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

CvGameCoreDLL.h
// #define BARBARIAN_CITY_SPAWN_MAPCATEGORY_CHECK
gotta get rid of // to enable. Dll will need rebuid.
We'd probably want to make barb city spawns dependent on the type of NPC, of which we currently don't have a valid type. But this would mean adding a tag to playerinfos so we CAN give a future NPC designation a different mapcategory type and keep the ones we have only to Earth types.
 
Hello, I've an issue. Running latest SVN, renamed the mod folder properly (Caveman2Cosmos). The issue is that on the score list I can't view my Civ's characteristics and the accumulated culture for trait development. See the attached screenshot -- when I hover my mouse over my civ name, I can see the potential score of my empire, but nothing apart from that (e.g. leader/civ name, traits, accumulated culture). Is there some sort of option I need to turn on? I see the appropriate values for AI civs (e.g. leader name, traits, accumulated culture).

Please see the attached save file.
 

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Traits and accumulated culture for trait development is found by hovering over your flag. You can also see it in the diplo screen by hovering over your leader.
 
Hello, I've an issue. Running latest SVN, renamed the mod folder properly (Caveman2Cosmos). The issue is that on the score list I can't view my Civ's characteristics and the accumulated culture for trait development. See the attached screenshot -- when I hover my mouse over my civ name, I can see the potential score of my empire, but nothing apart from that (e.g. leader/civ name, traits, accumulated culture). Is there some sort of option I need to turn on? I see the appropriate values for AI civs (e.g. leader name, traits, accumulated culture).

Please see the attached save file.
I see GP icons is broken. This means you don't have beta civ4 enabled.
https://forums.civfanatics.com/threads/for-those-who-use-steam-to-play-c2c.639734/
 
I am not sure if Empire State building is actually broken or not. It says it will provide 3 new resources but from what I can tell it does no such thing. I remember some time ago it used say what resources it gave in the log, I looked and it is not there. Running 11113. Saves of before and after building it, screenshot and my tweaked XML files uploaded.
 

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Can this actually break the game, or does it only affect visuals (like fonts)?

Also, if I opt for the beta, will it affect my current save?
It affects visuals only - it won't break game.

Also since its visual thing, it will affect all saves - graphics will be correctly displayed.
 
The Via Appia just doesn't do what it should, meaning that not a single paved road is auto-built on my continent. Is that already known or should I upload a savegame?
Upload save before you built it for @Toffer90
 
@Toffer90

This is played on one of my standard sized spacemaps with the rescaled lattitude modmod on SVN 11113. Looking more closely reveiled that some paved roads were built but the vast majority of cities are not connected by Via Appia.

BTW: The scaling of the current SVN is really great as I built the Via Appia around 200 BC!
 

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@Toffer90
Looking more closely reveiled that some paved roads were built but the vast majority of cities are not connected by Via Appia.
Via Appia creates a road between the three cities that is all furthest apart from each other on the landmass where one of them is the city that built it. When the road is built between these three cities it tries to visit as many other cities as it can on the way without making any big detours.

A nation that has spread out its cities far on a line would benefit from via Appia more than a nation that spread out in all directions equally.
 
Ok, then the Pedia is wrong which states: "Builds Paved Roads to All Your Cities on Same Continent on Completion".
That should be changed, yes. ^^
The wonder should also be made available to build a while before workers get the ability to make paved roads, that would make the wonder more "worth it". Perhaps connect it to a roman culture wonder?
 
Is there a reason PLE (Plot List Enhancements) is removed/left out/forgotten to update, etc. in C2C?
I find it difficult to distinguish between units if there are many types.

In AND2 you can also filter wounded/helthy, land/naval etc.
Comparison screens attached (unit grouping with PLE in AND2 and NO ("real") grouping in C2C).
Or is there another way to do it in C2C?
 

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Is there a reason PLE (Plot List Enhancements) is removed/left out/forgotten to update, etc. in C2C?
I find it difficult to distinguish between units if there are many types.
Some time back we had PLE, the thing was that performance was terrible both with and without PLE at that time.
So the plot list UI was completely rewritten to get rid of most of the stuttering that happens each time the plot list of a sizeable stack was redrawn which happens all the time really, after each move, each unit (de)selection etc.
Rewriting it was a big job, but the performance improvement was very noticable too and I really did not feel like trying to add in the PLE style into the new UI code so I decided to abandon it at the time.
I might try to add in the PLE style again one day.
 
Some time back we had PLE, the thing was that performance was terrible both with and without PLE at that time.
So the plot list UI was completely rewritten to get rid of most of the stuttering that happens each time the plot list of a sizeable stack was redrawn which happens all the time really, after each move, each unit (de)selection etc.
Rewriting it was a big job, but the performance improvement was very noticable too and I really did not feel like trying to add in the PLE style into the new UI code so I decided to abandon it at the time.
I might try to add in the PLE style again one day.
Thanks for the quick answer.
That would be awesome if you could add it back in again, or design a similar grouping your way (ToffersPLE or something like that).
Grouping is much needed for a mod like this where there are 100ish types of units.
 
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