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

I've seen this happening before too, and it is rather annoying. Does it happen in all cities, or just a subset of them? I
Subsets. 2 to 4 cities. Chicago is not a small city in my empire atm either but rather a medium sized city. But Chicago is exerting Cultural influence on the AI city of Karkhemish, Seattle is on the border with that same AI (farther north), but Houston is not near the border with Sennechrib at all, and is SE of chicago on the coast.

Also Palaces and Estates will show up being cut off (in Red) and then later come back like screenshot 104 (in Green).

The save game should help ( I hope!).
 
Frat House needs it's preq tech changed then. Or raxo2222 may have shortened the name from Fraternity House. HydromancerX is the author of most if not all of the Housing buildings and their chains. Now I know that @raxo2222 did some work on these.

Whether HydromancerX meant Fraternity House to mean ancient Fraternal orders is something only he can answer. And he's not active here anymore. He also is American. And took many of the buildings from Sim City and converted them to C2C buildings.

I also noticed in the Civilopedia that the Housing chain Frat House has a very early connection as an offshoot. And iirc Sorority House as well (iirc).
I think some buildings being anachronic is natural consequence of creative chaos, I guess I can change this building name to Fraternity House - they were meant to appear as soon as universities appeared.
Sorority Housing appears at Women's Suffrage.
Maybe translator or someone else renamed it long ago.
All Classical buildings are unlocked by Sanitation.
Medieval ones are unlocked by Surveying.

Yurts and tipis shouldn't even appear here, as if prereqs were glitching.
@MattCA or someone else were doing refactoring.
 
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The Frat house thing is truly just Americanism. Hydro probably had no idea it's not standard worldwide for men to live in frat houses at university.

UPDATE: Note, however that if you change it to something more generic, like University Housing, you'll need to eliminate Sororities as the Frat/Sorority is a gender specific division and he wanted to have that there to be an improvement for adopting gender equality.
 
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I cached the enum value of some info types from the xml for types that are referenced in the dll code. One of the spots was property types in the building filters file.
Not an important thing to cache but it only takes me a second and property types are used multiple times in the code.
I've already reverted but I never looked at the filters as a player and I'm finding them not very user friendly for dummies. I'll put on Github but I'm not 100% sure bug is fixed. That's the only recent change to that stuff though.

Edit: Actually that's not on svn yet...
 
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Any idea what needs to be done in python to add a filter Toffer? What needs to be done in dll is easy. I've actually started one before and only gave up when c++ was done and python was next. For all I know the python is just as easy as dll if you know where to look and what to do, so I'm just curious.
 
Another consistent problem that I have not posted screen shots of yet is this. You have a series of 6 or more on the same unit. You clicked on them as a group. Then you click the red shield to chose what you want them to do according to their type. Let's take a current unit(s) that are LE, the Patrol and Guards. So once you have them as a group you will get the same number of pop ups to select as the number you grouped. Now comes the problem the 1st 2-4 units will give you the full list they can legitimately do. BUT the remaining units in this group will get a shortened and some time irrelevant list like Restful Recovery for the LE. This has been going on for the past month or so as well.

Below is 2 screen shots with Patrols upgraded to Guards that are exhibiting this problem. My uploaded save game will show this too so you can reference it to get a better grip on this problem than my poor explanation.
 

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They should still be available if marble is missing or the Sewer System is not built.
It seems like all housing stuff doesn't obsolete.
As if some requirement for it was appearing and disappearing.
 
Last night I had Multiple cities with Multiple Housing Buildings going "red" for being no longer accessible even though Nothing that I'm aware of changed. The Red list at the top middle of the main screen just kept scrolling these messages. Yuck! :(

I really do not want to lose this game to "bugs". It is the farthest I have been able to play and not have a major game breaking bug or change in a long long time. And I am in a crucial timeframe for Civic testing as it it late Medieval and not long before I hit Ren Era. I really need to get into the Ren Era to see how Civic changes are being used between AI and Player.
 
I poked through your save last night (mostly to use it to test Tech Diffusion changes lol) and noticed buildings (fountain, commercial port) stop working from lack of resource - stone, I think.

It might have something to do with interaction with traded resources, possibly? Some quasi race condition in which is tested first?
 
@JosEPh_II you don't have marble.
You need Bricks AND Marble to get Estates.
This causes housing to glitch out.
Spoiler :

Civ4BeyondSword 2020-10-13 18-06-05-42.png
Civ4BeyondSword 2020-10-13 18-06-17-32.png



You are missing important resources....
Spoiler :

Civ4BeyondSword 2020-10-13 18-09-06-76.png
Civ4BeyondSword 2020-10-13 18-08-32-35.png



Resource management should be important.... :nono:
Maybe there should be safeguard on resources, so you can't accidentally sell last resource.
In this case you aren't selling marble, so it must be weird bug - maybe you had marble before but lost access to it.
Now buildings lost their marbles.
Spoiler :

Civ4BeyondSword 2020-10-13 18-18-47-89.png

 
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Just bumping re: autobuilding oddities for Joseph, the initial cause is losing marble as Raxo said, from a trade deal timing out, but discussion on the discord definitely did reveal some oddities in the autobuild and/or alert code:
Spoiler Multiple autobuild without other change :
upload_2020-10-13_14-54-40.png
May take a bit to tease out what the cause is, there's been some significant change to that section of the code in the last several months.
 
@JosEPh_II you don't have marble.
You need Bricks AND Marble to get Estates.
This causes housing to glitch out.


You are missing important resources....


Resource management should be important.... :nono:
Maybe there should be safeguard on resources, so you can't accidentally sell last resource.
In this case you aren't selling marble, so it must be weird bug - maybe you had marble before but lost access to it.
Now buildings lost their marbles.
I trade for marble and stone. As soon as the AI pops up a diplomacy screen saying these trades are done I ask "what do you want for these". Then he says a gold amount and I pay it. Happens about every 10 turns (As that is what I recall trades like this last). I am not selling Any resources that affect buildings. I am buying. I also have bricks. As soon as they become available from Tech I build them.

But this is happening even when the resource is still available.

Just bumping re: autobuilding oddities for Joseph, the initial cause is losing marble as Raxo said, from a trade deal timing out, but discussion on the discord definitely did reveal some oddities in the autobuild and/or alert code:
Spoiler Multiple autobuild without other change :
May take a bit to tease out what the cause is, there's been some significant change to that section of the code in the last several months.
Thank you for digging deeper to see that there are problems.

Also as I stated in another post, There is also a problem with using the Red Shield option with groups of same units. I saw an EM where something along this line was posted about this. That the sequence had been shortened. Iirc it was MattCa that posted the comment on Git that generated the EM.

There are Many instances where the Player and AI will have way more than 5-6 of any type unit. Way More! And this Red Shield Makes you go thru each and every one of the units. And if you tell it to skip or never mind one of the units in the Whole series, it will have to be done all over again. This is maddeningly frustrating. And extremely time consuming for Unit management. And to top that off now when you click on the units in the city it will sometime Highlight in yellow outline EVERY unit in the city. Not just the last one activated. This too causes more problems, And it's there to be seen in my save game. I spent 15 minutes on one turn going thru this process of getting units either Red Shield right Of just getting unit Fortified in All my cities, ALL! Argghhh! :( I am to the point od Not using the Red Shield function any more! It's fubar'd. :( :( :(
 
Also as I stated in another post, There is also a problem with using the Red Shield option with groups of same units. I saw an EM where something along this line was posted about this. That the sequence had been shortened. Iirc it was MattCa that posted the comment on Git that generated the EM.

There are Many instances where the Player and AI will have way more than 5-6 of any type unit. Way More! And this Red Shield Makes you go thru each and every one of the units. And if you tell it to skip or never mind one of the units in the Whole series, it will have to be done all over again. This is maddeningly frustrating. And extremely time consuming for Unit management. And to top that off now when you click on the units in the city it will sometime Highlight in yellow outline EVERY unit in the city. Not just the last one activated. This too causes more problems, And it's there to be seen in my save game. I spent 15 minutes on one turn going thru this process of getting units either Red Shield right Of just getting unit Fortified in All my cities, ALL! Argghhh! :( I am to the point od Not using the Red Shield function any more! It's fubar'd. :( :( :(
So many programmers have thought to try to improve what I set up there and usually they just end up breaking something - it's very complex and even beyond me at this point to be able to easily fix. I'm hoping someone remembers trying to refactor something that would have had an effect like this. It's very strange what you're explaining I feel.

I don't usually like to use it on group selections either though. Better to individually select units for this I find. That's likely an issue when you just upgraded though.
 
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So many programmers have though to try to improve what I set up there and usually they just end up breaking something - it's very complex and even beyond me at this point to be able to easily fix. I'm hoping someone remembers trying to refactor something that would have had an effect like this. It's very strange what you're explaining I feel.

I don't usually like to use it on group selections either though. Better to individually select units for this I find. That's likely an issue when you just upgraded though.
Yeah its useless.
Its easier to make 2x more property control units and just upgrade and fortify them once a while, than mess around with that red shield.
For things outside of property control its not even needed - just make 2x more units.
 
Yeah its useless.
Its easier to make 2x more property control units and just upgrade and fortify them once a while, than mess around with that red shield.
For things outside of property control its not even needed - just make 2x more units.
You should be able to use the blue one easier. I'll eventually look into the problem but maybe someone will beat me to it.
 
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