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

Latest SVN.
2 Workers try to build a path since few rounds.
It should be done in one turn->Pic 1
Next Round , still working->Pic 2+3
and next Round , still working->Pic 4+5
You can't stack workers to do same thing.
You can use one to build route and other to build improvement though.
 
Since when ?:confused:
That i never heard before.:nono:
I am allways doing that and all other worker do well!!!
It was since always - you never could speed up improvement and route building by having two workers on same plot trying to build same thing.

They cancel each others job or something like that.
 
It was since always - you never could speed up improvement and route building by having two workers on same plot trying to build same thing.

They cancel each others job or something like that.
No raxo. That is wrong. I use multiple workers to speed up a job on any tile. If it's not working that way now then it is a recent modding change by someone.
 
I have always stacked workers to do the job and it worked! You can even stack them to finish the job in the current turn.
Or has something changed recently (I haven´t played for a few months)?

Edit: Crossposting with Joseph, we share the same experience.
 
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It was 30mins between my pre-PPIO and PPIO experience. It is something I do a lot so of course I noticed when it changed.
Sure. I'll look into what may be the reason for that.
It was since always - you never could speed up improvement and route building by having two workers on same plot trying to build same thing.

They cancel each others job or something like that.
I've never seen that happen. Never had an issue with stacking workers to build routes.
 
You also used to be able to give the workers multiple jobs. As they finished the 1st job assigned then they would start on the 2nd and so on. Is that fubared now too?
 
No raxo. That is wrong. I use multiple workers to speed up a job on any tile. If it's not working that way now then it is a recent modding change by someone.
Well then no idea why this stopped working then.

You also used to be able to give the workers multiple jobs. As they finished the 1st job assigned then they would start on the 2nd and so on. Is that fubared now too?
You still can give multiple orders to worker (press shift).
 
Launch C2C Steam.bat doesn't launch C2C, it launches BtS. I got it from top level of the mod folder in SVN 10729.

I'm failing to understand almost all of what goes on here lately, so maybe this is more of that, but it does appear that Steam's "rungameid" command doesn't recognise the additional "mods" parameter.
 
Launch C2C Steam.bat doesn't launch C2C, it launches BtS. I got it from top level of the mod folder in SVN 10729.

it does appear that Steam's "rungameid" command doesn't recognise the additional "mods" parameter.
If that's the case then the steam bat file is practically useless. I've always had the line "mod = Caveman2Cosmos" in my CivilizationIV.ini, so no wonder I didn't catch that problem when making that bat file.

Edit: it's indeed the case. The steam bat file should just be deleted.
 
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If that's the case then the steam bat file is practically useless. I've always had the line "mod = Caveman2Cosmos" in my CivilizationIV.ini, so no wonder I didn't catch that problem when making that bat file.
I made a bat file that navigates to my BeyondTheSword.exe which works fine (it can then append the mod). However I wouldn't know how to generalize it for anyone who didn't have the exact same path as me to both the .bat and the .exe (I've forgotten practically everything I never knew about writing batch files)
 
I made a bat file that navigates to my BeyondTheSword.exe which works fine (it can then append the mod). However I wouldn't know how to generalize it for anyone who didn't have the exact same path as me to both the .bat and the .exe (I've forgotten practically everything I never knew about writing batch files)
yeah, I made that myself first, but then I remembered that folks have different paths, so I generalized it, though that failed it seems.
 
GFC Error:
Failed to initialize primary control theme

I got as far as ThemeParseLog.txt which says:
**FATAL ERROR** Cannot open theme file 'BitmapTheme.thm'

So where do I find that file? And where does it need to be if I find it?
 
GFC Error:
Failed to initialize primary control theme

I got as far as ThemeParseLog.txt which says:
**FATAL ERROR** Cannot open theme file 'BitmapTheme.thm'

So where do I find that file? And where does it need to be if I find it?
Do cleanup.

Or just get fresh SVN checkout - updating with PPIO already on is messy, as PPIO is now part of mod.
 
GFC Error:
Failed to initialize primary control theme

I got as far as ThemeParseLog.txt which says:
**FATAL ERROR** Cannot open theme file 'BitmapTheme.thm'

So where do I find that file? And where does it need to be if I find it?
That's an error you get if the mod is not named exactly "Caveman2Cosmos" or if the folder is located in My Documents\My Games\BtS\Mods
 
To autostart C2C with Steam.

Right click the game in the library > Properties > Set launch options > Write "mod=\Caveman2Cosmos" without the "".
 
That's an error you get if the mod is not named exactly "Caveman2Cosmos" or if the folder is located in My Documents\My Games\BtS\Mods
So I need to move my Mods folder out of My Documents? Is anywhere else ok (eg. C:\Civ4\Mods) or are there other limitations (yes I know I have to change the shortcut to point to the new place)?
 
So I need to move my Mods folder out of My Documents? Is anywhere else ok (eg. C:\Civ4\Mods) or are there other limitations (yes I know I have to change the shortcut to point to the new place)?
It must be where BTS is installed\Mods

That is: <Game installation folder>\Beyond the Sword\Mods\Caveman2Cosmos
 
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