v 26, and above ALL Bugs/Crashes reporting thread

In the same folder that your BTS game executable is should b a file named minidump.dmp, crated each time the game crashes. This contains some diagnostic information about he nature of the crash, which might give us further clues. If you could provide that, along with the revision number of the SVN version you are using it might help.

I have v26.
 
Where is the Cache directory Dancing Hoskuld mentioned a vew post bevore?
I ask because even a new game with a Huge Mongoose bring the broken Map Editor :(
 
Actually there are 2 cache folders. One should be under the BTS folder (or maybe under the generic CivIV folder, I don't recall off the top of my head) and one is under Caveman2Cosmos folder.

Either poke around or do a file search.
 
Where is the Cache directory Dancing Hoskuld mentioned a vew post bevore?
I ask because even a new game with a Huge Mongoose bring the broken Map Editor :(

If you mean worldbuilder is not working, you need to disable both clockpunk and steampunk. Their both in MLF_CIV4ModularLoadingControls.xml which is located in

C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos test\Assets\Modules\Alt_Timelines

Yours may not be exactly like this, as I use this for SVN.

If it's the game cache you need to delete, that's in

C:\Users\(your name)l\AppData\Local\My Games\Beyond the Sword\cache

Just delete what's in the cache folder.
 
I'm currently running the "latest" (as of 6 hours ago) SVN version and there is a major, terrible bug. Basically it is easily noticed by opening the sevopedia, clicking units and then scrolling down. Notice they are in alphabetical order? Well notice that the list of units stops at c? Yep... It's missing 85% of the units!

I noticed this first of all when I was recording episode 16 of my lets play, researched tech that unlocks tamed lions. I right clicked on the lions on the tech tree but I got a blank page. I then tried to look it up in the units list but no... Tamed Lions is not there because its way past the letter c.

Hopefully this is fixed n 2 days so I can record episode 17 with a fully working version of the sevopedia...

Thanks in advance for fixing ;)
 
This may be by design but as it's been in the last several SVN releases. My regular workers can't build railroad. Only elephant, donkey or buffalo workers can build it.
 
I just started a game first time in a while. It seems I'm getting double the research (25 first turn with scientific leader) and espionage (8) that I should. Is this some new tweak or a bug?
 
This may be by design but as it's been in the last several SVN releases. My regular workers can't build railroad. Only elephant, donkey or buffalo workers can build it.

You need to upgrade your workers to industrial workers. Industrial workers can do more than workers and do it faster. You should upgrade all of your elephant etc workers also.

I'm currently running the "latest" (as of 6 hours ago) SVN version and there is a major, terrible bug. Basically it is easily noticed by opening the sevopedia, clicking units and then scrolling down. Notice they are in alphabetical order? Well notice that the list of units stops at c? Yep... It's missing 85% of the units!

I noticed this first of all when I was recording episode 16 of my lets play, researched tech that unlocks tamed lions. I right clicked on the lions on the tech tree but I got a blank page. I then tried to look it up in the units list but no... Tamed Lions is not there because its way past the letter c.

Hopefully this is fixed n 2 days so I can record episode 17 with a fully working version of the sevopedia...

Thanks in advance for fixing ;)

Go into the folder Assets/Modules/Alt_Timelines/Clockpunk/Units and delete the folder DaVinciTank. There is something wrong with the unit that is causing the pedia problem.
 
I just started a game first time in a while. It seems I'm getting double the research (25 first turn with scientific leader) and espionage (8) that I should. Is this some new tweak or a bug?

Leaders now have 3 traits and All have been changed. See the thread Leader Traits by Sgtslick.

JosEPh
 
I have no idea what is going on in my game but its not building cities at all? Top left was Tupi, i conquered them first, only had three units (1 was tribal Guardian), top left was Italy, same thing, but at least had one Atl-atl, and now i just discover the Portuguese and only 2 cities after 623 turns also? and really not that much of an army either or expanding??

I haven't looked at the rest, because i dont look at any of the displays when playing. (I like being surprised.)

http://www.gamefront.com/files/22533094/logs+saved+game.zip
 
No idea. If I did I would fix it.

I found that there was a spelling error in the Da Vinci Tank. It said BOUILDING_CANNON_FORGE instead BUILDING_CANNON_FORGE. I fixed it on the SVN and hopefully it fixes the problem. I told ls612 numerous time that the error looked like a spelling mistake error and from what I could tell, it probably was.

The other Dieselpunk Tank should be looked over too for spelling mistakes.
 
I found that there was a spelling error in the Da Vinci Tank. It said BOUILDING_CANNON_FORGE instead BUILDING_CANNON_FORGE. I fixed it on the SVN and hopefully it fixes the problem. I told ls612 numerous time that the error looked like a spelling mistake error and from what I could tell, it probably was.

The other Dieselpunk Tank should be looked over too for spelling mistakes.

OK, I'll do that soon, RL is a major pain right now and I have very little C2C time until the weekend.
 
The Expansive trait is one of the best, especially in the ancient era. It's the +4 health. At the start of the game almost all cities start unhealthy by multiple points. The main exception is cities for Expansive leaders. Early health means faster early growth. More population sooner gets you more of everything else sooner via more production and commerce (and therefore more research points per turn). It also helps that it gives a production bonus for a bunch of buildings - the list is pretty long and includes buildings that are built a lot.

Or it could just be luck. :dunno:

Agreed. Getting an extra four food per turn shaves many turns off of that first pop growth, and being by far the first to work two tiles can result in immense positive feedback, if played right.
 
I have no idea what is going on in my game but its not building cities at all? Top left was Tupi, i conquered them first, only had three units (1 was tribal Guardian), top left was Italy, same thing, but at least had one Atl-atl, and now i just discover the Portuguese and only 2 cities after 623 turns also? and really not that much of an army either or expanding??

I haven't looked at the rest, because i dont look at any of the displays when playing. (I like being surprised.)

http://www.gamefront.com/files/22533094/logs+saved+game.zip

I have similar situation in my newest Normal speed game. I've met 2 of the 7 AI in the game but both that I have met only have 1 city each and it's already 1480BC. I have 12 cities and could've had more if I really wanted.

Both these AI Capital cities are doing Research only. They both have 5 TW 3Atl, 3 Stone mace, 2 Stone axe, and a GC. One has a settler just sitting in the city. But both have a Cultural border that could house 3to 5 cities easily. And I have not started to crowd the borders yet either.

There has been a change in the last 3 weeks or so that has got many of the AI just stagnating not expanding. Not all but too many to be just a coincident.

Screenshots and savegame attached. Will upload BBAI logs in a bit.

JosEPh
 
Read through the thread first and now I almost feel bad about posting with vanila v26 issues. Mainly I wanted to check if my issues were in the basic patch. Some yes, and my current major one wasn't strickly mentioned.

-This one is that I'm selling off the buildings and such from a size 11 capital in a place I'm going to use as a hunting ground. Taking the city is no issue. Keeping the city around has worked for the other three capitals I collected. The bug is that upon abandoning the city I got a settler. Clicking on the settler unit (not hovering over it) instant crashes the game.

Perhaps resolved already, but not mentioned before.

-A second one was that I had a folk dance avaiable for research... so I decided to use a great prophet auto research it. However Tengrism was its current topic for autoresearch. So I bypassed it (14 turns rather than 30+) with the autresearch once it become avaiable. I was allowed to do this... but it only worked after I research Tengrism. This is silly. Perhaps the religions should be built projects that found the religion as its only effect instead of time wasting research.

Mosty, I was thinking that researching religion didn't automatically spawn the religion in one of your cities... as far as I can tell that was because of a freak acccident where me and an AI finished researching Shaminism on the exact same turn. I lost the coin flip apparently.

-Killing a random animal in official barbarian territory grants no resources or subdue chance. Giant Squid can move freely along shores and then anihilate units... which is a major pointless road block early on.

-I'm having issues were any automatic worker after researching 'slash and burn' torches anything it can. To the point of burning lumberjacks and forests on mines... which means my improvement are losing bonuses to the workers. This is insane. The Fort building religion is replaced by malignant pyromania... or preceded by it as I'm playing eternity and haven't got math quite yet.
---

On a side note... when the prehistoric era AI adds military units to the que... is it adding them to the front or back of the que? I saw earlier in the thread that a bunch of units in a row are built at 12%. I think the AI is panicing and adding units to the front of the que and as it never actually finishes them... they don't count towards the avaible forces and once the threat implodes or the que fills they then build the units. Which is pumping up the military forces when it arrives. Which sets off the other AIs.

Edit: Patch did nothing to stop the settler from being a game killer... guess burning the city is the only option.
 
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