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

Unless it has been changed in coding over the past 2 years Player 49 & 50 were supposed to be left empty. As Somebody stated 39 AI plus Human Player for 40 Playable Civs. Then Barbs, Neanderthals, animals, aliens , insects, etc up NPC 48. 41-43 have been main NPCs for past 12 years or so. 44-48 Reserved (aliens, insects, etc.)
In that case i don't have a clue why this pops up on my screen. I do play very big maps, but start with the standard amount of players. Somewhere around 15 i guess. I never add more nations manually, so this player 50 i see must be something generated during game.

But besides that, it also occurs on other players. If i reload and do some other actions the game may give me a few turns before the infinite running man comes again with another random player xx on the bottom of my screen

I had it in 2 seperate games now. One was with svn 2versions back 1 with 11638
 
In that case i don't have a clue why this pops up on my screen. I do play very big maps, but start with the standard amount of players. Somewhere around 15 i guess. I never add more nations manually, so this player 50 i see must be something generated during game.

But besides that, it also occurs on other players. If i reload and do some other actions the game may give me a few turns before the infinite running man comes again with another random player xx on the bottom of my screen

I had it in 2 seperate games now. One was with svn 2versions back 1 with 11638
Then Definitely a bug as 11638 is the latest SVN. Perhaps the team has not updated the svn recently?
This was the "fixes/updates" from when 11638 was put into the svn on Sept 30th

- Merge pull request [#1590](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/1590) from SimoCvijic0/master (Murdermesa)
- hotfix (scvijic)
- re-added EVENTTRIGGER_BONUS_TAX to fix saved game compatibility (MattOttawa)
- Merge pull request [#53](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/53) from caveman2cosmos/master (Matt)
- Merge branch 'master' of https://github.com/MattOttawa2/Caveman2Cosmos (MattOttawa)
- Merge branch 'master' of https://github.com/MattOttawa2/Caveman2Cosmos (MattOttawa)
- Merge branch 'master' of https://github.com/MattOttawa2/Caveman2Cosmos (MattOttawa)
- Merge pull request [#46](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/46) from caveman2cosmos/master (Matt)
- Merge branch 'master' of https://github.com/MattOttawa2/Caveman2Cosmos (MattOttawa)
- fixed white space in CvRandomEventInterface.py (MattOttawa)
- Merge branch 'master' of https://github.com/MattOttawa2/Caveman2Cosmos (MattOttawa)
- Merge pull request [#42](https://github.com/caveman2cosmos/Caveman2Cosmos/issues/42) from caveman2cosmos/master (Matt)

Have u uploaded your most recent game that has done this? Preferrable the turn that shows the error If possible?
 
Code:
BeginPlayer
    PlayerSlot=40
    Team=40
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIVILIZATION_NPC_BEAST
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_BEAST_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_BEAST_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Beast.dds
    WhiteFlag=1
    CivType=CIVILIZATION_NPC_BEAST
    Color=PLAYERCOLOR_ANIMAL
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
BeginPlayer
    PlayerSlot=41
    Team=41
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIVILIZATION_NPC_PREDATOR
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_PREDATOR_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_PREDATOR_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Predator.dds
    WhiteFlag=1
    CivType=CIVILIZATION_NPC_PREDATOR
    Color=PLAYERCOLOR_NEANDERTHAL_EMPIRE
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
BeginPlayer
    PlayerSlot=42
    Team=42
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_GREEN_MAN
    LeaderName=TXT_KEY_LEADER_GREEN_MAN
    CivDesc=TXT_KEY_CIVILIZATION_NPC_PREY
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_PREY_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_PREY_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Creature.dds
    WhiteFlag=1
    CivType=CIVILIZATION_NPC_PREY
    Color=PLAYERCOLOR_BRAZIL
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
BeginPlayer
    PlayerSlot=43
    Team=43
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_BARBARIAN
    LeaderName=TXT_KEY_LEADER_BARBARIAN
    CivDesc=TXT_KEY_CIVILIZATION_NPC_INSECTOID
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_INSECTOID_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_INSECTOID_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDECAL_Skullcrossbones.dds
    WhiteFlag=0
    CivType=CIVILIZATION_NPC_INSECTOID
    Color=PLAYERCOLOR_BLACK
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
BeginPlayer
    PlayerSlot=49
    Team=49
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_NEANDERTHAL
    LeaderName=TXT_KEY_LEADER_NEANDERTHAL
    CivDesc=TXT_KEY_CIVILIZATION_NPC_NEANDERTHAL
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_NEANDERTHAL_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_NEANDERTHAL_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDecal_Neanderthal.dds
    WhiteFlag=1
    CivType=CIVILIZATION_NPC_NEANDERTHAL
    Color=PLAYERCOLOR_NEANDERTHAL
    ArtStyle=ARTSTYLE_EUROPE
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
BeginPlayer
    PlayerSlot=50
    Team=50
    Handicap=HANDICAP_NOBLE
    LeaderType=LEADER_BARBARIAN
    LeaderName=TXT_KEY_LEADER_BARBARIAN
    CivDesc=TXT_KEY_CIVILIZATION_NPC_BARBARIAN
    CivShortDesc=TXT_KEY_CIVILIZATION_NPC_BARBARIAN_SHORT
    CivAdjective=TXT_KEY_CIVILIZATION_NPC_BARBARIAN_ADJECTIVE
    FlagDecal=Art/Interface/TeamColor/FlagDECAL_Skullcrossbones.dds
    WhiteFlag=0
    CivType=CIVILIZATION_BARBARIAN
    Color=PLAYERCOLOR_BLACK
    ArtStyle=ARTSTYLE_BARBARIAN
    PlayableCiv=0
    StartingEra=C2C_ERA_PREHISTORIC
EndPlayer
 
I am not near my pc atm, I will post my last autosave before the infinite running man whrn I am.

Edit: ironically the game works fine now. I don't know what causes it but it seems random. I will post a bugged save when it happens again

Edit 2: I have a bugged save here. Just press enter and for me i have an infinite running man at player 42
 

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  • infinite running man.CivBeyondSwordSave
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I play this mod since i discover forn quil18, i always played on max s4eting and update on the Tortoise app, but recenty all my games are unplayade slow, even when i put all graphics to minimun and start on small maps, i use the same laptop as always, is some sething i need to change?
 
That's one promotion that I utterly hate, indeed.
"Defend only" should be renamed to "useless ballast", lol.
Designer loathes autopromoting. Thought you might want a super powerful way to stop those units like assassins that can attack the weaker units in your stack from being able to do that without hitting something with some firepower first. Kinda figured that was a reasonable tradeoff so that you could also use said unit to escort through lands your civilians can go that your military normally can't so that you can protect your merchants and such. Would be cool if it could be unconsiderable for autopromoting so if said designer ever gets the chance, he'll at least remove that possibility. In the meantime... sorry to disable one of the worst strategies you can use in C2C this way.
 
I play this mod since i discover forn quil18, i always played on max s4eting and update on the Tortoise app, but recenty all my games are unplayade slow, even when i put all graphics to minimun and start on small maps, i use the same laptop as always, is some sething i need to change?
Modern expectations possibly. When you say unplayably slow, how long are your turn times when you hit the red button?
 
Unless it has been changed in coding over the past 2 years Player 49 & 50 were supposed to be left empty. As Somebody stated 39 AI plus Human Player for 40 Playable Civs. Then Barbs, Neanderthals, animals, aliens , insects, etc up NPC 48. 41-43 have been main NPCs for past 12 years or so. 44-48 Reserved (aliens, insects, etc.)
40+ should be left empty for the NPC reservations in the code.
 
Designer loathes autopromoting. Thought you might want a super powerful way to stop those units like assassins that can attack the weaker units in your stack from being able to do that without hitting something with some firepower first. Kinda figured that was a reasonable tradeoff so that you could also use said unit to escort through lands your civilians can go that your military normally can't so that you can protect your merchants and such. Would be cool if it could be unconsiderable for autopromoting so if said designer ever gets the chance, he'll at least remove that possibility. In the meantime... sorry to disable one of the worst strategies you can use in C2C this way.
Now in English, please.
Anyways, if you want a TYPE of a unit to be capable of "kinda only defense", you can give it something like "+1000% DEF, -1000% ATK" as a SubCombat, making it functionally a DEF unit.
Forcing a Defense Only behavior on units that are clearly capable of attacking, though, is VERY annoying.
Oh, and I'm not talking about auto-promoting, I'm talking about a promotion that is effectively stupid (for me) altogether.
You want a unit that ALWAYS "only defends"? Make it a SubCombat, not a Promo.
It's not like Tribal Guardian is PRECISELY such a case, ya know.
 
1m20s from frist image apear and to close the intro text after loading the game, 50secs to change betrewn my stone trower and ancestral band 1m40s to stone trower move, i just stoped trying after this.
I was playing some months ago 2 or 3, dont know why the sudden slowdown.
 
Not a new bug whatsoever, but today it pissed me off quite some.
Pathing in units is horrible.
DON'T automate ANYTHING, or the game will FREEZE each turn, because they will be pathing all over the map.
Especially annoying in the case of Workers - they basically always path to the other side of the map (aka 10 turns in advance), ignoring anything useful nearby.
That's STUPID and needs to be FIXED already.
 
Now in English, please.
Anyways, if you want a TYPE of a unit to be capable of "kinda only defense", you can give it something like "+1000% DEF, -1000% ATK" as a SubCombat, making it functionally a DEF unit.
Forcing a Defense Only behavior on units that are clearly capable of attacking, though, is VERY annoying.
Oh, and I'm not talking about auto-promoting, I'm talking about a promotion that is effectively stupid (for me) altogether.
You want a unit that ALWAYS "only defends"? Make it a SubCombat, not a Promo.
It's not like Tribal Guardian is PRECISELY such a case, ya know.
I wanted one to be able to take whatever unit type they wished, not just have a dedicated type. There ARE already some special units that fit that bill but no dedicated ones. And if you add up the modifiers, aside from the fact that it makes it a unit that takes the hit before your dogs and healers and other vulnerable types in a stack, it also gives far more % combat bonus against the types of units that ignore the strong defenders in stacks and go after the weaker ones first. The only dedicated unit 'types' that naturally defend pretty well against such attackers are monk units since those units are healers by combat class and are quite strong at battle nevertheless, particularly against strike teams like assassins. But relatively, they are a bubble in time where such a shield based on unit type alone is available. Otherwise, merchant guards and rear guard types are always just military of any other kind relegated to protecting the rear. Axe, sword, mace, archer, bow, who cares... point is that you have the option to take a decent fighting unit and make it badass against those things that undermine stacks. In the process, they are taken away from the front and never sent to attack, and being defense only, they qualify to take advantage of their non-aggressive pact with regards to borders that would otherwise not allow such strong units to enter by the diplomatic level you have established with those so you CAN defend your merchants against assassins and ruffians and criminals.
 
Not a new bug whatsoever, but today it pissed me off quite some.
Pathing in units is horrible.
DON'T automate ANYTHING, or the game will FREEZE each turn, because they will be pathing all over the map.
Especially annoying in the case of Workers - they basically always path to the other side of the map (aka 10 turns in advance), ignoring anything useful nearby.
That's STUPID and needs to be FIXED already.
Never did have the skill to fix that. It's just too difficult for me and I'm not even kidding. Koshling designed it - it was better than it was. But he left before fully debugging it and nobody since has been able to understand the system enough to fix it. I think there's a FEW key insights that suggest what can be done but it's really over my head and I think was even over Toffer's head at his peak. Pretty sure we've permanently lost Toffer and Raxo btw. Haven't seen Toffer in nearly a year and Raxo rage quit a few weeks ago now and hasn't been seen since. Flabbert rarely comments now. I'm gradually feeling the loss of hope of ever being financially stable and secure and may perhaps completely collapse in an impressive implosion of a Titan-ish nature. That or succeed suddenly overnight. We'll see.
 
Never did have the skill to fix that. It's just too difficult for me and I'm not even kidding. Koshling designed it - it was better than it was. But he left before fully debugging it and nobody since has been able to understand the system enough to fix it. I think there's a FEW key insights that suggest what can be done but it's really over my head and I think was even over Toffer's head at his peak. Pretty sure we've permanently lost Toffer and Raxo btw. Haven't seen Toffer in nearly a year and Raxo rage quit a few weeks ago now and hasn't been seen since. Flabbert rarely comments now. I'm gradually feeling the loss of hope of ever being financially stable and secure and may perhaps completely collapse in an impressive implosion of a Titan-ish nature. That or succeed suddenly overnight. We'll see.
OUCH!
I really wish you get it working, both for your and my own (player) sake.
And it's a huge pity, because it turns the most useful feature into the most annoying one.
 
Hello everyone,

I play 100% the SVN Version and my settled slaves have no effect on culture points. I have already +2 but they give me zero culture points. So it is a bug.
 

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  • China Earth Map Space Antike 2 .CivBeyondSwordSave
    4.2 MB · Views: 2
Hi, I'm playing on a small space map and I've noticed that all the war dogs in auto hunt or border defence mode congregate in one place as you can see in the screenshot, it's quite strange because it's not all the dogs that congregate there but a significant part. I am attaching the last save. Game on latest SVN. Cheers
units bug.png
 

Attachments

  • AinaeL April 30, AD-1133.CivBeyondSwordSave
    3.5 MB · Views: 0
Never did have the skill to fix that. It's just too difficult for me and I'm not even kidding. Koshling designed it - it was better than it was. But he left before fully debugging it and nobody since has been able to understand the system enough to fix it. I think there's a FEW key insights that suggest what can be done but it's really over my head and I think was even over Toffer's head at his peak. Pretty sure we've permanently lost Toffer and Raxo btw. Haven't seen Toffer in nearly a year and Raxo rage quit a few weeks ago now and hasn't been seen since. Flabbert rarely comments now. I'm gradually feeling the loss of hope of ever being financially stable and secure and may perhaps completely collapse in an impressive implosion of a Titan-ish nature. That or succeed suddenly overnight. We'll see.
Ouch! It doesn't seem that Toffer has been gone a year now. Wow time is flying by. What triggered raxo2222?

Edit: This explains why there has been no SVN updates since 9-30-24. Sad :(
 
Very sad. I do hope this doesn't KILL the mod, dammit.
I mean, it's already playable as is, and can be somewhat polished further even in XML alone without any coding knowledge... but, well...
 
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