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

Ah so its -2 gold is outweighed by maintenance reduction it gives.
Also, the recalc can inexplicably change gold etc., even if no assets have changed. And no-one knows whether it's fixing them or making them less accurate (I suspect probably a little of each).
 
Hmm, something about desert, dunes, and paved roads is causing a pit of lag when hovering over cities with those. Paved roads everywhere do cause some lag, but just when they are on desert/dune tiles is some serious slowdown. Can anyone else check if that is also the case for them?
 
Hmm, something about desert, dunes, and paved roads is causing a pit of lag when hovering over cities with those. Paved roads everywhere do cause some lag, but just when they are on desert/dune tiles is some serious slowdown. Can anyone else check if that is also the case for them?
That is very weird bug, upload save.
 
No , that is wrong !!!
The Hut gives -10 Crime and cost money!!!!
Look in Pedia , if you do not believe me!!!
You missed line that says "-10% maintaince" just below stability bonus.

You can think like that: You need to pay its workers, but there is centralized place for local government/bureaucracy reducing cost of running this city.

edit: Now its +10% maintenance cost.
 
Last edited:
No , that is wrong !!!
The Hut gives -10 Crime and cost money!!!!
Look in Pedia , if you do not believe me!!!

<!-- Misc. Effects -->
<iMaintenanceModifier>-10</iMaintenanceModifier>
<iWarWearinessModifier>-5</iWarWearinessModifier>
<!-- Other -->
<iHurryCostModifier>100</iHurryCostModifier>
<!-- Properties diffusion -->
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_CRIME</PropertyType>
<iAmountPerTurn>-10</iAmountPerTurn>
</PropertySource>
</PropertyManipulators>

Sorry Taylor but alberts2 is correct. Maintenance was changed from 10% to -10% at some point. It's an easy fix.

EDIT: Maintenance fixed and committed. Now it Costs 10% for the Chief's Hut. Not gives 10% Gold.
 
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Not a single one of these projectile effects are currently working as they used to...
Spoiler CIV4EffectInfos.xml :
Code:
<EffectInfo>
    <Type>EFFECT_LlamaArcherArrow</Type>
    <Description>ArrowProjectile3D</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Shared/ArrowProjectile3D/ArrowProjectile3D.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>250.0</fSpeed>
    <fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_LONGBOWARROW</Type>
    <Description>Longbow Arrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Longbowman/LongbowArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CROSSBOWBOLT</Type>
    <Description>Crossbow bolt</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Crossbowman/CrossbowBolt.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_ARCHERARROW</Type>
    <Description>ArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer/ArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CHINESEARROW</Type>
    <Description>ChineseArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Chinese/Archer_Chinese_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_EGYPTIANARROW</Type>
    <Description>EgyptianArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Egyptian/Archer_Egyptian_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_EURASIANARROW</Type>
    <Description>EurasianArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Eurasian/Archer_Eurasian_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_GALLEY_FIREARROW</Type>
    <Description>Galley Fire Arrow Effect</Description>
    <fScale>0.7</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Effects/fire_arrow/fx_Galley_FireArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>300.00</fSpeed>
    <fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CAMELARCHERARROW</Type>
    <Description>CamelArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Unique/Arabia/CamelArcher/ArabiaCamelArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_HORSEARCHERARROW</Type>
    <Description>HorseArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/HorseArcher/HorseArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_MALISPEAR</Type>
    <Description>Mali Spear</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Unique/Mali/Skirmisher/MaliSkirmisherSpear.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CATAPULT_ROCK</Type>
    <Description>Catapult Rock</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Catapult/CatapultRock.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_GRENADE_THROW</Type>
    <Description>Grenadier Grenade</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Grenadier/GrenadierGrenade.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_HWACHA_ROCKET</Type>
    <Description>Hwacha Rocket fire</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Hwacha_Korean/Hwacha_Rocket.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_SAM_ANTI_AIR_MISSLE</Type>
    <Description>Sam_Infantry missle</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/SAMInfantry/SAMInfantry_missile.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>600.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_STONE_THROW</Type>
    <Description>Peltast Sling Stone</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Peltast/Peltast_Stone_Throw.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_MONGOL_JAV</Type>
    <Description>Mongolian Javelin</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Mongolian_JavelinThrower/Mongolian_Javelin.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>2.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_TREBUCHET_ROCK</Type>
    <Description>Trebuchet Rock</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Trebuchet/TrebuchetRock.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>400</fSpeed>
    <fArcValue>6</fArcValue>
</EffectInfo>
The projectile model just stops dead the moment they are created, so some of these fSpeed, fArcValue, fScale and/or fUpdateRate are not being handled correctly somehow.
Looks ugly to have a bunch of big rocks stacking up hovering over your trebuchets during a combat animation scene.
I believe this is caused by a recent dll change.

Edit: {
10703-10910 is OK
10911-10931 is bugged.
@alberts2 : your update broke projectile animations in combat.
10911
  • Fixed an error in CvUnitAI::enactConstruct that caused an infinite loop during the turn processing.
I don't see anything in your changes that could be related to combat animations though, perhaps the problem runs deeper and was simply triggered by this small change...
}
 
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Using SVN ver. 10931.
Has terrain damage been turned off? I find moving early units onto desert or arctic tiles no longer causes damage to the units.
 
Also, the recalc can inexplicably change gold etc., even if no assets have changed. And no-one knows whether it's fixing them or making them less accurate (I suspect probably a little of each).
I have theory about it:
Maybe glitch is in negative gold from some buildings - it is treated as flat maintenance cost.
Then there are various maintenance modifiers from buildings/civics/traits.
It seems like before recalculating negative gold from buildings is scaled by maintenance modifiers, but after recalc negative gold from building isn't scaled by maintenance modifiers.

@alberts2 could look at this save before and after recalculation.

Using SVN ver. 10931.
Has terrain damage been turned off? I find moving early units onto desert or arctic tiles no longer causes damage to the units.
Terrain damage was set to be off as default in BUG (terrain damage is off when user settings folder is created).
Maybe it somehow turned off your settings too?
 
I have theory about it:
Maybe glitch is in negative gold from some buildings - it is treated as flat maintenance cost.
Then there are various maintenance modifiers from buildings/civics/traits.
It seems like before recalculating negative gold from buildings is scaled by maintenance modifiers, but after recalc negative gold from building isn't scaled by maintenance modifiers.

@alberts2 could look at this save before and after recalculation.


Terrain damage was set to be off as default in BUG (terrain damage is off when user settings folder is created).
Maybe it somehow turned off your settings too?

Doh! You were absolutely correct - somehow the option was turned off in my BUG settings. I'll keep my eye on that one from now on.

So in the future, should I leave that "user settings" folder alone and not delete it when I update using the latest the SVN? Or is it safer to delete the folder and then reset all the BUG options again?
Thanks!
 
Doh! You were absolutely correct - somehow the option was turned off in my BUG settings. I'll keep my eye on that one from now on.

So in the future, should I leave that "user settings" folder alone and not delete it when I update using the latest the SVN? Or is it safer to delete the folder and then reset all the BUG options again?
Thanks!
It sounds like you deleted it multiple times :p

There is no need to delete it - you had to delete it only once after updating to version with PPIO merged in.
 
Not a single one of these projectile effects are currently working as they used to...
Spoiler CIV4EffectInfos.xml :
Code:
<EffectInfo>
    <Type>EFFECT_LlamaArcherArrow</Type>
    <Description>ArrowProjectile3D</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Shared/ArrowProjectile3D/ArrowProjectile3D.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>250.0</fSpeed>
    <fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_LONGBOWARROW</Type>
    <Description>Longbow Arrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Longbowman/LongbowArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CROSSBOWBOLT</Type>
    <Description>Crossbow bolt</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Crossbowman/CrossbowBolt.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_ARCHERARROW</Type>
    <Description>ArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer/ArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CHINESEARROW</Type>
    <Description>ChineseArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Chinese/Archer_Chinese_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_EGYPTIANARROW</Type>
    <Description>EgyptianArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Egyptian/Archer_Egyptian_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_EURASIANARROW</Type>
    <Description>EurasianArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Archer_Eurasian/Archer_Eurasian_Arrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_GALLEY_FIREARROW</Type>
    <Description>Galley Fire Arrow Effect</Description>
    <fScale>0.7</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Effects/fire_arrow/fx_Galley_FireArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>300.00</fSpeed>
    <fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CAMELARCHERARROW</Type>
    <Description>CamelArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Unique/Arabia/CamelArcher/ArabiaCamelArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_HORSEARCHERARROW</Type>
    <Description>HorseArcherArrow</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/HorseArcher/HorseArcherArrow.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_MALISPEAR</Type>
    <Description>Mali Spear</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Unique/Mali/Skirmisher/MaliSkirmisherSpear.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_CATAPULT_ROCK</Type>
    <Description>Catapult Rock</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Catapult/CatapultRock.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_GRENADE_THROW</Type>
    <Description>Grenadier Grenade</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Grenadier/GrenadierGrenade.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_HWACHA_ROCKET</Type>
    <Description>Hwacha Rocket fire</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Hwacha_Korean/Hwacha_Rocket.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_SAM_ANTI_AIR_MISSLE</Type>
    <Description>Sam_Infantry missle</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/SAMInfantry/SAMInfantry_missile.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>600.0</fSpeed>
    <fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_STONE_THROW</Type>
    <Description>Peltast Sling Stone</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Peltast/Peltast_Stone_Throw.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>350.0</fSpeed>
    <fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_MONGOL_JAV</Type>
    <Description>Mongolian Javelin</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Mongolian_JavelinThrower/Mongolian_Javelin.nif</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>500.0</fSpeed>
    <fArcValue>2.0</fArcValue>
</EffectInfo>
<EffectInfo>
    <Type>EFFECT_TREBUCHET_ROCK</Type>
    <Description>Trebuchet Rock</Description>
    <fScale>1.0</fScale>
    <fUpdateRate>1.0</fUpdateRate>
    <Path>Art/Units/Trebuchet/TrebuchetRock.kfm</Path>
    <bIsProjectile>1</bIsProjectile>
    <fSpeed>400</fSpeed>
    <fArcValue>6</fArcValue>
</EffectInfo>
The projectile model just stops dead the moment they are created, so some of these fSpeed, fArcValue, fScale and/or fUpdateRate are not being handled correctly somehow.
Looks ugly to have a bunch of big rocks stacking up hovering over your trebuchets during a combat animation scene.
I believe this is caused by a recent dll change.

Edit: {
10703-10910 is OK
10911-10931 is bugged.
@alberts2 : your update broke projectile animations in combat.

}
How one line change could break animations?
This must be epic bug.
 
Doh! You were absolutely correct - somehow the option was turned off in my BUG settings. I'll keep my eye on that one from now on.

So in the future, should I leave that "user settings" folder alone and not delete it when I update using the latest the SVN? Or is it safer to delete the folder and then reset all the BUG options again?
Thanks!
Personally I have taken to deleting the User setting folder after Major DLL work has been done. (Which has been a lot lately). I also delete the cache folder contents. C:\Users\*username*\AppData\Local\My Games\Beyond the Sword\cache . Then I go into BUG when I load a save or start a New game and manually reset to my preferences.

Terrain Damage was originally set to Off (unchecked). Then with the addition of PPIO into the mod it was changed to be On (box checked) It has since been reset to original mod setting of Default Off (unchecked box).
 
The dll has been recompiled several times since rev. 10911 by different modders, and all the revisions after 10911 are bugged like this.
What happens if you revert those changes then?
Or if you change pBestConstructPlot to pBestMissionPlot on line 18145 in CvUnitAI? Maybe this one confuses exe since its set to no mission?

Its just a hunch :p
 
This wonder comes a bit late in prehistoric era (hunting), and it can not be constructed normally nor by great hunter/general:

Civ4ScreenShot0001.JPG
 
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