v 26, and above ALL Bugs/Crashes reporting thread

12 turns of anarchy for a spiritual leader seams a bit much even when I am changing 5 civics. Especially since I have two wonders that reduce the length of anarchy! Is it no longer reasonable to save up civic changes and do them in one go?

Great, I can't add attachments at this time. :(
 
12 turns of anarchy for a spiritual leader seams a bit much even when I am changing 5 civics. Especially since I have two wonders that reduce the length of anarchy! Is it no longer reasonable to save up civic changes and do them in one go?

Great, I can't add attachments at this time. :(

What Gamespeed are you using? Anarchy times do scale by Gamespeed, so that could explain it.
 
1. Herd Ratite (Flock) is missing text in the pedia.

2. Only allowed 4 Trackers. Did a Recalc and still only allowed 4 Trackers. *I believe you are allowed 5, but sometime (first? or later?) after loosing one it seems to become a permanent loss.

3. Turned my first Great General into a Great Commander. He has no promotion, nor is able to choose one. He does have 5/5 EXP.

4. Volcanos... OK, I see what people were complaigning about. They seem to go off every handful of turns. I'm getting messages for Volcanos I haven't discovered including 'blow ups' in black fog tiles early in the game. Yes, this did happen in v25, but I don't recall the frequency (or perhaps wasn't aware to it as I still learning the mod).

Attached save for issue #2 & #3.
 
@ls612 I got id of the problem with units by turning off clock and diesel punk. So the problem is in there.

1. Herd Ratite (Flock) is missing text in the pedia.

2. Only allowed 4 Trackers. Did a Recalc and still only allowed 4 Trackers. *I believe you are allowed 5, but sometime (first? or later?) after loosing one it seems to become a permanent loss.

3. Turned my first Great General into a Great Commander. He has no promotion, nor is able to choose one. He does have 5/5 EXP.

4. Volcanos... OK, I see what people were complaigning about. They seem to go off every handful of turns. I'm getting messages for Volcanos I haven't discovered including 'blow ups' in black fog tiles early in the game. Yes, this did happen in v25, but I don't recall the frequency (or perhaps wasn't aware to it as I still learning the mod).

Attached save for issue #2 & #3.

1 & 4 I'll do. I am about half way to a solution with volcanoes. I wont be changing the real frequency just who gets messages when. I am aiming for everyone who can see the volcano to get a message only.

2. This has been happening for awhile and I have no idea why.

3. Means that there are no promotions yet available for him. When they become available he will be able to get them. IE when you get the techs.
 
Its ok, but if your going to do a patch include everything up to that point then also. That way everything stays intact.

Then PM me and let me know, so i can change all the front pages, thx.

I fixed the python error with AndOptionpopup, but I still have another [edit: warning, not error] every turn ( EnventSigns:Addsigns ... invalid object) in my version.

Am I the only one ?


It comes from the C++ method ReprocessSigns() (called in Update(), that deliver to Python an 'empty' plot. Does anyone knows the purpose of that method ?
 
The Patch will be live as soon as it gets approved. I'll PM you with the links.


Totally needed, even message "City build something" bug :/

Not a bug, but a bad entrie in pedia : C2C Concepts>Oberhaled civics is obsolete
Sioux have a pink flag in pedia (didnt see them in-game)
2 specialists bug in pedia (last one)
 
Totally needed, even message "City build something" bug :/

Not a bug, but a bad entrie in pedia : C2C Concepts>Oberhaled civics is obsolete
Sioux have a pink flag in pedia (didnt see them in-game)
2 specialists bug in pedia (last one)

Show a picture, it makes it easier to figure out.
 
Totally needed, even message "City build something" bug :/

Could you be more precise ? examples ?

Not a bug, but a bad entrie in pedia : C2C Concepts>Oberhaled civics is obsolete
Sioux have a pink flag in pedia (didnt see them in-game)
2 specialists bug in pedia (last one)

You mean the names : TXT_KEY_SPECIALIST_SETTLED_CITIZEN and TXT_KEY_SPECIALIST_SETTLED_SLAVE ?

@all : Are they used in the mod ?
 
Could you be more precise ? examples ?
I have this message each time I build a building in a city instead of the messsage <city> just finished <building> (or something like this)
I m sure about this, because in log events, i have no log about building any building.

You mean the names : TXT_KEY_SPECIALIST_SETTLED_CITIZEN and TXT_KEY_SPECIALIST_SETTLED_SLAVE ?
Yes


And I will try the french version, so if I see any bug/mispelling, I will tell you
 
You mean the names : TXT_KEY_SPECIALIST_SETTLED_CITIZEN and TXT_KEY_SPECIALIST_SETTLED_SLAVE ?

I forgot to copy across the text file:blush: I was going to post more of the changes to slaves but realised that I should not just delete the current slave unit.

I have this message each time I build a building in a city instead of the messsage <city> just finished <building> (or something like this)
I m sure about this, because in log events, i have no log about building any building

Do you have a PythonErr.log (not PythonErr2.log) if so please post it. It has more information on those sort of errors so we can track them down. I am not getting any errors myself.
 
Do you have a PythonErr.log (not PythonErr2.log) if so please post it. It has more information on those sort of errors so we can track them down. I am not getting any errors myself.

I patched and put my game in french.
No more error message, but I have no message about my city building something :s
And no PythonErr file

And, for the french translation... it's Champs-Elysées et Transmission des connaissances and maybe Cueuilleur and not Cueuilleuse. Look like a man for me.
 
Worldbuilder is broken. Some lists of buttons (like terrains) don't show. When you exit, the worldbuilder panel doesn't close.
 
Worldbuilder is broken. Some lists of buttons (like terrains) don't show. When you exit, the worldbuilder panel doesn't close.

There is something wrong in units in Clockpunk or Dieselpunk. I turned those two off, but then my game has not reached that point yet.

In Assets/Modules/Alt_Timelines edit file MLF_CIV4ModularLoadingControls.XML and change
Code:
				<Module>
					<Directory>Clockpunk</Directory>
					<bLoad>[B]1[/B]</bLoad>
				</Module>
				<Module>
					<Directory>Steampunk</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Dieselpunk</Directory>
					<bLoad>[B]1[/B]</bLoad>
				</Module>
to
Code:
				<Module>
					<Directory>Clockpunk</Directory>
					<bLoad>[B]0[/B]</bLoad>
				</Module>
				<Module>
					<Directory>Steampunk</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Dieselpunk</Directory>
					<bLoad>[B]0[/B]</bLoad>
				</Module>

hopefully there will be a fix soon so we can turn them back on.
 
I patched and put my game in french.
No more error message, but I have no message about my city building something :s
And no PythonErr file

My game crashed (play C2C and League of Legends together was a bad idea)
And now, it's working well...

And good job for french translation, i dont find a lot of mispelling
Just 2 others : Eruption event "Une[/] éruption". The civics must be "Athée" (or "Athéisme"). And why Chateau du scientiste fou and not Chateau du savant fou?

EDIT
OK, in fact I still have the problem. it occurs only when the building pup-up open, asking me what to build next. If I have another buildin in the queue, it doesn't happen.

Another information : I dont have the steampunk/dieselpunk bug in french
 
@ls612 3. Means that there are no promotions yet available for him. When they become available he will be able to get them. IE when you get the techs.

According to the Pedia those chain of promotions, the gold on red (iirc: morale and tactics) don't have Tech requirements.
 
@all:

All I put into the patch was Calvitix's Popup fix and a small fix for City Garrison IV. If you didn't extract the patch correctly that WILL cause issues, extract it into the main C2C folder and choose to overwrite.
 
@DH:

The only thing in common with the Dieselpunk and Clockpunk modules is that I had to replace some of their schemas with my own in order for the TrainCondition tag to work. I don't see how that could cause the problem though, as I have the same schema in parts of the Megafauna module and it works just fine. :confused:
 
1. Herd Ratite (Flock) is missing text in the pedia.

2. Only allowed 4 Trackers. Did a Recalc and still only allowed 4 Trackers. *I believe you are allowed 5, but sometime (first? or later?) after loosing one it seems to become a permanent loss.

3. Turned my first Great General into a Great Commander. He has no promotion, nor is able to choose one. He does have 5/5 EXP.

4. Volcanos... OK, I see what people were complaigning about. They seem to go off every handful of turns. I'm getting messages for Volcanos I haven't discovered including 'blow ups' in black fog tiles early in the game. Yes, this did happen in v25, but I don't recall the frequency (or perhaps wasn't aware to it as I still learning the mod).

Attached save for issue #2 & #3.

I'll take a look at (2) and (3) from the posted save later this weekend for you.
 
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