Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

In what way?
Like withdrawing 2-3 tiles away when there's plenty of valid locations 1 tile away.
This screenshot is a recreation of what I saw in one of my games a couple days ago.
8800_20200131193226_1.jpg

A attacks B, Arrow shows B's withdrawal.
 
Damn, so there's no way for me to salvage this particular game?
Yes.

Anyone know why the folder must have a certain name? What part of code forces this?
Well it is easier to debug if you don't have to rename your folder to match players mod folder name.
Now python forces "Caveman2Cosmos" as folder name.
Search for Caveman2Cosmos in all python and cpp files.
 
Anyone know why the folder must have a certain name? What part of code forces this?
I think the exe forces it, it needs the full path to the thm files in our mod through this xml entry in CIV4ArtDefines_Misc.xml
<MiscArtInfo>
<Type>DEFAULT_THEME_NAME</Type>
<Path>Mods/Caveman2Cosmos/Resource/C2C.thm</Path>
<fScale>0</fScale>
<NIF/>
<KFM/>​
</MiscArtInfo>

I don't know if it's possible to do something in dll to make the path relative.
PPIO was where I first started modifying the thm files, before that the thm files had never been modified by C2C before. Which is the reason why no one can load the mod anymore without the correct name.
The correct name has always been important to have for other reasons though, so its just good that players now are forced to have it correct to get the game going at all.
 
Anyone know why the folder must have a certain name? What part of code forces this?
It's the part in the EXE that enforces that a game must be loaded under the mod that it's played under and mods are defined by their folder names.
 
Like withdrawing 2-3 tiles away when there's plenty of valid locations 1 tile away.
This screenshot is a recreation of what I saw in one of my games a couple days ago.
View attachment 544831
A attacks B, Arrow shows B's withdrawal.
Interesting. (to say the least) @billw2015 did a few changes to withdraw code recently so it's gotta be wrapped up in something to do with that I'd think.
 
Interesting. (to say the least) @billw2015 did a few changes to withdraw code recently so it's gotta be wrapped up in something to do with that I'd think.
Maybe the change from "std::find_if(" to "bst::find_if(" in "selectWithdrawPlot(" produce the strange results?
That change was in commit "cf5a0be2685c76e4023ff34b4d01c44c65788e44" (use search function in gitkraken to find the commit).
@billw2015 This is not high priority for v40.1 release, but perhaps you should double check this change to the withdrawal plot selection stuff at some point.
 
Maybe the change from "std::find_if(" to "bst::find_if(" in "selectWithdrawPlot(" produce the strange results?
That change was in commit "cf5a0be2685c76e4023ff34b4d01c44c65788e44" (use search function in gitkraken to find the commit).
@billw2015 This is not high priority for v40.1 release, but perhaps you should double check this change to the withdrawal plot selection stuff at some point.
I would think this would be fairly high priority actually, considering that it's pretty astoundingly flawed if you're seeing withdrawals of more than one space back taking place.
 
i dont like the new way the worker is used?? when i move over a "wheat" (seed) area i cant build there until the next move, then i can , BUT the worker still has 2 moves left?? doesnt make sense to me who ever did this??
No one changed it intentionally.
Upload save.
 
EDIT: Toffer?? how come if i am way past a certain tech then decide later ingame to go BACK to a different tech that the Anarchy starts all over again, meaning: If i am at, lets say Democracy then want to switch back to Chiefdom for some reason, (just an example), i have to do the anarchy ALL over again and thats for all the anarchy stuff that does this???? just wondering???
Switching civic cause anarchy, doesn't matter if the civic you switch to is more primitive than what you currently had or not. Doesn't matter if you've used the civic previously or not either.
That's just how it's always been since vanilla BtS.
i dont like the new way the worker is used?? when i move over a "wheat" (seed) area i cant build there until the next move, then i can , BUT the worker still has 2 moves left?? doesnt make sense to me who ever did this??
You need to burn down the young forest before you can build a farm there.

You are one turn away from bronze working which allows you to cut down the forest for hammers, when that is possible you also get the ability to build the farm right away and still get the hammers, but it will take a bit longer to build the farm as the forest is cut down as part of the farm construction.
Since a build, in this case "Build a Farm", can only be allowed on a feature at one tech and not at two different ones (in this case "Slash and Burn" → "Burn Vegetation for no hammers" and "Bronze Working" → "Remove Vegetation for hammers"), the last tech is the one that allows direct build of farms.

So to sum it up, there's no bug here, this is how it has been since we added the ability to burn down forests at the "Slash and Burn" tech. So it has been this way for some years now.
 
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The rush cost of buildings is (still) capped at 1million.

While I'm here, can the Mil Advisor horizontal scroll bar be widened please.
 
It seems that the fusion nukes don't work. Anyone here in a late game give it a try? The other nukes works.
40.0.1220
 
It seems that the fusion nukes don't work. Anyone here in a late game give it a try? The other nukes works.
40.0.1220
As in they don't turn land tiles to water tiles?
This was removed as it somehow it caused crash if continent was split
 
As in they don't turn land tiles to water tiles?
This was removed as it somehow it caused crash if continent was split

Yes that. But most important they have no effect on units.
I never experienced crash when breaking land or continents, but if I wiped out a city with 100+ units the game sometimes crashed.
 
I think I have identified the cases that cause the problems I am having with ending a turn.
  1. All units have used all their movement points - "Enter", "Shift-Enter" and pressing the button will end the turn
  2. A units still has some movement points left but the stack it is in has used all its movement points - "Shift-Enter" and pressing the button work but "Enter" doesn't
  3. as 2 but the stack is currently selected - only pressing the button will work
As far as I can tell this is only a C2C problem as I have not found it in vanilla or other mods. I have not checked if "Ctrl-A" (= move all units) fixes the problem.

Yes that. But most important they have no effect on units.
I never experienced crash when breaking land or continents, but if I wiped out a city with 100+ units the game sometimes crashed.
As far as I know the crash occurs when the trade routes and networks are updated. This means it is not an instant crash.
 
dont know if this is anything but mini attached, i reloaded my PC and now game went past this turn, so no biggy . ..
 

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dont know if this is anything but mini attached, i reloaded my PC and now game went past this turn, so no biggy . ..
Upload save, it could be MAF, if you played for very long time.
Or it could be simple random crash.
 
Hopefully this is the right place and it hasn't been reported before, but it seems that the AI never switches their workforce civics to anything other than "communal" which doesn't seem like the intended behavior. It's rather minor and I probably wouldn't have noticed if not for the fact that it disables corporations, but still. This is in a game with AIs at atomic age, so it's not like they haven't unlocked anything else either, and I remember noticing the same thing in a previous game. This is with svn @ 11103.

I'm also wondering if reports for bugs related to space stuff are welcome, since that part of the mod feels a lot more "in progress" than the rest. There are definitely more moon barbarians around than I'd expect, in any case.
 
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