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Single Player bugs and crashes v43 plus (SVN) - After January 2023

I think hills and peaks stopped generating. Maybe I just make my maps too big and they bugged but I don't think so. I noticed it on lower settings so I turned them up to 100% but still nothing.
 

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  • AutoSave_Initial_BC-200000.CivBeyondSwordSave
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I am able to build a farm on Permafrost tile by river if Sea Lion and Seal is on the tile. Is it intentional?
 
After updating SVN my units seems lacking attack animations (every type of unit). AI units defending don't seem affected, animations work perfectly. Checked vanilla CIV and it works fine. Also doesn't seem affected by "stack attack" option - on or off my units just stand still in front of enemy without animation while fighting. Anyone knows why is that?
 
After updating SVN my units seems lacking attack animations (every type of unit). AI units defending don't seem affected, animations work perfectly. Checked vanilla CIV and it works fine. Also doesn't seem affected by "stack attack" option - on or off my units just stand still in front of enemy without animation while fighting. Anyone knows why is that?
upload save
 
Made also the "test save" with some units to move placed, cause I already reinstalled whole C2C (my playthrough save uses civpack modmod, but it wasn't the case).
 

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  • SabreOtter BC-44575.CivBeyondSwordSave
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  • test.CivBeyondSwordSave
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  • used civpack.rar
    14.3 MB · Views: 2
I'll fix it., thanks for the save.
Hi, same error, no save seems to work reliably. Current SVN, no modmods, playing on Parallels (M1, slightly dated Windows Insider instance). Could you please suggest a solution? Thanks!
 

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  • titcoop BC-193878.CivBeyondSwordSave
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Last edited:
Being a keener, I saw there was a new version 11632 for SVN and proceeded to update even though I had not seen a "ChangeLog" entry yet.
I loaded my advanced saved game (one of Snofru's space maps and the MegaCiv pack) and got the "Should Modifiers be recalculated?" question. I answered 'Yes', got a few auditory messages that unit abilities had changed but then the game locks up. I end up having to kill the game in Task Manager.
If I open the same saved game in the previous 11631, I have no issues.
I have attached a zipped file containing my saved game.
 

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  • Snofru-large-3.7z
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Being a keener, I saw there was a new version 11632 for SVN and proceeded to update even though I had not seen a "ChangeLog" entry yet.
I loaded my advanced saved game (one of Snofru's space maps and the MegaCiv pack) and got the "Should Modifiers be recalculated?" question. I answered 'Yes', got a few auditory messages that unit abilities had changed but then the game locks up. I end up having to kill the game in Task Manager.
If I open the same saved game in the previous 11631, I have no issues.
I have attached a zipped file containing my saved game.
If you are able to kill the process, it's only half a problem, lol.
I'm used to encountering bugs that instead LOOP, thus I must re-login entirely every time such error happens.
Unless I'm just a noob who doesn't know how to switch between open windows (in my case, Civ doesn't allow to actually move focus to Task Manager, only to open it in the background).
 
Started Pits UEM map yesterday (didn't install the longitude and latitude mod), today tried to play my save and got "save format is not compatible due to missing class".

Did I screw something up or is this a bug?
 

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  • poop.CivBeyondSwordSave
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Started Pits UEM map yesterday (didn't install the longitude and latitude mod), today tried to play my save and got "save format is not compatible due to missing class".

Did I screw something up or is this a bug?
I also started a new RANDOM MAP game and kept getting the same "missing class in file (or something)" error every few turns.
Though those don't actually pause the game, so it's a bit less of a nuisance (but not NOT-nuisance, obviously).

Ah, NOW I see it.
Tried loading a save (from the same newest SVN, by the way) - yeah, "can't load save, missing class".
What the heck?
 
Last edited:
Specific errors:

CvAppInterface.py
Code:
def AddSign(argsList):
    import EventSigns
    EventSigns.addSign(argsList[0], argsList[1], argsList[2])
^^THIS ONE REPEATS ITSELF EVERY FEW TURNS.

BugUtil.py
Code:
def lookupFunction(module, functionOrClass, log=True):
    if log:
        debug("BugUtil - looking up %s.%s", module, functionOrClass)
    try:
        return getattr(lookupModule(module, False), functionOrClass)
    except AttributeError:
        raise ConfigError("Module '%s' must define function or class '%s'", module, functionOrClass)
Code:
def exportFunction(module, name, toModule, asName=None, log=True):
    if asName is None:
        asName = name
    export(lookupFunction(module, name, False), toModule, asName, log)

BugConfig.py
Code:
def process(self, element):
        if not element.isProcessed():
            values = []
            for attr in self.attributes:
                if not attr[5]:
                    values.append(element.getFlatAttribute(attr[0]))
            self.handle(element, *values)
            element.setProcessed(True)
Code:
    def end(self, element):
        self.process(element)
        self.complete(element)
Code:
    def handle(self, element, module, function, toModule, asName, dll):
        BugUtil.exportFunction(module, function, toModule, asName)
Code:
    def endChild(self, parentElement, handler, element):
        handler.end(element)
Code:
    def unknown_endtag(self, tag):
        try:
            handler, element = self._stack.pop()
            if self._stack:
                self._handler, self._element = self._stack[-1]
                self._handler.endChild(self._element, handler, element)
            else:
                self._handler = None
                self._element = None
                handler.end(element)
        except:
            BugUtil.trace("BugConfig - failure parsing %s at line %d" % (self._path, self.lineno))

BugOptions.py
Code:
    def handle(self, element, dirtyBit, module, function):
        option = element.getState("option")
        if dirtyBit:
            option.addDirtyBit(dirtyBit)
        elif module and function:
            option.addDirtyFunction(BugUtil.getFunction(module, function, True))
        else:
            raise BugUtil.ConfigError("Element <%s> requires attribute dirtyBit or both module and function", element.tag)

Fix it, PLEASE.
 
Just updated to Rev 11632.

Cannot now continue my save game under this Rev as the save game refuses to load with the message " Save format is not compatible due to missing class eventtrigger_industrial_action."

is this me or a bug?

DavidR
 
Last edited:
This is a bug.
Unable to load save game since update.
The image is from an attempt to load the first save of a new game.
 

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  • CivSaveError 2024-06-29 070102.png
    CivSaveError 2024-06-29 070102.png
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barbs killed my great general even though i still had units on its tile and stealth combat and assassinations are off

and barbs somehow got on the same tile as my units

edit: the general escaped death even though it wasnt actually attacked according to the ingame log but lost its commander promos.
 
Last edited:
barbs killed my great general even though i still had units on its tile and stealth combat and assassinations are off

and barbs somehow got on the same tile as my units

edit: the general escaped death even though it wasnt actually attacked according to the ingame log but lost its commander promos.
Yesterday I had to reload 3 times, because my strongest unit died in a 98%-win battle. ALL THOSE THREE TIMES.
 
Yesterday I had to reload 3 times, because my strongest unit died in a 98%-win battle. ALL THOSE THREE TIMES.
its not that my defenders died its just that the barbs bypassed them and got on the same tile as them and then killed my great general that was on the same tile
 
its not that my defenders died its just that the barbs bypassed them and got on the same tile as them and then killed my great general that was on the same tile
Depends what exact units it was. Some have the weird feature of "always at peace with human Barbs", which might've be the reason it happened.
Meaning: The Barb sees "a friend" and "an enemy" on one plot, it then bypasses "the friend" and attacks "the enemy".
Kinda like when you meet a combo of a foreign unit (friend) and an animal (enemy) - when trying to move, you are asked to "declare war", you decline and then attack the "enemy" animal.
So here, your units were "friends" that moved aside and let the Barb attack its "enemy" - the General.
Alternatively (but probably not the case):
Your units were hidden enough for the Barb to not even see them until it attacked the visible General.
Or it's a bug.
But there are logical explanations as to how this COULD happen, yes.
And my example was meant to say: Well, bugs happen, lol.
 
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