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

The "United Nation" game-option turn on diplomatic victory.
then the German text need to get updated. I read that this option is dedicated to enable building of the UN even if diplomatic is not set as victory option. That's the opposite of your saying.
 
all these is not the reason, I made some more tests and found a start w/o this errors. However:
When I use BtS start settings interface I get other settings than I clicked (i.e. I get set Victory=VICTORY_CONQUEST and Victory=VICTORY_DIPLOMATIC even if I did not checkmarked it, while original is Victory=VICTORY_CONQUEST only.) and these errors..

When I take the original C2C-UEM-ByPit2015-V4.2.CivBeyondSwordWBSave and use notepad++ to modify settings, then I get NO errors.

Related the path: That is Steam setting, and I have to start BtS by using the steam interface.
maybe I can create a shorter path by a hardlink (junction), but as long as I see no concret relation to a problem I don't like to use that way.
I couldn't get that error to appear at all.

Upload your save and User Settings before this error happens.
 
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I couldn't get that error to appear at all.

Upload your save and User Settings before this error happens.
I'm on the end. For now 6 hrs I tested all and it's always same: when I use BtS settings and choose "own scenario" I get diffferent settings than I selevted and these errors. Don't know what is causing this.
Same thing with the graphic setting: BtS changes these at 1st start, even if the ini is correct. (i.e. sets single unit to group unit image and sets language back to English). When I then restart and first copy my correct saved ini again over that modified by BtS, then it works. These problems I did not have before with Win7 and old original Civ. Compatibility-setting for the exe in Win10 does not help any.
 
I'm on the end. For now 6 hrs I tested all and it's always same: when I use BtS settings and choose "own scenario" I get diffferent settings than I selevted and these errors. Don't know what is causing this.
Same thing with the graphic setting: BtS changes these at 1st start, even if the ini is correct. (i.e. sets single unit to group unit image and sets language back to English). When I then restart and first copy my correct saved ini again over that modified by BtS, then it works. These problems I did not have before with Win7 and old original Civ. Compatibility-setting for the exe in Win10 does not help any.
Reinstall mod, delete User Settings and delete INI file including backups - no idea why its broken on your side.

Also game settings are always preset in scenarios.
 
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EDIT:
Here's how *I'm* going to play it for now, lol.
I give up.
It's confirmed now:
When a civ gives up its cities to you due to culture - it ERASES its own cultural buildings.
And this is not only stupid and annoying, but I also have no clue where to look for the reason behind it.
It leaves normal buildings alone, but it wipes Active Culture, despite me now having made it NOT destroyed by a capture.
Of course, this is NOT a capture - it's a SURRENDER.
So I have no clue where to look for HOW it is done in game mechanics.
DAMN.
 
I give up.
It's confirmed now:
When a civ gives up its cities to you due to culture - it ERASES its own cultural buildings.
And this is not only stupid and annoying, but I also have no clue where to look for the reason behind it.
It leaves normal buildings alone, but it wipes Active Culture, despite me now having made it NOT destroyed by a capture.
"Active culture" can only be gained by having a map size dependent amount of "Local Culture" buildings, it cannot be captured as the moment you capture it it will see that you don't have enough "Local Cultures" for it to exist and will thus automatically be removed from the city, that is unless you already have enough "Local Cultures", but then you already have the "Active Culture" before capturing the city, if capturing the city gives you enough "Local Cultures" of a kind, then active culture would be built in all your cities upon capturing the city..
"Active Culture" is either in all your cities, or in none, that's its nature.

But if you're saying that the normal building by the name of "Local Culture" disappears when the city flip from culture then that would be baffling as it is technically no different from any other buildable buildings, and would be treated the same as e.g. the stone tool workshop or library on cultural city flip.
 
attached minidump for MAF when reached ~2450 usage
Reinstall by steam gives no different result, all same again.
My settings made by notepad++ working w/o errors and which I cannot set by BtS setup screen successfully (btw: original also has no mod path stored):
Spoiler :

BeginGame
Era=C2C_ERA_PREHISTORIC
Speed=GAMESPEED_SNAIL
Calendar=CALENDAR_DEFAULT
Option=GAMEOPTION_COMPLETE_KILLS
Option=GAMEOPTION_UNITED_NATIONS
Option=GAMEOPTION_ADVANCED_DIPLOMACY
Option=GAMEOPTION_ADVANCED_ESPIONAGE
Option=GAMEOPTION_REALISTIC_CULTURE_SPREAD
Option=GAMEOPTION_LARGER_CITIES
Option=GAMEOPTION_UNLIMITED_WONDERS
Option=GAMEOPTION_TELEPORT_HUNTING_AWARDS
Option=GAMEOPTION_ANIMALS_STAY_OUT
Option=GAMEOPTION_RECKLESS_ANIMALS
Option=GAMEOPTION_INQUISITIONS
Option=GAMEOPTION_RELIGION_DECAY
Option=GAMEOPTION_REVOLUTION
Option=GAMEOPTION_NO_TECH_BROKERING
Option=GAMEOPTION_NO_TECH_HANDICAPS_FOR_HUMANS
Option=GAMEOPTION_FIGHT_OR_FLIGHT
Option=GAMEOPTION_SAD
Option=GAMEOPTION_REALISTIC_SIEGE
Option=GAMEOPTION_GREAT_COMMANDERS
Option=GAMEOPTION_INFINITE_XP
Option=GAMEOPTION_XP_FROM_ASSIGNED_SPECIALISTS
Option=GAMEOPTION_MORE_XP_TO_LEVEL
Option=GAMEOPTION_DOWNSIZING_IS_PROFITABLE
Option=GAMEOPTION_NO_NUKES
Victory=VICTORY_CONQUEST
Victory=VICTORY_DIPLOMATIC
GameTurn=1
MaxTurns=0
MaxCityElimination=0
NumAdvancedStartPoints=0
TargetScore=0
StartYear=-200000
Description= UEM - Ultimate Earth Map 4.2 by Pit
ModPath=
EndGame
 

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"Active culture" can only be gained by having a map size dependent amount of "Local Culture" buildings, it cannot be captured as the moment you capture it it will see that you don't have enough "Local Cultures" for it to exist and will thus automatically be removed from the city, that is unless you already have enough "Local Cultures", but then you already have the "Active Culture" before capturing the city, if capturing the city gives you enough "Local Cultures" of a kind, then active culture would be built in all your cities upon capturing the city..
"Active Culture" is either in all your cities, or in none, that's its nature.

But if you're saying that the normal building by the name of "Local Culture" disappears when the city flip from culture then that would be baffling as it is technically no different from any other buildable buildings, and would be treated the same as e.g. the stone tool workshop or library on cultural city flip.
No, not Local.
But I specifically edited Active to not self-destruct at capture, AND you are confusing it with Adopted, which does require Locals.
Active doesn't require anything, and is an auto-building produced by either Native or Adopted.
So on cultural flip, obviously Native is destroyed alongside the Palace.
But I still don't see why Active would self-destruct, UNLESS it's because it has a cost of -1, which makes it a NOT-normal building.
As in, not just Special, but Conditional-Special.
Which then goes like you said - no Locals, no Active.
Gonna check it now by giving it a positive cost and testing a recent save where I capture a different culture city by cultural flip (if it happens hopefully once again).

EDIT:
Whatever.
I deleted to Hell all my edits and just kept the official file.
Giving these a cost of "1" made them into normal buildings that could be built anywhere at any time.
Sure, I could add the prereqs of Native building, but it's dumb either way.
So let's keep it the way it is, and I guess I'll have to play a quick game where AIs have tons of cities - and hope that at least some will both BUILD and KEEP Local Cultures.
So tedious, dammit.
The end of topic.
 
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No, not Local.
But I specifically edited Active to not self-destruct at capture, AND you are confusing it with Adopted, which does require Locals.
lol Active culture can't exist without you having either native or adopted variants of the same culture, it will auto demolish the moment it belongs to a nation that does not have adopted or native version of it.

Not really confusing active with adopted, active culture is an extension of adopted culture, it is also an extension of Native culture, in a way active culture is the same building as both adopted and native even though adopted is different from native, it is what bridge the difference. So me setting the equal sign between how active and adopted culture behave is technically correct, as it's impossible to have the active culture of a non-native culture without also having the adopted version of it, it is also impossible to have the adopted one without having the active one of a non-native culture.

If you really wanna be able to assimilate another culture the moment you get any city from the them in any way, one and only one city required to assimilate I mean, then you just need to set all local cultures to have <iConquestProb>100</iConquestProb>
, and set all the adopted cultures to have this:
Code:
<bForceNoPrereqScaling>1</bForceNoPrereqScaling>
<PrereqAmountBuildings>
    <PrereqBuilding>
        <BuildingType>BUILDING_CULTURE_LOCAL_OCEANIAN</BuildingType>
        <iNumBuildingNeeded>1</iNumBuildingNeeded>
    </PrereqBuilding>
</PrereqAmountBuildings>
 
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lol Active culture can't exist without you having either native or adopted variants of the same culture, it will auto demolish the moment it belongs to a nation that does not have adopted or native version of it.

Not really confusing active with adopted, active culture is an extension of adopted culture, it is also an extension of Native culture, in a way active culture is the same building as both adopted and native even though adopted is different from native, it is what bridge the difference. So me setting the equal sign between how active and adopted culture behave is technically correct, as it's impossible to have the active culture of a non-native culture without also having the adopted version of it, it is also impossible to have the adopted one without having the active one of a non-native culture.

If you really wanna be able to assimilate another culture the moment you get any city from the them in any way, one and only one city required to assimilate I mean, then you just need to set all local cultures to have <iConquestProb>100</iConquestProb>
, and set all the adopted cultures to have this:
Code:
<bForceNoPrereqScaling>1</bForceNoPrereqScaling>
<PrereqAmountBuildings>
    <PrereqBuilding>
        <BuildingType>BUILDING_CULTURE_LOCAL_OCEANIAN</BuildingType>
        <iNumBuildingNeeded>1</iNumBuildingNeeded>
    </PrereqBuilding>
</PrereqAmountBuildings>
It still depends on AI first building a Local to begin with - which they may or may not do.
This is exactly the point that made me annoyed in the first place.
Not only I need to capture 3 Locals, some of which would get destroyed in the process (thus needing even more cities to achieve it) - but it all depends on AI's actions.
If AI sees no reason to build Locals altogether - I have *ZERO* chances to capture another type of culture EVER.
Which is outright stupid - again, because it is 99% reliant on AI's actions, and we know THAT is buggy as Hell.
Duh.
 
It still depends on AI first building a Local to begin with - which they may or may not do.
This is exactly the point that made me annoyed in the first place.
Not only I need to capture 3 Locals, some of which would get destroyed in the process (thus needing even more cities to achieve it) - but it all depends on AI's actions.
If AI sees no reason to build Locals altogether - I have *ZERO* chances to capture another type of culture EVER.
Which is outright stupid - again, because it is 99% reliant on AI's actions, and we know THAT is buggy as Hell.
Duh.
They shouldn't need to build it, the settler carries the local culture from the city that trained them and gives it to the city it founds.
I've played several tests and all AI cities I've checked have their local culture.
Potential exception would be tribes that they get from goody huts, they would not carry any local culture with them to the city they found, though the AI would likely build a local culture in it eventually as it increases culture output for a relatively small amount of hammers.
 
They shouldn't need to build it, the settler carries the local culture from the city that trained them and gives it to the city it founds.
I've played several tests and all AI cities I've checked have their local culture.
Potential exception would be tribes that they get from goody huts, they would not carry any local culture with them to the city they found, though the AI would likely build a local culture in it eventually as it increases culture output for a relatively small amount of hammers.
OK, I'll play with it once again.
But I really don't like this approach so far.
 
This would be the bug I don't understand. Settlers do not count as 'People'. People are basically just singular people units. The rest of the experiences you are having make sense for this reason but how this first one still could transport settlers when you gave it this promotion I'm not sure.
Later on none of ships with that promo could transport settlers, no idea why i could transport it for 1 turn
 
Later on none of ships with that promo could transport settlers, no idea why i could transport it for 1 turn
Oh, I forgot about it.
A few play throughs ago I reached modern ships and so on.
But they wouldn't transport ANYTHING.
Or at least not Jeeps that were my current main army units.
I tried all types of ships and all transportation upgrades possible.
None helped.
I have no save to show it (for now), but it's really beyond weird.
 
Oh, I forgot about it.
A few play throughs ago I reached modern ships and so on.
But they wouldn't transport ANYTHING.
Or at least not Jeeps that were my current main army units.
I tried all types of ships and all transportation upgrades possible.
None helped.
I have no save to show it (for now), but it's really beyond weird.
Have u tried merging ships? Cargo might be small (dunno honestly maximum era for me right now industrial)
 
Have u tried merging ships? Cargo might be small (dunno honestly maximum era for me right now industrial)
I did the opposite - split the unit I wanted to load onto the ship until its size was numerically less than the ship's cargo size.
Still didn't work.
So either those numbers are buggy, or I dunno (or miscalculated something).
Kinda weird, though, since I'm talking about VERY advanced ships (like Carriers), and a mere Jeep (sure, very upgraded, but still).
 
New game started under SVN 11139 using PerfectWorld2f (name?) map.

World Builder bug: Ctrl-R doesn't toggle resource display, though it works fine in the regular game.

Two unit bugs:
1. A unit with full health (e.g. obsidian spearman at 5/5) will sometimes show the Heal buttons lit up. Clicking the heal button will cause the unit to rest and heal as usual.
2. The game will sometimes get "stuck" on a particular unit, so that when I switch to a different unit, the stuck unit still displays in the lower left. The newly-selected unit's icon will display with the yellow border and the bottom center buttons will show the new unit's command options, but those command buttons won't respond to clicks. The new unit can still be moved to a different tile by right-clicking. Edited to add: keyboard commands (e.g. S to build a seed camp) still appear to work for the newly-selected unit.

View attachment 550124

View attachment 550125

The first issue was just a display issue, the unit had 4.96/5:strength: but it was displayed as 5/5:strength:. It is already fixed on GitHub.
The second issue is hard to debug because it doesn't happen every time.
 
I did the opposite - split the unit I wanted to load onto the ship until its size was numerically less than the ship's cargo size.
Still didn't work.
So either those numbers are buggy, or I dunno (or miscalculated something).
Kinda weird, though, since I'm talking about VERY advanced ships (like Carriers), and a mere Jeep (sure, very upgraded, but still).
Did you try a Transport? Carriers are not Transports, they carry planes.
 
Did you try a Transport? Carriers are not Transports, they carry planes.
Yeah, I meant the age WHEN it was - I don't recall the actual ship names.
I built EVERY available ship - and NONE wanted to take my Jeeps on-board somehow.
Again, sure, those Jeeps were equipped with Generals and quite nicely upgraded and fused - but then again, where exactly can I check the actual math behind this?
The numbers I was able to see told me that this is buggy, since the Jeep's number was smaller than the ship's cargo size.
But I can't test it now - not until I get to it again, which is gonna be forever (I'm still testing out Eternity for different reasons).
 
Later on none of ships with that promo could transport settlers, no idea why i could transport it for 1 turn
That's what I'm saying. Once the ships get the promo, they shouldn't be able to transport settlers at all. So how one did is the problem, not that those with the promo are not allowed to. I'll look into fixing that when I basically rewrite the whole transportation system from the code up, which I will at some point not too far off. I know there's weirdness in it already in numerous places, but I just wanted to explain that your complaint seems primarily to be that the system worked as designed except in one initial case.

Yeah, I meant the age WHEN it was - I don't recall the actual ship names.
I built EVERY available ship - and NONE wanted to take my Jeeps on-board somehow.
Again, sure, those Jeeps were equipped with Generals and quite nicely upgraded and fused - but then again, where exactly can I check the actual math behind this?
The numbers I was able to see told me that this is buggy, since the Jeep's number was smaller than the ship's cargo size.
But I can't test it now - not until I get to it again, which is gonna be forever (I'm still testing out Eternity for different reasons).
We'd probably need to see the exact case.
 
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