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

Is there anything I can do to troubleshoot why my game sometimes hangs on a specific end turn, in this instance saying "waiting for player 14"? I've had it a few times and I could only get past it if I went back a few autosaves and played from there again. I'm getting fed up of constantly of having to go five turns back to go 9 further as it were.
 
Is there anything I can do to troubleshoot why my game sometimes hangs on a specific end turn, in this instance saying "waiting for player 14"? I've had it a few times and I could only get past it if I went back a few autosaves and played from there again. I'm getting fed up of constantly of having to go five turns back to go 9 further as it were.
A "few" auto-saves back? Not just ONE? That's very strange, because it points at something not exactly random, but rather accumulating and/or buildable.
Typical bugs shouldn't persist over even a single reload, unless it's literally the turn you are reloading into, and even then it's unusual.
 
I'd like to know that too. Kinda tired of deleting autosave files manually
Well, there is an AutoSave.ini file in mod's UserSettings.
And the following lines look suspiciously like someone copy-pasted it incorrectly, the SECOND part being precisely about what we are asking here.
Code:
# Turns between autosaves, used by late turn autosaving.
# Default: 5
Interval = 5
# Turns between autosaves, used by late turn autosaving.
# Default: 5
The repeating lines are taken directly from the file, it's not MY typo.
But it may be a MODDER's typo, lol.
Can anyone check (and fix) this, please?

EDIT:
Looked around and found what MAY be the solution (gonna check now, wanted to post it first).
In CivilizationIV.ini (find it by going to your BeyondTheSword folder, it has a shortcut to it):
Code:
maxautosaves = 5
Now gonna paste it into the Caveman2Cosmos.ini file in the mod folder and check whether it works.
Really annoying, lol.

EDIT:
Loaded an autosave, played for 4 turns, didn't fix it.
I saved that as a named save, then wiped the entire save clog by starting a new game (it wipes everything when making an AutoSave for Initialization, probably a BUG option).
Now gonna play for a while and check whether it keeps to only 5 autosaves, lol.
Let's see, though it really SHOULD work.
 
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Okay, it seems to work, but probably doesn't like the [BETA] Calendar, because it was glitching and overwriting the latest save sometimes.
 
A "few" auto-saves back? Not just ONE? That's very strange, because it points at something not exactly random, but rather accumulating and/or buildable.
Typical bugs shouldn't persist over even a single reload, unless it's literally the turn you are reloading into, and even then it's unusual.

Yeah the fact that I had to go further back than one, and it would always lead to the same 'waiting for player 14' lead me to believe it might be something buildable. If it turned out to be accumulating then that'd be nice to know too, then I'd probably just give up the game and see if I can prevent it in future games
 
Yeah the fact that I had to go further back than one, and it would always lead to the same 'waiting for player 14' lead me to believe it might be something buildable. If it turned out to be accumulating then that'd be nice to know too, then I'd probably just give up the game and see if I can prevent it in future games
When the game hangs, can you still move around the map, as if it isn't stuck? I've had that happen a couple of times. I can even access the game menu.
 
latest SVN does not work,..
 

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When the game hangs, can you still move around the map, as if it isn't stuck? I've had that happen a couple of times. I can even access the game menu.

I can see the little running man cursor, and I can move around on the minimap and access the menu, both sluggishly though.
 
latest SVN does not work,..
Can confirm the same thing, reported to Murdermesa on discord, he says that the savebreak is intentional to fix the bug and to revert back to previous SVN if you need to finish your game.

@raxo2222 Can you mark the latest SVN as savebreaking to warn folks before they update?
 
r11634 | c2cappveyor | 2024-08-09 20:42:52 +0100 (Fri, 09 Aug 2024)
Gardening (technology)'s audio and text quotes don't match.
Ditto Applied Economics, Radar, Globalisation, Personal Computers, Genetic Biochemistry, and Environmental Economics.
 
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Submarine Warfare technology uses the well-known misquote from Farragut: "Damn the torpedoes, full speed ahead!"

I don't mind that it's a misquote (since it's one everyone knows) but when Farragut didn't quite say it at the Battle of Mobile Bay he was speaking of mines. Self-propelled torpedoes would not be invented for 2 more years, and the first torpedo-firing submarines for 20.
 
Is there anything I can do to troubleshoot why my game sometimes hangs on a specific end turn, in this instance saying "waiting for player 14"? I've had it a few times and I could only get past it if I went back a few autosaves and played from there again. I'm getting fed up of constantly of having to go five turns back to go 9 further as it were.
Maybe post your saved game so someone can check it.
 
I had this issue with Advanced Routes too - a pity since it is otherwise an interesting feature - but, while I hope I haven't called this too early, if I turn it off my workers seem to be doing Automate Trade Network just fine.
I had called it too early. Workers on Auto Trade Network do their thing for a bit and then either return to cities or "twitch", repeatedly leaving the city to run around in a little circle and not do anything. Often I find when a new route technology is introduced they unswitch and build a lot of it (but by no means all); sometimes I think when a new tile is culture-pushed into my empire they build a route there.

I have tried setting and unsetting Automated Workers leave old improvements; grouping them with combat units; Animals Stay Out! (in case they are repeatedly hiding from random birds even when grouped with combat units); lining the border with police units so there are no criminals for them to hide from. Nothing seems to be effective.

I also find sometimes my routes seem to decay, as if tiles are downgraded from electric railway -> railway -> paved road etc. I don't think this is criminal pillaging (even before the line of police units) because I expect pillaging to destroy other improvements first, I expect to get a notification of pillaging, and I expect it to happen near my borders - but recently I found a Trail and a Paved Road next to my capital. I always pay off the route destruction events. Likewise, I don't believe I have failed to notice a Trail next to my capital - somewhere I look at a lot - for the thousands of turns since inventing roads.

The combination of these two issues is rather exasperating.
 
Hello everyone,

I have the problem, that my capital doesn´t produce culture points anymore. Only zero per turn. Is there a limit how much culture a city can produce ? it´s really annoying, I played this over a year and it doesn´t motivate me to continue this game if such a terrible bug is in there. So I guess my capital will produce zero research points per turn soon if this goes on ? Please if someone can fix this game. I have the twice ammount of culture points every turn. I lost for sure 1 or 2 million culture points this turns. I really like to finish this game. I never did it before.
 

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Seems your using a version of the mod from before the last save break. Probably an old bug that has been fixed.
 
The bug beginns at this turn. Next turn my capital produce zero culture points. My version is 11636. If someone could fix this please ? This makes me sad, that my efforts are in vain now if this bug will stay for the rest of the game.
 

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