map, comes to this group, C2C crashes to the desktop. The group is at the top middle part of the map.

I tried removing the Canadian entry in my "MLF_CIV4ModularLoadingControls.xml" and reloaded the saved game. My Canadians had been replaced with another in-house civ but when I click on that same tribal group, C2C crashes.

I have attached the saved game - if you require any logs, let me know which ones you need.
Thanks
 

Attachments

Also there are A LOT of fish/shellfish/fruit producers.
Too bad you were not around when Hydro and then later Mr Azure were making all these "buildings/resources". Hydro would've had fun with you. ;)
 
Question: are pests supposed to stay even if their prerequisites are no longer currently present?
The below city has been at size 6 for a few turns, but gophers (requires city size 14) are still there.

upload_2019-9-21_23-35-37.png
 
I have attached the saved game - if you require any logs, let me know which ones you need.
Thanks
Actually the crashdump will be more useful (I don't have any modmods installed): look for minidump-v40...dmp files in your Beyond the Sword folder (next to the exe), and upload the newest one here please!
 
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