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

Just updated my C2C to SVN 11640 ( V44 Beta 8541) and then loaded a Save game. I have not noticed this before but my Cities ( Previous Output) are now showing Buildings / Units having been built which are far in advance of my current game date of BC1429 . For example my City ( Ilkeston) shows that on Turn 2176 a MRI lab was built , on Turn 2178 Jumiles Gatherer and on Turn 2191 ( my current turn , the Picotech Complex. These items have not been built by myself but I do not know how the correct building or unit information has become corrupted. I give below my save game position as at Turn 2191 in case this is of some use and if anyone on the C2C team is still working on the mod.


DavidR
 

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Hi!

I get a major unending lag spike when I attack Germany with A Bomb or tactical fighters. You can test it by using my bombers at Stuttgart that are positioned to attack Duisburg on the map. Seem to get a lag spike when using my infantry for the invasion too. I haven't tested much to see what my options. Any ideas of what to do?

Running latest version.
 

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When I load a save, I get a prompt whether I want to delete a unit or not, which I tried before saving the game. No matter if I press "yes" or "no" I get a CTD.

Background: I had an issue with an A-bomb unit earlier on (the turn before the current save). After I used it on a city, it detonated, but the unit remained, which blocked me from ending my turn. After all units have been moved, the turn button continues to blink green, and nothing happens if you click on it (single or double). I also tried Force End Turn (Shift+Enter), but to no awail. I went to world builder and remove the unit, and I my turn ended.
This was the turn before my attached save. The turn after I had a similar issue, and tried to delete an A-bomb in game (tried to sell it), but nothing happened when I clicked the sell button. I went til WB and deleted all my A-bombs, but the issue was still there. Then I tried to click on a random unit (a Police dog), but couldn't sell that either - nothing happens when I press the sell button. Saved the game (current save game), and reloaded. Now the game starts buy I asking me if I want to delete the unit, and I get a CTD no matter what I answer.

I use SVN 11638. I havn't updated since I started this game, because I'm afraid of breaking it.

Here is the save game, and the minidumps from the crashes.
https://www.dropbox.com/scl/fi/uw64...0330.zip?rlkey=idq983i6md1e6etj0h4t66ek4&dl=0
 
dont know for sure if i posted this or not before, but i get this:

info type 'OUTCOME_UPGRADE_TO_NEANDERTHAL_CHASER' not found, Current XML file is: xml\Units\U_Neanderthals_CIV4UnitInfos.xml
info type 'MISSION_CAPTIVE_UPGRADE_TO_NEANDERTHAL_CHASER' not found, Current XML file is: xml\Units\U_Neanderthals_CIV4UnitInfos.xml
 
When I load a save, I get a prompt whether I want to delete a unit or not, which I tried before saving the game. No matter if I press "yes" or "no" I get a CTD.

Background: I had an issue with an A-bomb unit earlier on (the turn before the current save). After I used it on a city, it detonated, but the unit remained, which blocked me from ending my turn. After all units have been moved, the turn button continues to blink green, and nothing happens if you click on it (single or double). I also tried Force End Turn (Shift+Enter), but to no awail. I went to world builder and remove the unit, and I my turn ended.
This was the turn before my attached save. The turn after I had a similar issue, and tried to delete an A-bomb in game (tried to sell it), but nothing happened when I clicked the sell button. I went til WB and deleted all my A-bombs, but the issue was still there. Then I tried to click on a random unit (a Police dog), but couldn't sell that either - nothing happens when I press the sell button. Saved the game (current save game), and reloaded. Now the game starts buy I asking me if I want to delete the unit, and I get a CTD no matter what I answer.

I use SVN 11638. I havn't updated since I started this game, because I'm afraid of breaking it.

Here is the save game, and the minidumps from the crashes.
https://www.dropbox.com/scl/fi/uw64...0330.zip?rlkey=idq983i6md1e6etj0h4t66ek4&dl=0
It appears that the problem is the A-bomb unit. Loading a save a turn before this crash, going in to WB a deleting all my own A-bombs, removed the crash.
Next game, I'll just skip producing A-bombs (or choose "No Nuclear Weapons" in the game options).
 
Hi!

I get a major unending lag spike when I attack Germany with A Bomb or tactical fighters. You can test it by using my bombers at Stuttgart that are positioned to attack Duisburg on the map. Seem to get a lag spike when using my infantry for the invasion too. I haven't tested much to see what my options. Any ideas of what to do?

Running latest version.
Find a save from before you use the A-bomb. Go into World Builder and remove all your A-bombs and don't build any more of them. The other nukes are OK, but the A-bomb is faulty.
 
Continues Running Man issue.
As far as I can see all the other remaining civs get to do their turns (there are only 4 left) after I hit End Turn, but after the text "Waiting for player 7" nothing else happens.
I have tried removing random opponents unit in WB, but to no avail.

Link to save: https://www.dropbox.com/scl/fi/f96i...0415.zip?rlkey=v44ah14j1pa525w01dhdv3s1v&dl=0

Edit: I have updated to the latest SVN, and tried again - same thing happened.
 
Continues Running Man issue.
As far as I can see all the other remaining civs get to do their turns (there are only 4 left) after I hit End Turn, but after the text "Waiting for player 7" nothing else happens.
I have tried removing random opponents unit in WB, but to no avail.

Link to save: https://www.dropbox.com/scl/fi/f96i...0415.zip?rlkey=v44ah14j1pa525w01dhdv3s1v&dl=0

Edit: I have updated to the latest SVN, and tried again - same thing happened.
Are you perhaps playing with a BUG option enabled that requires complete kills to terminate an enemy? If you erased/conquered all cities of an enemy, but he still has units on the map, those units may wait for an order to move, which will not come at end of turn. It has happened to me before, and the solution was to find those remaining units in WB and remove them. Have to even look under the ice in case of submarines...
 
I wish that the Discord modders would come here and give updates on a regular basis. BUT they expect all users to be using GIT instead of SVN. So there is a disconnect between them and those that use this site. Sigh! :(
 
I wish that the Discord modders would come here and give updates on a regular basis. BUT they expect all users to be using GIT instead of SVN. So there is a disconnect between them and those that use this site. Sigh! :(
Wouldn't updating via Git be even more buggy experience though? The SVN was an acceptable balance between freshness and stability
 
Not necessarily. I was on Github for awhile as one of the Modders several years ago. But I'm now 73 and I have less and less time for this activity.
 
I start a new game at once after update svn.My tribe guardian is displayed 200 power and brute is 100 power.Then the brute killed an aminal Nile monitor and died in a ambush by a neanderthal wanderer 1.33 power.Now tribe guardian is displayed 2 power again but my stone thrower is still none power displayed.
bug1.png
bug2.png
 
Newest SVN is just typo corrections, so it's not really worth updating. I'm now at some 3 updates before the latest, because those are buggy. It's not much of a difference game-wise anyways.
 
Newest SVN is just typo corrections, so it's not really worth updating. I'm now at some 3 updates before the latest, because those are buggy. It's not much of a difference game-wise anyways.
yes,I found it. But new bugs happens,sometimes my troop(spiked warrior)when hp increases,I see one or two small troop members running from far away even cross over continents to join where the unit is.I was shocked.:confused:
 
Ended up going and making an account just to post this. The Armed Guard promotion upgrade has gotten to be a pretty frustrating upgrade line from an automation standpoint. Building a batch of units I was planning on using for an attacking army only to discover that all 20 of them auto-upgraded to armed guard makes me wish for a way to just shut it off entirely. I realize the upgrade has a use but having an option for auto promote to bypass that /one/ upgrade would be really useful. Alternatively, changing it in some way where it doesn't remove the ability to attack, but it DOES take a large number of turns to reestablish itself after performing an attack would be fine as well. I'd rather the auto promotion be suboptimal by choosing it but never making use of it, than having a promotion that makes my newly created units and auto hunters useless.
 
Ended up going and making an account just to post this. The Armed Guard promotion upgrade has gotten to be a pretty frustrating upgrade line from an automation standpoint. Building a batch of units I was planning on using for an attacking army only to discover that all 20 of them auto-upgraded to armed guard makes me wish for a way to just shut it off entirely. I realize the upgrade has a use but having an option for auto promote to bypass that /one/ upgrade would be really useful. Alternatively, changing it in some way where it doesn't remove the ability to attack, but it DOES take a large number of turns to reestablish itself after performing an attack would be fine as well. I'd rather the auto promotion be suboptimal by choosing it but never making use of it, than having a promotion that makes my newly created units and auto hunters useless.
If I wanted to optimize the mod for my own tastes, this nuisance would be one of the first things I'd ERASE from the mod entirely. It's just DUMB.
 
If I wanted to optimize the mod for my own tastes, this nuisance would be one of the first things I'd ERASE from the mod entirely. It's just DUMB.
I removed the Educate Build Up completely from the game, the only two reasons I ever build entertainment units is to deal with unrest and build dance buildings.
 
I removed the Educate Build Up completely from the game, the only two reasons I ever build entertainment units is to deal with unrest and build dance buildings.
Yeah, but Builds don't annoy you, unless you actually select the unit and then choose it.
Promotions, on the other hand, put themselves "into your eyes", and that REALLY annoys me.
Especially since I CAN accidentally click a wrong Promotion which I then CAN'T undo without WB hacking - whereas this is NOT the case for Builds.
And this one isn't merely useless (like "half upgrading cost" or whatnot) - it's very explicitly HARMFUL for most of the normal gameplays: It effectively kills the unit.
 
I updated to 11641 and have played till I'm now in Ancient Era. No bugs seen and no real problems besides my age old gripe. Barbarian cities build units too fast.
 
Ended up going and making an account just to post this. The Armed Guard promotion upgrade has gotten to be a pretty frustrating upgrade line from an automation standpoint. Building a batch of units I was planning on using for an attacking army only to discover that all 20 of them auto-upgraded to armed guard makes me wish for a way to just shut it off entirely. I realize the upgrade has a use but having an option for auto promote to bypass that /one/ upgrade would be really useful. Alternatively, changing it in some way where it doesn't remove the ability to attack, but it DOES take a large number of turns to reestablish itself after performing an attack would be fine as well. I'd rather the auto promotion be suboptimal by choosing it but never making use of it, than having a promotion that makes my newly created units and auto hunters useless.
You left the AI City manager on didn't you. :P I turn it off asap when I start my games. Have for years. But upon occasion I have found the game will turn it back on. And the game will change your Specialists settings every time you activate a new specialist. Been this way For EVER! :P
 
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