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

You can't alt-tab if you have full screen, and memsaver enabled in vanilla INI
So you must use windowed mode and manually adjust vertical resolution in vanilla INI until stretching stops happening
Okay, found it and turned "memsaver=0", will it help now?
Also, what does it even do to begin with, as in do I even need it?
Gonna check now.
 
Okay, found it and turned "memsaver=0", will it help now?
Also, what does it even do to begin with, as in do I even need it?
Gonna check now.
It saves memory, so if you are playing on Pits scenario, then you will have more mafs.
 
It saves memory, so if you are playing on Pits scenario, then you will have more mafs.
Okay, tried it.
Works fine, and I'm playing my "Eternal Prehistory" self-scenario with it, so I doubt I'll be having MAFs to begin with, or not in any foreseeable future.
 
Using SVN 11472, I too get the recalc modifiers message each time I load a game.
Also, the attached game continues to crash at EoT. Note, I am playing as the Canadians from the Civ MegaPack. I also included my logs and user settings.
 

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Thank you.
 
Addressed this on my side, it was probably what caused the CTD where I fixed your save by deleting a unit in death limbo.
Probably what is causing a lot of the reported CTD's lately.
I did say this is an issue that leads to a lot of hair tearing out as it dominoes. You fix a problem only to create another almost as if it has some kind of circular, this must be broken somewhere and can never really be fixed kind of logic. I felt like I was falling down a rabbit hole with a spiral of issues as I tried to address them. Bill looked at it at one point and it seemed to calm down and stabilize after that for a while. Not sure what he did tho.
 
On latest SVN, every time you load a game it asks you to recalculate.
 
Sorry to be back a third time, running SVN 11472, again a repeatable CTD after clicking Next Turn. Like others have said, the save asks to recalculate every time its loaded, even on past turn saves. Accepting or declining seems to have no effect on the crash issue. Basically what others have already ran across, so just adding another data point.

Edit: And back up & fixed with 11473. I certainly sympathize with the spaghetti mess this series of bugs is causing, thanks again for the hard work!
 

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Here's an interesting one: Clone Infantry units are unable to board Landing Ship Tank transports. Latest SVN.
 
Did update. Same ctd but content of dmp file seems different.

Thank you
On latest SVN, every time you load a game it asks you to recalculate.
Sorry to be back a third time, running SVN 11472, again a repeatable CTD after clicking Next Turn. Like others have said, the save asks to recalculate every time its loaded, even on past turn saves. Accepting or declining seems to have no effect on the crash issue. Basically what others have already ran across, so just adding another data point.
Update to latest SVN - its just out.
 
Yes, the crash at EOT seems to be fixed as is the constant recalc modifier message but I notice one other thing.
While playing this morning, I have received several great people (artists, merchants, engineers) but they only have one or two action options i.e. I cannot obtain a new tech nor can I apply them to a future tech.
In the attached saved game, go to Ottawa and notice there is great entertainment. When I look at the various action options, all I see are 'Join City', 'Create Great Work' and 'Start Golden Age'.
 

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Yes, the crash at EOT seems to be fixed as is the constant recalc modifier message but I notice one other thing.
While playing this morning, I have received several great people (artists, merchants, engineers) but they only have one or two action options i.e. I cannot obtain a new tech nor can I apply them to a future tech.
In the attached saved game, go to Ottawa and notice there is great entertainment. When I look at the various action options, all I see are 'Join City', 'Create Great Work' and 'Start Golden Age'.
Interesting. Maybe this will point clear patch to fixing tech from GP issue.
 
It appears flavors on GPs and techs affect what techs a GP can research, this means it was XML issue.
 
It appears flavors on GPs and techs affect what techs a GP can research, this means it was XML issue.
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).
 
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