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

The seasonal camps are not working properly I think. I can not build mines or anything else so I can not get access to resources right away. Every improvement I build automatically turns into a seasonal camp, and then it tells I have to wait 38 turns before it will turn into the appropriate improvement to unlock resource. Having to wait 38 turns to get my resources is not fair. Using latest SVN, guess I will have to revert to before the seasonal camps were added.
 
The seasonal camps are not working properly I think. I can not build mines or anything else so I can not get access to resources right away. Every improvement I build automatically turns into a seasonal camp, and then it tells I have to wait 38 turns before it will turn into the appropriate improvement to unlock resource. Having to wait 38 turns to get my resources is not fair. Using latest SVN, guess I will have to revert to before the seasonal camps were added.
This shouldn't be happening - its bug.

You should be able to build other improvements.

Upload save
 
Using phone to reply. Not near computer for another hour, will upload then if I feel like it. Tired of dealing with new untested features. Might just revert to download version. Or better yet, just give up on this mod.
 
Still playing a game started under 11139 (?) and currently using 11154. Two more issues, apologies if these have been mentioned previously.
  • Merchant fleets (the ones you get as a random reward) can't be used to conduct trade missions. I can enter another player's territory but can't enter their cities, and the only actions available are movement, delete, or gifting the unit.
  • The invert-shift option in the BUG menu isn't working. Whether checked or not, I still have to use Shift or Ctrl to add stuff to the city's build queue. Makes it hard to play one-handed (dog on my lap). :)
 
Merchant fleets (the ones you get as a random reward) can't be used to conduct trade missions. I can enter another player's territory but can't enter their cities, and the only actions available are movement, delete, or gifting the unit.
I'd like to see if bblendwithcity would work for this. It's been a persistent and difficult nut to crack.
 
Here is the save, I figured out I can build improvements if I build them multiple times.
 

Attachments

can someone replace the icon on this please, thx. . .
 

Attachments

  • new icon needed.JPG
    new icon needed.JPG
    365.5 KB · Views: 88
can someone replace the icon on this please, thx. . .
I changed graphics to scavenger camp.
I asked DrDavel to make separate button for it though.

On latest SVN it reuses Scavenger camp graphics.
 
Last edited:
I've noticed that one too, been trying to figure out why a couple weeks already. It's a weird one imo.
Did you check, if barbarians ignore ALL bonus requirements to build units?
You can use culture bonus class to make sure barbarians don't build cultural units.

That is by making barbarians ignore bonus requirements for units you let them build cultural units :p
Or this wasn't it?

Another possibility:
Barbarians managed to capture city with culture wonders in it.
Most likely its another removal of buildingclass bug.

So all buildings with SPECIALBUILDING_C2C_CULTURE should be deactivated, if city is owned by barbarians/Neanderthals.
 
Last edited:
Another possibility:
Barbarians managed to capture city with culture wonders in it.
The culture units the barbs were getting in my game were not on my continent at all. In fact where they appeared had No barb cities either. Just barb unit spawn points ie Goody huts..
 
The culture units the barbs were getting in my game were not on my continent at all. In fact where they appeared had No barb cities either. Just barb unit spawn points ie Goody huts..
Goody Infos don't contain cultural units, so it makes it even weirder.
Spawn infos don't contain cultural units too (except Neanderthal stuff).
 
Did you check, if barbarians ignore ALL bonus requirements to build units?
You can use culture bonus class to make sure barbarians don't build cultural units.
I'm 99% sure they cannot train any units without fulfilling all their requirements.
Though I think there's some spawn code somewhere that is causing it, I've yet to figure out where that is... Perhaps in python even.
I'm also quite certain they are not upgrading units into cultural units as no unit has them as possible upgrades.
It's a weird one which I will continue to look into.

Could be something related to the unit-/building-class removal, as you mentioned, will keep that in mind when looking.
 
I'm 99% sure they cannot train any units without fulfilling all their requirements.
Though I think there's some spawn code somewhere that is causing it, I've yet to figure out where that is... Perhaps in python even.
I'm also quite certain they are not upgrading units into cultural units as no unit has them as possible upgrades.
It's a weird one which I will continue to look into.

Could be something related to the unit-/building-class removal, as you mentioned, will keep that in mind when looking.
Weirdly it doesn't happen on my test runs.

So it seems like its connected to options too.
Or somewhere somehow goody hut barbarian spawning was messed up.
Got locust swarm when I popped one of goody huts.
 

Attachments

Last edited:
CvGame::createBarbarianUnits() is a function that spawns barbs without the spawn info.
It uses CvPlayer::canTrain and not CvCity::canTrain. Look at CvPlayer::canTrain.
createBarbarianUnits() was fixed by bill. It was running, but didn't spawn anything before that.
 
createBarbarianUnits() was fixed by bill. It was running, but didn't spawn anything before that.
All that should've been re-enabled was the naval ones I thought. Jeez that explains why they've been reported to be nightmarish of late.
 
Missionaries created in the city with Famen Temple can fail to spread their religion, despite the wonder's claims in its description. I founded Buddhism in that city and created missionaries for it in that city only. The missionaries have a buff called "Famen Inspired" (+1 movement), so either the wonder's description needs to be changed or the can't-fail buff isn't being applied.
 
Can you post a save so that I don't have to mess around in world builder please.

I also need a save right before a minor civ emerges. please keep that in mind everyone.
 
CvGame::createBarbarianUnits() is a function that spawns barbs without the spawn info.
It uses CvPlayer::canTrain and not CvCity::canTrain. Look at CvPlayer::canTrain.
createBarbarianUnits() was fixed by bill. It was running, but didn't spawn anything before that.
Ah right I see the problem. I'm fixing it today.
 
Back
Top Bottom