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

Also remember " Field of View" is not working right. It does remember and set the slider to the correct remembered value but it does not actually change the view until you move the slider.

The Emancipation Proclamation National Wonder works differently from Great People's "Abolish Slavery" action. Please see the capital city (Uruk). If you take a Great Person (e.g. a Prophet) and do "abolish slavery", it destroys buildings, and converts slave specialists into Immigrants and traders. If you instead build the Emancipation Proclamation (1 turn), then the slave buildings and specialists remain in the city (but the worldview -- slavery and worldview -- human sacrifice disappear). Is this intended?

Also, a couple of notes. When converting slaves to immigrants, if you have fairly large cities, the immigrants are useless (since you can't settle them in cities above 7), so you essentially have to kill them off. Converting production slaves to traders is also kind of iffy, since you could, in theory, get a ton of those single-use free traders, which would be nigh-useless, unless upgraded. Would it, perhaps, be a little more appropriate to upgrade settled slaves to citizens instead?
The Emancipation Proclamation" should be doing the same things as the "abolish slavery". If it isn't then it is a bug. They should be calling the same python code block.

There is a suggested change to immigrants which has not yet been implemented. The will be able to join a city if one of the following is the case
  • city population < 7
  • city has Village Hall and city population < 10
  • city has Town Hall and city population < 16
  • city has City Hall and population < 25
  • city has Metropolitan Administration and population < 40
  • city is a is centre of government (fyi defined by national wonders) and population < 50
  • city is your capital
This can all be done in XML using the actions/missions stuff.
 
The Emancipation Proclamation" should be doing the same things as the "abolish slavery". If it isn't then it is a bug. They should be calling the same python code block.
I agree but iirc the Proclamation had no such effect until raxo changed it (in xml only) to replace the worldview building (actually all of them). But yes it's a bug (as is this wonder abolishing cannibalism and human sacrifice btw:mad:).
 
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Also, one more thing I noted after a recent update from SVN: the "Hide Obsolete Build Actions" option in BUG is not available (and in PythonErr.log I see the following: "ConfigError: Module 'ANewDawnSettings' must define function or class 'changedHideObsoleteBuilds'")
 
Tech Tree:- so I am stuck with a crowded screen with to much irrelevant information in colours that have not been the rage since the the Pope's Swiss Guard were fashionable. Mind you they have always been about 400 years behind the what ever the current fashion.
At least there's a modmod that keeps the old simple tech tree style without all the colours, redundant details, visual noise and movements that we currently have.
Alternative Tech tree design
Also, one more thing I noted after a recent update from SVN: the "Hide Obsolete Build Actions" option in BUG is not available (and in PythonErr.log I see the following: "ConfigError: Module 'ANewDawnSettings' must define function or class 'changedHideObsoleteBuilds'")
Raxo removed the option a month ago or so, don't know if he did it right, didn't check, maybe I should.
 
The Emancipation Proclamation National Wonder works differently from Great People's "Abolish Slavery" action. Please see the capital city (Uruk). If you take a Great Person (e.g. a Prophet) and do "abolish slavery", it destroys buildings, and converts slave specialists into Immigrants and traders. If you instead build the Emancipation Proclamation (1 turn), then the slave buildings and specialists remain in the city (but the worldview -- slavery and worldview -- human sacrifice disappear). Is this intended?
Well I did only xml side of it - replacing buildings.
It was emergency building to let AI build tanks, aircraft, and have electricity and computers and so on - originally slavery replaced critical building - Factory.

Now it could be reverted to what it did originally, or @Toffer90 can add python side to it, so building this building is same as using GP or other units to abolish all three worldviews at once.

Raxo removed the option a month ago or so, don't know if he did it right, didn't check, maybe I should.
I tested it in game, that had this option off, and didn't got that error.
So it seems like it was referenced somewhere else too.
I was sure, that you checked if I did it correctly.

Also remember " Field of View" is not working right. It does remember and set the slider to the correct remembered value but it does not actually change the view until you move the slider.
Do you have github repository of C2C too?
Maybe you had two of them pointing to same folder somehow?
 
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@Toffer90 can add python side to it, so building this building is same as using GP or other units to abolish all three worldviews at once.
I'll put it on my list. ^^
I was sure, that you checked if I did it correctly.
I stopped looking over individual changes when we moved to git, updating my modmod is so much easier to do comparing with SVN history than with git history, and now each SVN update is a compilations of changes from different modders so yeah, there's also much less informative comments per individual commit which sucks a bit.
 
I'll put it on my list. ^^
You can split it in three, so each building turns off only one world view too.

Yudi dislikes that it turns off three worldview at once, but it was appropriate response to slavery breaking AI mid Industrial era lol.
Someone assumed way too much, when factory was made unbuildable if slavery was active.
Now slavery doesn't ban any buildings.

As for that removed BUG option I guess it was because something is stored in User Settings folder....
Changing thing that controls hiding obsolete builds in User Settings doesn't change anything.
I guess it was one time error.
So there should be more graceful way to disable it.
 
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Hello.

I'm still having problems launching C2C. I've tried the solutions given to me but they haven't seemed to work.

The loading bar appears and fills up, the screen goes black like it's loading the game but then it cuts back to the desktop.
No error message and the game isn't running in the background. Not sure what's going on as regular BTS works fine.
 
More info is needed about your situation.

Is your Caveman2Cosmos folder is located correctly?
\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos​
What language option have you set BtS to be in?
Have you set steam to use the beta version of BtS? (this should be done)
Have you tried doing an "SVN clean up" action?
Have you tried "verify integrity of game files" in steam?
Have you tried reinstalling the base game from scratch?

Edit: Have you tried deleting your BtS ini file so the game makes a fresh one upon launching.
Backup the one you have in case it doesn't work.
Documents\My Games\Beyond the Sword\CivilizationIV.ini​
 
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Just did all the things you recommended and it finally worked!

Not sure which one solved it but it doesn't really matter.

Thanks for your help!
 
I made a local change regarding Emancipation Proclamation (the only different thing it does is it settles slaves as Citizen Specialists, independent from pop count), here's a patch with the changes, maybe it'll be helpful.
 

Attachments

My bandit unit was teleported to another island. Maybe a bug in the retreat function?

Teleported.jpg
 
Hello again, I came to a point in my game where I can't advance, because I keep getting a CTD. I updated to latest SVN, but no luck. I attach my logs, minidump and the save file where the issue occurs. I have some local tweaks (lat/long adjustment and some minor changes), those are attached in the form of a patch.

Can someone please help with pinpointing the cause of this problem?
 

Attachments

Hello again, I came to a point in my game where I can't advance, because I keep getting a CTD. I updated to latest SVN, but no luck. I attach my logs, minidump and the save file where the issue occurs. I have some local tweaks (lat/long adjustment and some minor changes), those are attached in the form of a patch.

Can someone please help with pinpointing the cause of this problem?
Mod folder name must be Caveman2Cosmos - I can't load this save...

You get tons of python errors - you aren't even aware, that you broke game by not having mod folder named exactly Caveman2Cosmos

So delete all your saves and rename mod folder to Caveman2Cosmos
 
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