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

All that aside the problem is that the SVN builds from 11539 thru 11543 introduced a new bug from the code and culture changes. It removes all or almost all citizens from their tiles and makes them all Specialists. The player Has to go into each city and manually place the Citizens back on the tiles to get them working. So if a mine for Copper on a tile has no citizen working it then the mines stops producing. If the mine stops making copper then the National Copper in what ever city you placed it in Also stops working. Important info I think you would need to fix the problem Strategyonly posted about.
I'll ask again, does this happen every turn, or just the first end turn after loading an old save.
 
Does it keep being weird the turns after the first turn?
It was expected that it would be weird for the first end turn on old saves as plot ownership is now dependent on a cache that did not exist on just a few revisions ago.
The cities that did not turn red do turn red as the turns progress and you have to go into each of those that turn and place the citizens out of the SP section back on the tiles to get them working again. I would think and am seeing that eventually all the cities would go thru this process and then be alright. Only played 2 turns before I posted this.

After several more turns and resetting all citizens problem is gone for the SVN build. As you said @Toffer90, caching catching up.
 
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As I explained for SVN games I have a folder placed in the BtS Mods section named C2CSVN that I use for SVN games. The Contents of this folder comes Directly from the SVN Updates. Copy Paste from the SVN. It runs just fine on Both my computers.
The Regular Caveman2Cosmos Mod folder is for Github Caveman games. For which I use the FinalRelease build.
I do it differently to you:
My SVN and Git repos (main part, for game use hard link is in Mods folder) are outside of game, and are in Modstuff folder.
If I want to test SVN I do following:
Rename Git version in mod folder to Caveman2Cosmos_git
Move SVN version to Mods folder
Rename it from Caveman2Cosmos_SVN to Caveman2Cosmos

This way I constantly have Caveman2Cosmos folder so I don't have to mess with game.
When I want git I do steps in reverse - rename Caveman2Cosmos to Caveman2Cosmos_SVN and move it out of Mods folder, then rename Caveman2Cosmos_git back to Caveman2Cosmos
 
I do it differently to you:
My SVN and Git repos (main part, for game use hard link is in Mods folder) are outside of game, and are in Modstuff folder.
If I want to test SVN I do following:
Rename Git version in mod folder to Caveman2Cosmos_git
Move SVN version to Mods folder
Rename it from Caveman2Cosmos_SVN to Caveman2Cosmos

This way I constantly have Caveman2Cosmos folder so I don't have to mess with game.
When I want git I do steps in reverse - rename Caveman2Cosmos to Caveman2Cosmos_SVN and move it out of Mods folder, then rename Caveman2Cosmos_git back to Caveman2Cosmos
I have enough space to simply have two separate folders: for SVN (directly updating) and for C2C (updated from the SVN folder, usually manually copy-pasting if the files are only UPDATED).
This way I have a backup copy that is always up-to-date, and a working copy that is named correctly and can be used for gaming.
 
I have enough space to simply have two separate folders: for SVN (directly updating) and for C2C (updated from the SVN folder, usually manually copy-pasting if the files are only UPDATED).
This way I have a backup copy that is always up-to-date, and a working copy that is named correctly and can be used for gaming.
I have two separate folders too
I just move and rename folders
 
I do it differently to you:
My SVN and Git repos (main part, for game use hard link is in Mods folder) are outside of game, and are in Modstuff folder.
If I want to test SVN I do following:
Rename Git version in mod folder to Caveman2Cosmos_git
Move SVN version to Mods folder
Rename it from Caveman2Cosmos_SVN to Caveman2Cosmos

This way I constantly have Caveman2Cosmos folder so I don't have to mess with game.
When I want git I do steps in reverse - rename Caveman2Cosmos to Caveman2Cosmos_SVN and move it out of Mods folder, then rename Caveman2Cosmos_git back to Caveman2Cosmos
Why do you move the svn folder in/out of the mods folder?
The renaming part I also do to switch between different versions of C2C, but seems unnecessary to move stuff in/out of the Mods folder.
 
Why do you move the svn folder in/out of the mods folder?
The renaming part I also do to switch between different versions of C2C, but seems unnecessary to move stuff in/out of the Mods folder.
I guess I could keep SVN repo within mods folder just named as Caveman2Cosmos_SVN all the time, and have shortcut to it next to git repository.
Guess I want mods folder to be devoid of other things :D
 
I do it differently to you:
My SVN and Git repos (main part, for game use hard link is in Mods folder) are outside of game, and are in Modstuff folder.
If I want to test SVN I do following:
Rename Git version in mod folder to Caveman2Cosmos_git
Move SVN version to Mods folder
Rename it from Caveman2Cosmos_SVN to Caveman2Cosmos

This way I constantly have Caveman2Cosmos folder so I don't have to mess with game.
When I want git I do steps in reverse - rename Caveman2Cosmos to Caveman2Cosmos_SVN and move it out of Mods folder, then rename Caveman2Cosmos_git back to Caveman2Cosmos
I could, but don't really see the need to swap out the files when I want to play under SVN vs Git.
 
I do it differently to you:
My SVN and Git repos (main part, for game use hard link is in Mods folder) are outside of game, and are in Modstuff folder.
If I want to test SVN I do following:
Rename Git version in mod folder to Caveman2Cosmos_git
Move SVN version to Mods folder
Rename it from Caveman2Cosmos_SVN to Caveman2Cosmos

This way I constantly have Caveman2Cosmos folder so I don't have to mess with game.
When I want git I do steps in reverse - rename Caveman2Cosmos to Caveman2Cosmos_SVN and move it out of Mods folder, then rename Caveman2Cosmos_git back to Caveman2Cosmos
Yeah that's how I do it too because I'm aware there are bugs in using a misnamed mod folder that can crop up lurking in some of our python stuff.
Rather, I do the renaming bit but I don't bother to do the whole moving the folders around - that's hell on hard drives.
 
Rather, I do the renaming bit but I don't bother to do the whole moving the folders around - that's hell on hard drives.
If you don't move between drives, then physical location on drive doesn't change, only some backend registry or something.

I could, but don't really see the need to swap out the files when I want to play under SVN vs Git.
Still you could always keep Caveman2Cosmos as active folder name - having other as _git or _svn if you use SVN or GIT version currently to avoid this situation.

 
What is up with these extended Revolt turns??? No revolt should ever last more 1000+ turns! Yikes! Much less 2898 turns! This happened after getting the Tech Trade and then switching from the Civics Barter to trade and Native Language to Trade Langauge. Anarchy time was 2 turns as usual. But when it ended these 2 cities now have Thousands of turns of Revolt. I don't play with Revolutions On either!

This auto save should be the one these screen shots came from. And don't worry this is a Github game Caveman2Cosmos, not one of my C2CSVN games that y'all mistakenly say is misnamed. :rolleyes:

EDIT: The 2nd save is several turns past this Revolt Nightmare mess. And it's not clearing up. Cannot have revolts lasting more that 9 turns. This is a game breaker bug!
 

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I've been getting (extremely!) extended revolt times as well, caused sometime in the last three SVN updates. It affects pretty much any city (mine or the AI's) which goes into culture-triggered revolt, which is going to kill city-flipping. (2000-plus turns to recovery from the first culture revolt? The game ain't gonna last long enough to get a second one!) It essentially killed off the Sami civilization in my current game - Peru forced a culture-revolt while the Sami only had their capitol, and they weren't slated to recover for more than 1500 turns. I executed a mercy kill on them, but there are another four cities in my game currently looking at ridiculous periods of civil unrest.
 
What is up with these extended Revolt turns??? No revolt should ever last more 1000+ turns! Yikes! Much less 2898 turns! This happened after getting the Tech Trade and then switching from the Civics Barter to trade and Native Language to Trade Langauge. Anarchy time was 2 turns as usual. But when it ended these 2 cities now have Thousands of turns of Revolt. I don't play with Revolutions On either!

This auto save should be the one these screen shots came from. And don't worry this is a Github game Caveman2Cosmos, not one of my C2CSVN games that y'all mistakenly say is misnamed. :rolleyes:

EDIT: The 2nd save is several turns past this Revolt Nightmare mess. And it's not clearing up. Cannot have revolts lasting more that 9 turns. This is a game breaker bug!
Upload user settings too
I've been getting (extremely!) extended revolt times as well, caused sometime in the last three SVN updates. It affects pretty much any city (mine or the AI's) which goes into culture-triggered revolt, which is going to kill city-flipping. (2000-plus turns to recovery from the first culture revolt? The game ain't gonna last long enough to get a second one!) It essentially killed off the Sami civilization in my current game - Peru forced a culture-revolt while the Sami only had their capitol, and they weren't slated to recover for more than 1500 turns. I executed a mercy kill on them, but there are another four cities in my game currently looking at ridiculous periods of civil unrest.
Upload save and user settings, its in Caveman2Cosmos folder, zip it.
 
Upload user settings too

Upload save and user settings, its in Caveman2Cosmos folder, zip it.
What do you think Iposted in the post above you? 2 savegames from the same game! And I Know where they are raxo. C'mon man give me a break. :crazyeye::rolleyes:
 

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I will start a New Game and see if this Madness is still in the Mod. Even my son and his friend have complained to me about this Horrible revolt time. In 1 of their games a city has over 10,000 turns assigned to it. Oh and they started playing v43 when it came out at my insistence. Maybe somebody forgot to divide by 100 again or maybe even more than once in the coding!?
 
I will start a New Game and see if this Madness is still in the Mod. Even my son and his friend have complained to me about this Horrible revolt time. In 1 of their games a city has over 10,000 turns assigned to it. Oh and they started playing v43 when it came out at my insistence. Maybe somebody forgot to divide by 100 again or maybe even more than once in the coding!?
I've found the issue, currently fixing. New svn ver will probably be out in the next few hrs with it rectified. Won't be able to stop long anarchy in progress tho, you'll probably need to use worldbuilder for that unfortunately.

Edit: Added a temp fix, sets cities with >300 turn revolutions to 1 turn
 
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Probably bug:
on this tiny island events spawned 4 times kangoraa source
some typo bug in kangoora spawning rate in events?
Civ4ScreenShot0063.JPG
 
There are map generation options for clustering resources so this actually may make sense plus killed kangas may be 'becoming resources' based on some options that may be in play.
 
@Blazenclaw,
Here is the screenshot of the hill with Llama. I had to remove a wooden outpost south of Magyar so that I could build it on the hill with the Llama (Building an Outpost next to the main city tile used to be forbidden in code.) After 2 turns on the hover over it listed I could build a pasture. I did so next turn. The very turn after I built the pasture all the Culture that stated to build with the Outpost disappeared. Screenshot shows it's status.

The other screenshot shows the Outpost still inplace before I built the pasture for the Llama. And the tiles lost after updating to latest git version. I lost a lot of working tiles as did the AI with that update today.
 

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