v 26, and above ALL Bugs/Crashes reporting thread

Rise From Erberus splited the Animals complet from the Barbarian so that they no longer protect Barbarian citys and they also could give special animal related options at the start. (Ups wrong thread for this kind of things)
 
If you mean by 'no barbarians' selected as my constant use of 'raging barbarians'... then yes. That doesn't seem likely. Also, I specifically check to make sure that option was selected on map generation.

How I play is that I start a game on a huge map with me and 49 AI CiVs, all on teams of one CIV. Then the neanderthall rush culls a few at random, though tribal guardians nerf that effect. This means I get random distrubition of CIVs by the 'Let God sort them out' method.
 
Not gamebreaking but annoing: I can´t get resources displayed on the map anymore for whatever reason. I can click the button all I want, but no change.
Landmarks are not shown anymore as well.
I use a 70x70 viewport.

Edit:Interesting effect: If I dircetley load the mod via desktop shortcut the landmarks are absent. Loading civ normaly, then the savegame and let it load C2C to load the savegame at they return. But not the reource display.

Edit 2: Resource display behaves normal after all. My son seems to have found some way to turn it of when in globe view ( never let a 2 year old near mouse and keyboard!)
 

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@Koshling:

It would appear that your AI changes have really been working. Now, in part 11 of my game the Carthiginians AND the Chinese are surging up to and even a bit past me! This is good and bad, good that the AI works and bad for my long-term strategy. Now I'm actually going to have to think about what to do next. :mischief:
 

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@Koshling:

It would appear that your AI changes have really been working. Now, in part 11 of my game the Carthiginians AND the Chinese are surging up to and even a bit past me! This is good and bad, good that the AI works and bad for my long-term strategy. Now I'm actually going to have to think about what to do next. :mischief:

Yeah, i finally have three civs that are building cities next to my cities, "again.";)
 
Automatic missionaries are no longer working. They just wander round or go to a city that needs the religion and then instead of spreading the religion they go back to where they came from.
 
Automatic missionaries are no longer working. They just wander round or go to a city that needs the religion and then instead of spreading the religion they go back to where they came from.

Save game that illustrates please.

Edit - nvm - reproduced at least part of it.
 
Automatic missionaries are no longer working. They just wander round or go to a city that needs the religion and then instead of spreading the religion they go back to where they came from.

Plus some cities have over 10 in the city. . . I believe i mentioned that a week ago, ??
 
There are 3 button tags in CIV4ArtDefines_Improvement.xml which have the infamous "invalid extraneous leading commas" problem:
ART_DEF_IMPROVEMENT_TERRAFORM_GRASS
ART_DEF_IMPROVEMENT_TERRAFORM_PLAINS
ART_DEF_IMPROVEMENT_TERRAFORM_TUNDRA
 
Just haved a Crash to Desktop with SVN 4108 without any System Message what files do you need (and where are they) to have a look at?
 
Just had a Crash to Desktop with SVN 4108 without any System Message what files do you need (and where are they) to have a look at?

Start a new game and see if it happens again.
 
Just haved a Crash to Desktop with SVN 4108 without any System Message what files do you need (and where are they) to have a look at?

If it's reproducible post the savgame with instructions on how o reproduce it.

If it's not readily reproducible (and anyway actually) post the minidump.dmp file that will have been created in your 'Beyond the Sword' folder (where the game EXE is). Note - if this is 0 bytes (meaning it couldn't even write the diagnostic dump) I usually indicates running out of memory.
 
Here the MiniDump of the crash that hapened during the processing of the turn.
Didn't try again so fare in case a necesary file would been overwiten.
Edit: Wasn't able to reproduce it from my savefile of this turn
 

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Hey guys! The crime elements of C2C need some tweaking it seems. So many things cause crime but there doesn't seem to be enough buildings etc to offset crime. Will this be worked on a little bit in V27 by chance?

I like to build some buildings to give decent military promotions, but they kill me with crime :lol:
 
Hey guys! The crime elements of C2C need some tweaking it seems. So many things cause crime but there doesn't seem to be enough buildings etc to offset crime. Will this be worked on a little bit in V27 by chance?

I like to build some buildings to give decent military promotions, but they kill me with crime :lol:

Use units to combat crime hotspots. (town watch etc.)
 
Here the MiniDump of the crash that hapened during the processing of the turn.
Didn't try again so fare in case a necesary file would been overwiten.
Edit: Wasn't able to reproduce it from my savefile of this turn

Thanks - that pinned down the immediate cause. It's not clear how it gets into the state it does (well - I have a theory, but I cannot be certain without a reproducible case), but I should be able to harden it against that particular crash at least.
 
@TB:

Heroes are still getting their name on 4-5 lines after they get killed off?

Ok... I thought I'd enacted a fix but when I merged I must've thought I could do without what I thought wasn't working as intended when perhaps it was. lol
 
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