Single Player bugs and crashes v42 plus (SVN) - After April 2022

I finally got a few GPs, but they don't have the "Research Tech" option now.
Either a bug (unless deliberate), or maybe it needs prereqs to enable?
I'm in Prehistory (duh), and GPs were born from researching the 3 Prehistoric religion techs.
Though I can't post a save, since I've played past this point for a while now (and used the GPs up as well).
Update to latest SVN
 
Barb World is going nuts . . .now its thief's, whereas i can only build 2 they have (83)in one place (see pic)

see previous post about exile's etc etc, also one pic on slingers??
Not ignoring the complaints about stack composition but although some others may be able to spot fix a few things there, it's wrapped up for me in major overhaul plans.
 
i hear ya, and thx, but maybe do alittle tech change per era if u r doing that also?? it took me and Hydro 6 months just to come up with the PreH era. . . if u r doing techs, if not to someone who is>>
 
i hear ya, and thx, but maybe do alittle tech change per era if u r doing that also?? it took me and Hydro 6 months just to come up with the PreH era. . . if u r doing techs, if not to someone who is>>
Just to help you understand the plans at the moment:
https://docs.google.com/spreadsheet...tYYRY1gfj9xHFZbCFwMyLwUtkY/edit#gid=543714842

This document shows how the tech tree has been remapped - it's not necessarily showing most of the WHY behind a lot of the changes (yellow techs are new - blue are moved) but most of them are due to the unit review. So locking this in before I move on with the unit review stuff and then going through another edit pass at the unit review will be the next step before adding the units. Buildings aren't an 'afterthought' in this so much as they are more 'to be determined' so there are numerous techs here that will seem to do nothing until units and buildings then get placed onto those techs (and some moving around of buildings and units and promo access points and so on). It will take a bit. That said, I do have another document that lists every of some few hundred changes in the xml in order that must take place to put all these techs in smoothly in one update.

The AI side of the review is there in the planning but will be a bit of a final step to bring all this planning together so that the AI is using these units for what they are meant to be used for and in the proper measure and application. Till then, we'll be seeing some real stupid AI stuff where unit usage is concerned because there won't be much cause to waste time on trying to improve what will be overhauled. There are some places that may be fixed early on though because the application of the AI part of this review process will require it anyhow so that command channels through the AI aren't broken where they are now in a few spots - particularly ones that may account for too many dogs and so on.

Anyhow, because pulling one string on the tech tree tugs at everything, the whole tree replan has been set down and I'm just now collecting button art and quotes and will be generating description text for them all very soon. There is also an effort to sort out how to flavor all the new and old techs automatically by a code analysis of the flavors on all objects the techs give and then derive flavors on techs from what the techs give access to (this way we don't again have to manually consider the flavor of a tech or any other object so much.) That's feeding a lot into some of the big leader improvement projects taking place too.
 
Just to help you understand the plans at the moment:
https://docs.google.com/spreadsheet...tYYRY1gfj9xHFZbCFwMyLwUtkY/edit#gid=543714842

Spoiler :
This document shows how the tech tree has been remapped - it's not necessarily showing most of the WHY behind a lot of the changes (yellow techs are new - blue are moved) but most of them are due to the unit review. So locking this in before I move on with the unit review stuff and then going through another edit pass at the unit review will be the next step before adding the units. Buildings aren't an 'afterthought' in this so much as they are more 'to be determined' so there are numerous techs here that will seem to do nothing until units and buildings then get placed onto those techs (and some moving around of buildings and units and promo access points and so on). It will take a bit. That said, I do have another document that lists every of some few hundred changes in the xml in order that must take place to put all these techs in smoothly in one update.

The AI side of the review is there in the planning but will be a bit of a final step to bring all this planning together so that the AI is using these units for what they are meant to be used for and in the proper measure and application. Till then, we'll be seeing some real stupid AI stuff where unit usage is concerned because there won't be much cause to waste time on trying to improve what will be overhauled. There are some places that may be fixed early on though because the application of the AI part of this review process will require it anyhow so that command channels through the AI aren't broken where they are now in a few spots - particularly ones that may account for too many dogs and so on.

Anyhow, because pulling one string on the tech tree tugs at everything, the whole tree replan has been set down and I'm just now collecting button art and quotes and will be generating description text for them all very soon. There is also an effort to sort out how to flavor all the new and old techs automatically by a code analysis of the flavors on all objects the techs give and then derive flavors on techs from what the techs give access to (this way we don't again have to manually consider the flavor of a tech or any other object so much.) That's feeding a lot into some of the big leader improvement projects taking place too.
one way to figure out if u have the "correct" techs. always go to the very last tech when changing things and see if u get an error message or not, that way i found out is the easiest way to find if u (whomever) screwed up someplace.. .lol .
 
i get this sometimes, not all the time?? is this on my end??

info type 'EFFECT_WARMACHIPRINT' not found, Current XML file is: modules\Alt_Timelines\Megafauna\Megafauna_CIV4SpawnInfos.xml
Caused by mess on your side, do cleanup
 
Traceback (most recent call last):
File "BugEventManager", line 303, in _handleDefaultEvent
File "CvEventManager", line 1829, in onBuildingBuilt
RuntimeError: unidentifiable C++ exception
Upload save and tell how it happened
Hmm all I can see now its related to Golden Spike being built and something got confused when it got built, so your save before it got build is needed.
 
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Using SVN 11475 - load the attached saved game, hit next turn and after a moment, the game crashes to desktop.
P.S. This saved game runs fine under the previous version 11474.
 

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I think my game is getting stuck into an infinite AI turn.

I'm on 11474 with UEM 5.4.
Next SVN rev will fix this freeze bug.
ETA. 30 min.

This save is dangerously close to getting memory allocation failures, 2.6 GB, turning on debug mode is impossible as it will MAF (at 2.8 GB), not ideal when debugging mysterious bugs.
 
Next SVN rev will fix this freeze bug.
ETA. 30 min.

This save is dangerously close to getting memory allocation failures, 2.6 GB, turning on debug mode is impossible as it will MAF (at 2.8 GB), not ideal when debugging mysterious bugs.

It works ! Thank you !
 
Spies are no longer able to gather intel on latest SVN.
 
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