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

I would very much like the choice of choosing my citizen's housing like it was sooo long ago. Then the "need" for a better housing system may not even be needed. Iirc the AI was not that bad at chosing housing for it's citizen's back then either. But many things have changed since then too.
Was that ever part of Hydro's design? I thought he went pretty much straight into autobuilds with those... or are you referring to how it was done in a different mod? I THINK he had a very small period where he had them buildable. Not sure I remember clearly.
 
Anyone getting this on the latest svn? I didn't even select the option to start as a minor.
Code:
Traceback (most recent call last):
  File "BugEventManager", line 308, in _handleDefaultEvent
  File "CvEventManager", line 2263, in onTechAcquired
AttributeError: BugEventManager instance has no attribute 'GO_START_AS_MINORS'
 
Anyone getting this on the latest svn? I didn't even select the option to start as a minor.
Code:
Traceback (most recent call last):
  File "BugEventManager", line 308, in _handleDefaultEvent
  File "CvEventManager", line 2263, in onTechAcquired
AttributeError: BugEventManager instance has no attribute 'GO_START_AS_MINORS'
Strange that you get such an error.
GO_START_AS_MINORS is a variable cached in python that should be "False" in your case, as you don't have the option on.

Edit: { I'm not getting that error when acquiring a tech.
For you to get that error means that none of these two python events were initiated by the dll before someone acquired a tech:
  1. OnLoad (Happens right before you can see the map when loading a save)
  2. GameStart (Happens right after the map has been generated, before you can see the map)
These two python events both triggers CvEventManager to cache a lot of variables specific to the game, like certain game options, gamespeed, etc.
}
 
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Repeatable CTD at EoT 10824 & 10845: just hit end turn
Fixed the espionage mission cost overflows. Best I could anyhow. They cap out but if it becomes truly necessary after some more focus goes into the later game design and we still see huge values and the cap is really considerably silly as a result of future scaling, then there's more that can be done (making the functions themselves return long long ints and fixing the calls to them to manage them as well.) For now, it's just corrected and repaired in the local-to-function sense. This means the maximum cost for an espionage mission is basically MAX_INT.
 
I'll look into the python side of it.
The dll is pretty much telling python what buildings are available to build if I remember correctly, but maybe there's something that should be done in python to filter out some of it.

Just for clarification : I allways look after a new researched Science ,in all Cities , if i can build a Wonder.
The possibilty to build Ancient Way of ... , was not there yesterday , it suddenly were possible after the latest update to SVN!
 
Just for clarification : I allways look after a new researched Science ,in all Cities , if i can build a Wonder.
The possibilty to build Ancient Way of ... , was not there yesterday , it suddenly were possible after the latest update to SVN!
Sounds like code that makes group wonders was removed by accident.... @Anq @billw2015 or @alberts2

EDIT: Now it should be fixed.
 
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The Factory gives a 50% hammer bonus to the building of the Factory in all cities.

My 88th city is getting a 4350% bonus. That seems wrong...

This one was experiment to replace banning of factories with speedup bonus - slavery doesn't forbid building other things anymore.
I guess @Dancing Hoskuld couldn't predict that it would go out of control like that :p

Having each Factory providing 50% hammer bonus to the building of a Factory in all cities is just insane:crazyeye::confused:.
 
Having each Factory providing 50% hammer bonus to the building of a Factory in all cities is just insane:crazyeye::confused:.
I agree as it is supposed to be an increase in cost of 50% if you are running Slavery and only if you are running slavery. Looks like the sign is wrong or it is being read wrong. It was a compromise the alternative is not to be able to build factories at all if you have slavery.
 
I agree as it is supposed to be an increase in cost of 50% if you are running Slavery and only if you are running slavery. Looks like the sign is wrong or it is being read wrong. It was a compromise the alternative is not to be able to build factories at all if you have slavery.
Or it is setup wrong - you can remove thing where factory speedups building factories - this one is going out of control.
 
I agree as it is supposed to be an increase in cost of 50% if you are running Slavery and only if you are running slavery. Looks like the sign is wrong or it is being read wrong. It was a compromise the alternative is not to be able to build factories at all if you have slavery.
So the bonus should be a penalty (-50 instead of 50) to building the Factory, but it should be on the Slavery (Active) Worldview building, not on the Factory where it is currently.
 
So the bonus should be a penalty (-50 instead of 50) to building the Factory, but it should be on the Slavery (Active) Worldview building, not on the Factory where it is currently.
Its setup like this in Assets / Modules / Custom_World_Views / Slavery / zDepend_CIV4BuildingInfos.xml
Code:
 <!-- experimental -->
        <BuildingInfo>
            <Type>BUILDING_SLAVERY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>-100</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
        <BuildingInfo>
            <Type>BUILDING_FACTORY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>50</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
 
Its setup like this in Assets / Modules / Custom_World_Views / Slavery / zDepend_CIV4BuildingInfos.xml
Code:
 <!-- experimental -->
        <BuildingInfo>
            <Type>BUILDING_SLAVERY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>-100</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
        <BuildingInfo>
            <Type>BUILDING_FACTORY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>50</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
But I thought you merged Slavery into core:confused:

It probably should be SLAVERY_EFFECT not FACTORY and giving a -50 (or more likely -25) rather than +50
 
Its setup like this in Assets / Modules / Custom_World_Views / Slavery / zDepend_CIV4BuildingInfos.xml
Code:
 <!-- experimental -->
        <BuildingInfo>
            <Type>BUILDING_SLAVERY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>-100</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
        <BuildingInfo>
            <Type>BUILDING_FACTORY</Type>
            <GlobalBuildingClassProductionModifiers>
                <BuildingClassProductionModifier>
                    <BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
                    <iProductionModifier>50</iProductionModifier>
                </BuildingClassProductionModifier>
            </GlobalBuildingClassProductionModifiers>
        </BuildingInfo>
Seems to me the second BuildingInfo should not be there at all. After that, change the remaining iProductionModifier from -100 to -50, and then see what the two buildings say in the pedia.

ETA: ...or what DH said lol...
 
But I thought you merged Slavery into core:confused:

It probably should be SLAVERY_EFFECT not FACTORY and giving a -50 (or more likely -25) rather than +50
I didn't merge slavery to core yet.

Slavery effect is one placed in every city, so more cities would mean factory is more expensive to be built.
 
Point 1:
In one of the last 4 updates to the SVN have you changed calculation of money-income from the "Chiefs Hut " ?!
Pic 1 show 96 Gild income / Round before update.
Pic 2 show suddenly 145 Gold income and the Chiefs Hut bring Gold instead of cost !

Point 2 :
That error appaer after the new packing method of the art-files.
All Combat-Animations of Archers,Atalist,Javaliners and Ships have those ugly "things".
Pic3-5.
 

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Point 1:
In one of the last 4 updates to the SVN have you changed calculation of money-income from the "Chiefs Hut " ?!
Pic 1 show 96 Gild income / Round before update.
Pic 2 show suddenly 145 Gold income and the Chiefs Hut bring Gold instead of cost !
Looks like maintenance from building cost calculation could be broken.
Upload save so @alberts2 can check what happened.

As for graphical errors it may be issue with too many FPKs.
Maybe your graphic settings reset - make sure you have at least Medium render quality, and unchecked low quality textures/animations frozen/effects disabled.
 
Thanx for the answer.
The save....
Graphic Settings are not changed.
I allways doublecheck , when i find something that is not as intended ,as it could be an error by my side , before posting here.
Trust me ,when i say , that these ugly things come after that changes to the artfiles, please.
 

Attachments

Point 1:
In one of the last 4 updates to the SVN have you changed calculation of money-income from the "Chiefs Hut " ?!
Pic 1 show 96 Gild income / Round before update.
Pic 2 show suddenly 145 Gold income and the Chiefs Hut bring Gold instead of cost !

The Chiefs Hut gives -10% maintenance cost that's why you get money from it.
 
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