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

The tooltip picture for the corn plot says: Not in American City influence. (Can't improve the plot yet, although it has 100% American Culture...)
Interesting - Flabbert was working on some issues with that last I recall.
 
I'm having trouble starting the game. I uninstalled Civ4 BtS, Civ 4 Complete and Colonization and reinstalled it all from the CD. I applied the 3.19 patch. At one point, I tried not applying this patch but I was unable to start C2C without it. I created a Caveman2Cosmos folder and checked out SVN-11562. It crashes every time I try to start a game unless I choose the Core - Custom Start option. I have tried several maps that come with the mod. I created an .iso of the Civ 4 Complete CD when I first started playing C2C a few years ago and have used both ISO image and the CD for installing Civ 4. I spent most of the afternoon trying to get it to work and I'm really jonesing. Please, what am I doing wrong? Do I have to use the Core Custom Start option? I am not familiar with it and I get a warning when I use it, so I haven't really tried that.
 

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Automated trade network is not working properly. In the bug settings I use the option infrastructure ignores improvements and it has always worked fine for building and maintaining routes.
The workers build routes plus forts if I disable the bug option infrastructure ignores improvements. Which is not what I desire.
 
[...]

How to turn on logging.

In the Civ 4 INI file, located in Documents/My Games/Beyond the Sword, there are some logging options. Make sure they look like this.
Code:
LoggingEnabled = 1
SynchLog = 1
OverwriteLogs = 1
RandLog = 1
MessageLog = 1
synchlog = 1
hidepythonexceptions = 0
Note: You only need to have RandLogs on if you are playing Multiplayer, otherwise just leave that off (thx Cyrusfan)

[...]
You've got synchlog twice in there. (Also, the brand new install version of GoG's Civ4 doesn't use CamelCase.)

I'm having trouble starting the game. I uninstalled Civ4 BtS, Civ 4 Complete and Colonization and reinstalled it all from the CD. I applied the 3.19 patch. At one point, I tried not applying this patch but I was unable to start C2C without it. I created a Caveman2Cosmos folder and checked out SVN-11562. It crashes every time I try to start a game unless I choose the Core - Custom Start option. I have tried several maps that come with the mod. I created an .iso of the Civ 4 Complete CD when I first started playing C2C a few years ago and have used both ISO image and the CD for installing Civ 4. I spent most of the afternoon trying to get it to work and I'm really jonesing. Please, what am I doing wrong? Do I have to use the Core Custom Start option? I am not familiar with it and I get a warning when I use it, so I haven't really tried that.
Same issue, but with a fresh GoG install. Same "fix" (with a warning about how C2C is not balanced for advanced starts).

(Archive includes the .dmp file too.)
 

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I was able to start without crashes and without using "Core - Custom Start" after "upgrading" from SVN-11562 v44.BETA.7832 - 2023-09-23 to SVN 11560 - v44.BETA.7798 - 2023-08-26.

P.S.: I had tried Revert rather than Upgrade before, seemingly with no effect, what does it do ?
 
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How to turn on the AI logging.

The AI logging is turned on in the BUG options screens. It is the BBAI log mentioned on the Logs page. It writes to the same folder as the other logs creating a BBAI.log file there.
That tab says that the default name for that file is RoM_autolog.txt ?
1696597338028.png
 
Traceback (most recent call last):
File "BugEventManager", line 303, in _handleDefaultEvent
File "CvEnhancedTechConquestEventManager", line 17, in onCityAcquired
File "EnhancedTechConquest", line 208, in onCityAcquired
UnboundLocalError: local variable 'szTxt0' referenced before assignment
 
The Set For Charge build up line doesn't seem to be linked to the Piercing technology like the pedia would suggest it is. It seems to just always be available. Doesn't affect the game in any way because if someone is coming at you with mounted units before you have piercing you're probably screwed anyway but just thought I'd point it out.

Edit: question on a similar note, is it intended that a regular Clubman wields H2H Club but a Neanderthal Clubman wields H2H Short Polearm? Seems weird to me, and it's what made me notice the buildup thing in the first place.
 
The Set For Charge build up line doesn't seem to be linked to the Piercing technology like the pedia would suggest it is. It seems to just always be available. Doesn't affect the game in any way because if someone is coming at you with mounted units before you have piercing you're probably screwed anyway but just thought I'd point it out.

Edit: question on a similar note, is it intended that a regular Clubman wields H2H Club but a Neanderthal Clubman wields H2H Short Polearm? Seems weird to me, and it's what made me notice the buildup thing in the first place.
The original Neanderthal unit art gave the neanderthal a spearish thing and apparently the unit wasn't reconsidered with the weapon in hand in the weapons segment when the Neander clubman was created and took the cloned sub-combat traits of the original Neanderthal warrior. Not sure there's technically a gameplay difference yet but its worthy of catching up in an audit yes.
 
Still can't use air strikes.

I switched to the latest SVN, but air strikes on unit stacks still does not work. Was't this supposed to be fixed? Is there anything specific that I need to do to update the SVN to the correct build?
 
Still can't use air strikes.

I switched to the latest SVN, but air strikes on unit stacks still does not work. Was't this supposed to be fixed? Is there anything specific that I need to do to update the SVN to the correct build?
Have you went into BUG and looked to see if they are perhaps off or limited there?
 
Have you went into BUG and looked to see if they are perhaps off or limited there?
oh didn't realize that there is a setting for that; will check now.

btw, I updated to the latest SVN, and now my save file can't be loaded. Are SVN updates supposed to break saves?
 
I am playing with game option "National Unit limit disabled", meaning I can have more National Units than otherwise allowed. But, no: the game does not give me the option to train more than one Warlord Chief (National Unit, one allowed) period. Have to go WB and copy the poor guy... Latest SVN
 
I am playing with game option "National Unit limit disabled", meaning I can have more National Units than otherwise allowed. But, no: the game does not give me the option to train more than one Warlord Chief (National Unit, one allowed) period. Have to go WB and copy the poor guy... Latest SVN
Probably means current Cultural units instead, whereas Warlords probably count as Heroes, and those are always one-per-game (or one-per-civ here).
Not sure, though.
 
oh didn't realize that there is a setting for that; will check now.

btw, I updated to the latest SVN, and now my save file can't be loaded. Are SVN updates supposed to break saves?
If they post in the SVN Log thread that an update can break saves then yes.
Now if you have not used the SVN before and only used the "Official Release" then yes, saves from the Official Release will be broken because the SVN is More up to date with the developing GIT version that the Mods use.
 
If they post in the SVN Log thread that an update can break saves then yes.
Now if you have not used the SVN before and only used the "Official Release" then yes, saves from the Official Release will be broken because the SVN is More up to date with the developing GIT version that the Mods use.
I am actually using the SVN from about 2 weeks ago. I thought the airstrikes problem was fixed, included in a recent update before that. But it was still not working.
The setting in BUG that I see is only for expanded strikes on factories, port, etc. Makes no difference for strikes on unit stacks. I can't give up my current game -- played all the way to Atomic with an ai still stronger than me -- and it's a pity that planes are now practically useless for my current game.
 
Yea, but then I think the description needs changing?:

View attachment 675595
He's one of the units given an exception to the rule as he was extreeeeeeemely imbalancing. The reference as a 'National Unit' in THIS meaning is that he's only allowed 1 per player, whereas other unit limits by 'National' are using the same XML value but are more in reference to subtle strategic balancing to limit them and more commonly due to 'cultural unit' limits. This exception to the unlimiting applies to all Warlords and we could explain that he gets an exception to this rule, though that's about how it would have to be put to work: another line saying, unlimited national units doesn't apply to this unit.
The limit issue doesn't apply to heroes because they are unique global units, not just unique national units (1 per country).

If I can find time to mod again someday I'll fix it up if I run across it again.
 
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