Single Player bugs and crashes v40 download - After Oct 2019

I just finished a game by conquest on Tiny Alternate System (Immortal, normal speed) after I reached the early galactic era. It was awesome to have completely colonized the Moon, Venus, and Mars, and have mostly colonized Asteroid Belt, Jupiter, Saturn, Uranus, Neptune and to be starting on Oort/KBO and Mercury. My culture overwhelmed other civilizations, and I was ruthless with them: attacks by packs of dozens of Felis superior, and spies, keeping them in near constant anarchy (and they were already 1.5-2 eras behind when I started that terror-reign).

Here are some observations and potential bugs (I recently posted in the SVN bug thread but I am running non-SVN version for this game). LONG post - I have played this game for 214 hours apparently!

Space bugs: see also here
Spoiler Space Bugs :

-asteroids: I can colonize asteroids on the side of Venus nearer the earth, but not on the side of Venus nearer the sun (as both tiles are inner solar system).
-I built a worldship near Venus and it cannot cross the earth so I had to delete it
-then I build worldships in outer solar system gas giants; these are also stuck because they cannot cross moon #2. That seems crazy that these ships cannot cross all terrains. I thought the Worldship would allow me to the interstellar and galactic squares beyond earth #2. Maybe I'm not far enough in the tech tree and there are other needed techs.
-somehow pre-galactic my deep space settlers were allowed to get to moon #2 and earth #2...?
-interstellar probe really doesn't do anything either , since it cannot cross moon #2 :confused:
-moon and mars still filling up with barbarian cities
-GG when spawning are going to outer space cities; they are useless there and I don't think can move them out. they should never go there, right?
-Martian workers: these are not working well - when I set them to automate, they go in cities and do not build roads, even when I specifically say build trade network
-the log in 1994 said "Barbarian is first to nanotech lifestyle" after I got NL in 1944. edit:
Spoiler update :
I kept playing, and barbarian got first to TH lifestyle in 2005, despite me getting there in 1976. What's crazy is I do not see any barbarians on the map, they must be past interstellar space, and man, are they moving - 11 years to finish nanotech era?
Spoiler barb - check the log on top :
HbUQFdx.jpg

-bought an enemy city, got ganked by their highwayman, and my partisan is in cislunar space
Spoiler :
rrAzCx2.jpg



Spoiler Space Resource :

-space resources: helium, carbon dioxide, martian blueberries, asteroid resources - NONE of these are connected to my trade network per F4. I have "roads" connected to all and the right improvement on each of these. I have even settled on some of them. I also have the solar lanes connecting all planets - moon - cislunar space, but am I missing something in connecting these to my capital, because of the impassable terrain between earth and cislunar space?


Flips: it seems the flip rate is abysmally low in general and compared to eg BTS. I have culture that on F9 graph is 20x the other cultures, including the two I am showing here. I have taken all the area around these cities, and none of them ever flipped. Mind you besides my organic culture spread I was spreading culture, and I also then took out all defenders, all entertainers/celebrities from these cities with Felis superior, and couldn't flip these.
  • Aboriginal cities x 4-5 are engulfed:
    Spoiler :
    XmmZdUb.jpg
  • Zulu cities x6 are engulfed. Not sure why the 25 city in the middle held out longer than the rest including their capital. Note Zulu built Cleopatra's Needle (in the 3 cities on the west coast) but they were overrun by my cutlture from the west across the sea until AP gave me the 48 city:mischief:.
    Spoiler :
    yNTGXVh.jpg

Super Weird Spy Error, followed by loss of capital, and inability to work third ring:
Spoiler :

  • So I got annoyed with lack of flips and decided to bribe the Zulu out of existence.
  • In the log note the spy failed. This lead to me declaring war --- on myself (player Eighteen H) :confused::confused:
  • Spoiler :
    [
    NAtglpS.jpg
  • My capital was then not part of my civilization. My capital became the first capital of the first AI I conquered.
  • I got my capital Beijing back and then rebuilt the palace there. So Beijing had capital administration the whole time (see at left). But when I went to click on it, it was only working a standard BFC. When I then tried to click on the tiles for radius 3, they were all blank, no :food::hammers::commerce: yields.
  • Spoiler :
    znhe2uv.jpg
  • I had to go into WB. Adding metropolitan adminstration did nothing...
  • Deleting capital administration fixed it in that there were yields in radius 3. Capital administration for a while was listed as a build option in my capital. Now it is not, but that is because I captured another capital (and capital adminstration now appears there per F9)


Cannibalism errors
: This worldview seems to be built sometimes on its own as a bug. I am showing two screen shots, one of the capital, showing that I have not enacted worldview cannibalism, but I only figured that out after I popped a GE in Baoding asked me if I wanted to abandon the worldview (FYI Baoding was a city I built, and did not capture, in case that is relevant eg if a city I captured it from had the worldview).
Spoiler :
8AgzZo5.jpg

Spoiler :
QRjtgkj.jpg


Spoiler second cannibalism question :
When I captured a city of a civilization running it, shouldn't the captured city revert to my empire default instead of keeping their worldview?

Spoiler second worldview question :
As soon as I built Taj Mahal and revolted to modern representative democracy civics, worldview slavery became active.


Famen: I built Famen on an island this game that only had one city. I had multiple problems with Famen - I now know that the log records the spread as a failure, but that the religion still spreads. That was not the case this game, and here is an example in Ningbo the missionary failed to spread Christianity message pops up, fine, and then Famen should still spread it. However look to the upper right and there is no Christianity in Ningbo.
Spoiler :
RCbY5yI.jpg


Alert/Corporation: text says we should spread Buddhism by building a MoonBeam executive
Spoiler :
s36VsMY.jpg


Graphic: this guy was so big I had to rotate screen just to move other units
Spoiler :
03aMYko.jpg


AI allowed to build Troyes and Scarborough in same city, on same turn. The pedia says one city cannot build both of these. (this is from a prior game)
Spoiler :
3S531m7.jpg


Miscellaneous
Spoiler misc :

  • Sometimes hitting F1 brings me to an XML screen rather than the city list.
  • Mountain cities: on the space maps there is a double row of mountains at both north and south poles. The AI settles these areas with zeal. In C2C these cities can be productive, even if they only have mountains and ice. Should we stop/rebalance this? The culture from these cities can contaminate cislunar and lunar tiles preventing settlement.
  • I inherited a slave trader from city capture and that is not something that can be bulldozed.
  • Atompunk and Nanopunk?
  • Nanite spies are discovered and expelled more easily, and have success rates much less than human agents and super agents, despite similar promotions. How can the enemy see nanites? I thought they would be superior.
  • Cutthroats were dominating my police with higher :strength: and even Texas Rangers, I was losing 5-6 per attack on each cutthroat (could have been wrong promotions but just by :strength: something seemed off).
  • When I built Technological Capital wonder, I didn't get a free tech pick.
  • When Ellis Island obsoletes (I think change in borders civic) I lost European culture. Since I already built derivative cultures and the native European culture was "in" my cities, I didn't expect to lose it.
  • Like for worker actions in the BUG menu where you can specify by unclicking actions for a worker to never build, could there be a similar BUG menu for buildings? eg I never build barricades, abatis etc because I'm usually cash negative early; I also never build torture chamber because I don't want the downstream buildings that cost me :science:.



Thank you C2C team. I look forward to learning what I'm doing wrong on some of these and otherwise hopefully helping the mod.
 
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I suspect LE units are denying these flips as they are intended to. You can inspire revolt by sending in criminals, particularly ones with promos intended to help them do so by their presence in the city.
 
I suspect LE units are denying these flips as they are intended to. You can inspire revolt by sending in criminals, particularly ones with promos intended to help them do so by their presence in the city.

Right, but then I did the experiment of killing absolutely everything in the city (might not be shown in those pictures), with Felis superior - killed all their police cars and APCs, all their entertainers, and their cities were left without units in them. I also had every possible sniper, warlord, street gang, thug etc running around. Would criminals with a few destabilizing parameters have made the difference? I really think those cities should have flipped some time after my culture engulfed them.
 
Right, but then I did the experiment of killing absolutely everything in the city (might not be shown in those pictures), with Felis superior - killed all their police cars and APCs, all their entertainers, and their cities were left without units in them. I also had every possible sniper, warlord, street gang, thug etc running around. Would criminals with a few destabilizing parameters have made the difference? I really think those cities should have flipped some time after my culture engulfed them.
Sure, eventually. Has to revolt twice in a small period to flip.
 
I suspect LE units are denying these flips as they are intended to.
Right, but then I did the experiment of killing absolutely everything in the city
I think Joseph was also having some issues with cities not flipping; it's possible something is broken in that code, because if there are no units in the city and a large culture differential, it absolutely should be flipping in ~40 turns or so (1/10 chance per turn * culture ratio, needs to happen twice).
 
I think Joseph was also having some issues with cities not flipping; it's possible something is broken in that code, because if there are no units in the city and a large culture differential, it absolutely should be flipping in ~40 turns or so (1/10 chance per turn * culture ratio, needs to happen twice).
Well... a lot of refactoring has been going on.
 
I think Joseph was also having some issues with cities not flipping; it's possible something is broken in that code, because if there are no units in the city and a large culture differential, it absolutely should be flipping in ~40 turns or so (1/10 chance per turn * culture ratio, needs to happen twice).
Correct. I've posted screenshots of the city Karkhemish (See below). It is now a size 13 city from a size 15. Last turn last night my Culture in that city was 465,370 vs City culture of 105,240, 80% vs 18%. I have parked spies in the city. For a brief period of time I could "add culture" to that city thru my spies (did it at least twice if not 3 times). That Option of "adding Culture" is no longer available to me thru my spies. Why is it limited?

Now the city does have 62 Arsonists in it but they are Not LE. In fact iirc, the city only has 3-4 Patrol LE in the city (I'll double check that). But making the Culture Flip dependent upon a Revolution event happening twice in rapid succession is overkill imo. And nullifies the Culture Flip completely it now seems. And in a similar vein a Great Artist Culture Event (in the old days lovingly called "Culture Bombing") was reduced to 4,000 Culture points a long time ago. This has made their usage Greatly Diminished in this capacity. Again an overkill reduction made years ago. Iirc both DH and I complained to koshling about this when it happened. This was happening when we added in Afforess additional Culture Levels Modmod to C2C. In fact, the AI was so good at Culture Flipping back then that if you did not pay attention to Culture you the player could lose large cities once the AI achieved 2 Culture levels higher than yours just by having a bigger bordering city. This sparked a great debate and then the Culture Flip was was gelded to compensate. It has never recovered by any means of rebalancing since then.
 

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That Option of "adding Culture" is no longer available to me thru my spies. Why is it limited?
When you use spies you use up the espionage you have against a particular opponent - some cities are more expensive to use spy missions against than others and the cost varies also based on how much espionage you have vs them - plus if they did a counterespionage mission against you that might have made the cost too expensive. Too expensive isn't just a matter of not having enough to pull off the mission either - iirc for each mission there's like some maximum cost and if it's over that you can't do it at all, that sort of thing.

You'd get more info on mission costs in the espionage screen by selecting the target leader then looking at his city and looking at the costs lists for missions in that city and if they are in red they aren't currently possible due to mission tolerances.


I've long felt that culture bombing with artists has been waaaay too nerfed.
 
Hello, everyone.

I am not sure I am in the correct thread for this, and apologies if I am not. I am running V40.1 and I have run into some problems trying to play the Caveman2Cosmos mod.

When I start the game, I get a BugEventManager error message on game start, then when I (or any of the computer game civilizations) found a city, I get the same message(s), and when I or anyone else creates a unit, the same thing happens yet again for each unit created. Sometimes I have a lot of these in a long stream.

Worse, at least for me, when I try to try to use the F# keys (F1, F8, etc) to look at graphs, advisor information, building queue, and so forth, I cannot get them to function. I can open the BUG menu just fine.

I did make one change to the world map size in the C2C_world to increase the size of the huge map, but that should not create these kinds of problems, should it?

I am running on windows 8.1 for OS, and I have run this mod off and on since V36. This is the first time I have hit a wall on how to fix a problem, just FYI. Not saying I am an expert, just saying maybe I have been lucky in avoiding problems in the past that I could not resolve or find what I needed out here on these forums.

I have uninstalled and reloaded both the C4-BTS game and the C2C mod. I can access the F#-keys without a problem when running the game without the mod, but not with the mod.

I am not using the SVN system of download, nor do I know how to do it. I have just been downloading it from a link in the forum.

I did look through the forums to find a similar or identical problem and did not see anything. It is possible I may have missed it, of course, because this is an extensive forum. My apologies in advance if that is the case. If you can provide a link to the relevant missed spot, I will give that solution a try.

I appreciate any help you can provide. This is a tremendous mod and wonderful game and I would like to start playing it again.


Thanks for your help in advance.
 
Make sure mod isn't in my documents, and is named Caveman2Cosmos.
Run game as admin.
 
First, get the latest version with SVN, it's way more easy than you imagine, I'm sure. (you may skip this point, though I advise you to try, a lot has been improved since v40.1)
https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVN

Secondly, turn on python errors and report what you get, as this is a python error; the solution may be as easy as running the game in admin mode (though I can't be 100% sure without seeing the errors first)
To turn that on open this ini file: "Documents\My Games\Beyond the Sword\CivilizationIV.ini" and set
loggingenabled = 1
hidepythonexceptions = 0
 
I just double-checked, it is not in my documents. I have been running it as admin from the shortcut on my desktop, is there somewhere else maybe I need to do that? It is named Caveman2Cosmos, just double-checked in case of spelling error on my part. Just checking, the mod itself is supposed to be in the Mod part of Beyond the Sword, correct? Or did I misread something there?
 
I just double-checked, it is not in my documents. I have been running it as admin from the shortcut on my desktop, is there somewhere else maybe I need to do that? It is named Caveman2Cosmos, just double-checked in case of spelling error on my part. Just checking, the mod itself is supposed to be in the Mod part of Beyond the Sword, correct? Or did I misread something there?
upload_2020-10-22_17-23-9.png

Make sure it's Civ IV Beyond the Sword \ Beyond the Sword \ Mods, not just Civ IV Beyond the Sword \ Mods. Kinda annoying lol
 
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Raxo2222, forgot to say thanks for the suggestions. Appreciate them:

Toffer90,

AttributeError: BugEventManager instance has no attribute "mapBuildingType'
File "CvEventManager", line 540, in Gamestart
File "CvEventManager", line 609, in Gamestart
File BugEventManager, line 307, in _handleDefaultEvent
AttributeError: BugEventManager instance has no attribute 'UNIT_FEMALE_BEASTMASTER'
File "CvEventManager", line 2094, in onUnitCreated
File BugEventManager, line 307, in _handleDefaultEvent
Traceback (most recent call last
AttributeError: BugEventManager instance has no attribute 'UNIT_FEMALE_BEASTMASTER'
File "CvEventManager", line 2094, in onUnitCreated
File BugEventManager, line 307, in _handleDefaultEvent
Traceback (most recent call last)
*** this goes on about 17 or so times ***
AttributeError BugEventManager instance has no attribute 'mapImpType'
File "CvEventManager", line 1176, in onImprovementBuilt
File BugEventManager, line 307, in _handleDefaultEvent
Traceback (most recent call last)
*** lost track of how many of these I saw ***
AttributeError: BugEventManager instance has no attribute 'MapSettlerPop'
File "CvEventManager", line 2541, in onCityBuilt
File BugEventManager, line 307, in _handleDefaultEvent
Traceback (most recent call last)

This is all in the initial turn of a PlayNow, standard-size random map.

I am typing this log as I read it on the other machine, just so you know. Not the best solution, I am sure, so if a typo is in the above, it is probably me. I have never learned this debugging system before (looks simple, though, just need education on how to use it properly, thanks for that :-).

Does this help?
 
Blazenclaw, Toffer90,

My Civ4-BTS comes off of a disk, so my path is Sid Meier's Civilization 4 Complete/Beyond the Sword/Mods/ and then Caveman2Cosmos is in there. I hope that is correct. As I said before, I've played this mod off and on since V36, but lots of chances in the past few upgrades, so missteps are possible :-)
 
I am typing this log as I read it on the other machine, just so you know.
Oof! There should be a PythonErr file that got generated in your logs folder so you don't have to manually type that in the future.

It might be that you don't have the 3.19 ver if it's a really old disk; check to see what version you have from vanilla game menu?

Edit: Just saw you've been running since like 36, so that's not likely the issue lol.
 
AttributeError: BugEventManager instance has no attribute "mapBuildingType'
Does this help?
Looks like you installed v40.1 over an old version of C2C without first deleting the old files.
Or that you downloaded a corrupt version of C2C.

Edit: Could you upload PythonErr.log from Documents\My Games\Beyond the Sword\Logs\?
It should contain all the errors you saw.
 
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Blazenclaw,

Perhaps it is not the issue, but I did go ahead and check the version just to be sure and to put that question to rest. For the record, it is Civ Version 319, Save Version 302, Build Version 3.1.9.0 (128100), Build Date May 14, 2009, Final Release. Always good to be certain.

Toffer90,

Okay, so the next steps are to (1) delete the Caveman2Cosmos mod from its current location (and is there anywhere else I should look for old files?), (2) unpack the just-downloaded zipped pack I got this morning, and (3) try it again? Or am I missing a step or suggestion?
 
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