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

It seems like you forgot to do so for all worker builds
I added <bCanRemoveWithNoProductionGain>1</bCanRemoveWithNoProductionGain> to young forests if other forests had this in worker builds.

Committed that to release now.
I had forgotten that that tag even exist to be honest.
Just make sure that builds/improvements that are unlocked before slash and burn doesn't have that tag, as it would allow you to remove forest before slash and burn tech.
 
I had forgotten that that tag even exist to be honest.
Just make sure that builds/improvements that are unlocked before slash and burn doesn't have that tag, as it would allow you to remove forest before slash and burn tech.
Yeah, I was looking at Forest feature here.
So I applied it if regular forest feature already had it in worker build.
 
I see we changed Jungle chopping back to Iron working after we had agreed several years ago to allow Bronze to do it. Iron working is a bit late for Jungle removal and does not fit C2C designs.
 
I see we changed Jungle chopping back to Iron working after we had agreed several years ago to allow Bronze to do it. Iron working is a bit late for Jungle removal and does not fit C2C designs.
Or it never was changed at first place.

It has <bCanRemoveWithNoProductionGain> tag, which allows to remove features earlier but without boost to production.
I looked at history of buildinfo file containing Farm worker build action in SVN, and it appears Iron Working never was changed to Bronze Working for Farm build on jungles.

That is change never was implemented at first place.
 
Or it never was changed at first place.

It has <bCanRemoveWithNoProductionGain> tag, which allows to remove features earlier but without boost to production.
That is a different concept, the use of that tag. One that iirc T-brd put in. But the Team agreement from back then was to allow Bronzeworking to open up Jungle removal, building logging camps, Jungle camps, etc. This was long before you or Toffer joined in. In fact before I joined the Team. I pushed for the inclusion of Jungle Camps.

Civilizations removed and built in Jungles long before there were even Bronze of Copper tools. Stone and or obsidian was used extensively in Mexico, Central and South America. And similarly in Africa and Southern Asia.
 
That is a different concept, the use of that tag. One that iirc T-brd put in. But the Team agreement from back then was to allow Bronzeworking to open up Jungle removal, building logging camps etc. This was long before you or Toffer joined in. Civilizations removed and built in Jungles long before there were even Bronze of Copper tools. Stone and or obsidian was used extensively in Mexico, Central and South America. And similarly in Africa and Southern Asia.
I know about that tag.
Changing removal of Jungle to Bronze Working never was done in worker build infos.
I guess this change wasn't in worker builds, but somewhere else - standalone action to remove jungles.

Edit: Looks like it really never was done or it was reverted maybe accidentally.
Spoiler :

Civ4BeyondSword 2020-03-07 19-35-47-17.png
Civ4BeyondSword 2020-03-07 19-38-58-98.png

 
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Much has changed with this Mod since 2009 hasn't it. ;)

And most of it undocumented as well. Or the documentation itself was removed for being "too old". :p

7-8 years ago before I lost a HD I had Copies of every C2C Official release versions. Hydro and SO used to ask me to look up how the old ways were done from time to time. Just because this Mod has never stood still. It was a Big C2C History loss when that HD died. :( And the memories are fading too now.
 
One that iirc T-brd put in.
Naw this was AND at least. Maybe even RoM. It goes way back. To the birth of slash and burn at least, which was in the game in AND before C2C was a thing. I think I recall that there was a very early agreement about moving jungle removal much earlier, though slash and burn should probably work fine to cover the need and match the historical references you're giving. Being able to convert to production is something I think we could allow to wait until later in the game. Bronzeworking would be ok for me on that I suppose. I don't usually worry much about the production boost I get from removing features because by the time I can I've already removed them as much as I needed for my core cities usually. It helps to catch some cities up later though I suppose.
 
Yeah, it is in constant flux.
It seems like everything accelerated after Pepper joined team and made space content for mod (there was tiny bit of it before he joined though).

Also you can use SVN to see release versions, if comment logs were saying along lines: This is official VXX release.

I started committing shortly after round 10000 - my first commit was in 10060 in SVN logs.
 
It seems like everything accelerated after Pepper joined team and made space content for mod (there was tiny bit of it before he joined though).
For me that 'acceleration' is still something I'm yet to fully try to figure out. Someday. I'm not sure we were ready for that and wouldn't have been for years, but the time was then for him to contribute and eventually we'll have to get things more integrated with all that, like AI and property control, multi-maps, so many other loose ends.
 
For me that 'acceleration' is still something I'm yet to fully try to figure out. Someday. I'm not sure we were ready for that and wouldn't have been for years, but the time was then for him to contribute and eventually we'll have to get things more integrated with all that, like AI and property control, multi-maps, so many other loose ends.
I mean space content was beginning.
There were other things like XML fixes/cleanup/streamlining, new balance system, AI revision, python overhaul and now code overhaul and savebreaking changes.
Also there is Discord and we moved to Github, where it is easier to contribute (branches and pull requests for more experimental/extensive changes), and do code changes (no need to compile "manually").
This all happened within last two or three years.

Unused TXT_KEYs and ART_DEFINEs are still waiting to be removed. Also there may be unused sound defines.
 
I mean space content was beginning.
There were other things like XML fixes/cleanup/streamlining, new balance system, AI revision, python overhaul and now code overhaul and savebreaking changes.
Also there is Discord and we moved to Github, where it is easier to contribute (branches and pull requests for more experimental/extensive changes), and do code changes (no need to compile "manually").
This all happened within last two or three years.

Unused TXT_KEYs and ART_DEFINEs are still waiting to be removed. Also there may be unused sound defines.
You should've been here in the years leading up to that point... was just as active if not moreso. I don't really see an acceleration, just a maintenance of momentum. We might've had a little dip before the space stuff was added, but certainly MY efforts were much more active prior to that point. I was working like a madman on stuff. And when Koshling and AIAndy were both here... wow. I mean... properties... jeez.
 
You should've been here in the years leading up to that point... was just as active if not moreso. I don't really see an acceleration, just a maintenance of momentum. We might've had a little dip before the space stuff was added, but certainly MY efforts were much more active prior to that point. I was working like a madman on stuff. And when Koshling and AIAndy were both here... wow. I mean... properties... jeez.
I think I was here for a while in 2011, and 2013 or 2014, but back then I didn't have computer, that was able to run this mod without very frequent MAFs.

Then I decided to look at mod in 2017 - there was space colonization modmod and tech tree in your or Hydro's link looked shiny with heavily expanded future part.
That's why I decided to stay here.

SVN has nice stats
Spoiler :

firefox 2020-03-07 20-34-37-91.png


Looks like I prevented downward trend here
 
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@raxo2222
The SVN started with Version 13. The copies I had were from # 1 thru 20 something.
Heck the 1st 3 versions were hardly playable! :lol::mischief: SO had to constantly fix things to get it to even Load. By version 5 it would load properly and was playable for awhile.

Koshling started the SVN at v13.
 
Since you guys wanted jungles to be able to cut down at Bronze Working, but you never got to change that, I changed that Jungles and Mangroves can be cut down at bronze working.
It will be in SVN soon.
 
Screenshot_1.png
Asked ai what he wants for that cannon-thing... Well its appears to be free give-away ;) (seems to be bug)
revision 11029 or smth like that
Edit:
While for Carrack he wants a tech O;
 
Also we don't have small continents mapscripts.
Try C2C World mapscript

My mistake, it was Custom continents. And I looked at it in the world editor and saw neither gas, neither oil, neither titan, neither geothermal and so on. And it was definely c2c map script - it contains mamoths, sulfur, drugs, prime timber, etc. I am going to place all of the missing resources manually. Just ask developers to look at the mapscript - maybe there are problems with it. Savegame attached (and yes, I know about unreadable city names - sorry for that, it's a part of my RP).
 

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My mistake, it was Custom continents. And I looked at it in the world editor and saw neither gas, neither oil, neither titan, neither geothermal and so on. And it was definely c2c map script - it contains mamoths, sulfur, drugs, prime timber, etc. I am going to place all of the missing resources manually. Just ask developers to look at the mapscript - maybe there are problems with it. Savegame attached (and yes, I know about unreadable city names - sorry for that, it's a part of my RP).
It seems like this mapscript is broken @Toffer90 You should check on other mapscripts too.
There was only one Oil on Large size of Custom Continents.

"Balanced" setting for resource generation just gives python error.
Code:
Traceback (most recent call last):

  File "C2C_Custom_Continents", line 111, in addBonusType

NameError: global name 'balancer' is not defined
ERR: Python function addBonusType failed, module C2C_Custom_Continents

So start new game and use C2C_World instead - this is only one truly supported mapscript.
 
With the change to the techs the Hunter 2 promotion should now be at Trapping.

Subdued Animals should be escorted by a worker not a Beast Master. The Beast Master escorts the Tamed Animals. This is how you tell the two apart visually. This is (was?) achieved on the unit XML in the art section.

Something has changed in the map generation. I use Tectonics and I got a Walrus resource in the southern hemisphere! The Walrus resource was added in post map generation in the C2C map utility not via the normal generator. It was the one map resource which did not have placement information in its XML definition.
 
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