v 26, and above ALL Bugs/Crashes reporting thread

I put it in the mod folder for beyond the sword, and I'm assuming that's wrong, right? lol

There are two mods folders. One is C:\users\yourname\(my)documents\Beyond the sword\mods and one is gamepath*\sid meier's civilization 4\beyond the sword\mods. The second one is the one you want. Be sure to install the patch as well, though v27 should be out soon anyway.

*replace "gamepath" with whatever drive/folder you installed the game to.
(my) is 32 bit, don't go to that folder if 64 bit
 
When being builf/added with debug tool, it's normal sounds.
Look like that happen after capturing a city. And now, it's when hr fotyify, take/lose focus.. Animations are OK, only sounds are strange

And all gladiator have the same problem...

Ok, more precision : it's not about only Spartacus, it's about all Mele units build or capturing Inuits cities, and only Inuits city (dont have the problem when I captured 2 French cities). One of my Spearman (not sure of the name, the 5 power guy with a spear) have this sound too now. And it was built in an inuit city
 
Yeah, I just needed to zero in on where the problem was. Its just a message issue so its not quite so bad. But I thought that shouldn't be taking place the way I had it so I'll have to look at the code and make an easily done tweak this weekend. I was more concerned if the units had actually been given the retrain.

This was an issue that came up in response to the complaint that there had been no message on retraining at all so is a more recent design and while I'm surprised its giving us that problem, I'm happy to fix it and glad you brought it up. As a 'fix' to another issue it went in with little pretesting.

Makes me wonder though... Would you prefer it if you still get a message, that differs from that one, letting you know when your unit has lost a promo and don't get to retrain? Or do you think that would be unnecessary to notify the player of?

I think I would prefer the message, but I'm afraid there are so many other things going on in the message buffer that it would probably get lost in the shuffle.
 
I'm still noticing bugs in the whole promotions lost/retraining situation. Here's a current, multifaceted problem. In this save game, I have a Crusader with a long list of promotions:
  • Lead by Warlord [default]
  • Leadership [bought with XP]
  • Morale [bought with XP]
  • Crusader [default]
  • Pankration [free from Hellenistic Gymnasium]
  • Amphibious [free from Isolationist trait]
  • Mojlnir [free from Thor's Altar]
  • Assistance of An [free from Temple of An]
  • Honour [free from Shinto Jingu]
  • Heroic I-II [bought with XP]
  • Martial Arts I-II-III [first two free from Masters' Dojo, last bought with XP]
  • Poison Tips [free from Poison Crafter's Hut]
  • Tattoo [free from Tattoo Hut]

Now the Crusader is eligible for a promotion. If I promote the Crusader to Combat I, it loses several promotions. I get warning messages for losing 3 promotions and can promote 3 times to replace them -- but I shouldn't be able to promote three times, only one time. The only promotion that I paid XP for was Martial Arts III. I'm also not getting error messages for losing Crusader, Mojlnir, or Assistance of An. The unit keeps Pankration because Hellenism is my current state religion.

Furthermore, the Honour promotion is not working right in the Civilopedia. It does not appear anywhere in the Civilopedia list, and if you go through the hyperlink from the Shinto Jingu building, you get sent to the Accuracy promotion (first on the list)

Something is wrong in the system that checks for religion prerequisites for promotions. I think what's going on is that promotions granted by a building bypass the religion check, so that forces them to be lost when the new retraining system checks for legality. To be eligible for the religion promotions normally, you need to have the required religion as a state religion.

I suggest that the code that checks for legality skip checking religion prerequisites. It especially doesn't feel right that a Crusader unit should lose its Crusader promotion.
 
I'm still noticing bugs in the whole promotions lost/retraining situation. Here's a current, multifaceted problem. In this save game, I have a Crusader with a long list of promotions:

I suggest that the code that checks for legality skip checking religion prerequisites. It especially doesn't feel right that a Crusader unit should lose its Crusader promotion.

What SVN did you start the game with and what current SVN are you playing on now? It really depends on what SVN you started the game on so that is a biggy (I believe). If you started it BEFORE, Koshling put in the 2 changes for the fix to this, then it will happen all the time, as mine did , thats why i had to re-start 8 different games, because of the changes,
Koshling is this correct??
 
What SVN did you start the game with and what current SVN are you playing on now? It really depends on what SVN you started the game on so that is a biggy (I believe). If you started it BEFORE, Koshling put in the 2 changes for the fix to this, then it will happen all the time, as mine did , thats why i had to re-start 8 different games, because of the changes,
Koshling is this correct??

Yes, but it doesn't explain everything Volkarya described. Also the religions thing is apparently by design (I discussed it with TB and also posted on the promotions thread a couple of weeks ago checking it was really deliberate that they were meant to require STATE religion). Having said that, I don't think you should have gotten the state-religion-required promotions in the first place, so there is probably a check being bypassed that shouldn't be somewhere.

I believe, based on recent posts, that TB is looking into this [Volkarya's issues], or plans to shortly.
 
I upped it to 99 anyway in the latest SVN. Whatevr ls612 has now must be a different problem.

The initial error about the MLF is thrown after the CvXMLLoadUtility::logXmlCheckDoubleTypes is called, according to the debugger. When I broke after all of the other errors it was in the middle of kernel code, so I couldn't get any useful info from that.
 
here we go, this save is a different start (arabia) from the same svn 3876. automating so far has been pretty much OK until the last 150 turns or so, when it has (seemingly) overproduced units once more, to the point of running science at zero constantly and still having negative GPT and units being on strike and disbanding, only to be rebuilt and disbanded once more. haven't checked the buildings yet.

http://www.filedropper.com/moocowbc-3777

edit: ah crap, of course the bbai

http://www.filedropper.com/bbai_1

Very helpful (as usual - your ongoing saves and logs are quite invaluable).

I found two things that stood out. One was a flaw (under-use really) in an existing mechanism, one is something that is just missing to a large extent from the AI and needs considering at some point.

The main underlying cause was that only units in a very few roles (AI types) were making themselves available for contracted work, when they had no high priority tasks of their own. This often resulted in contracts being fulfilled by new unit builds, when in reality there were plenty of essentially inactive unit around that could already fulfill them. I have addressed this by making a lot more of the AI types put themselves up for contractual work when they don't have anything better to do.

The second point is that the coupling between an AI player's financial state, and their building patterns (both buildings and units) is far too loose (practically non-existent really). This will need new code to deal with, and is a slightly more involved task.

I don't really want to change both things at once anyway, so I've addressed the first, and we'll see how that effects things, then consider the second at some point in the future.

As a basic test I took your save, auto-played 10 turn with the fix, and then after checking it had started improving (after 10 turns it had gone from 0%->5% science and its budget was just in surplus), I automated another 100 turns and went to do the grocery shopping!

After those 100 turns it was up to 95% science with a financial surplus of 107/turn.

This will be pushed to SVN shortly
 
As a basic test I took your save, auto-played 10 turn with the fix, and then after checking it had started improving (after 10 turns it had gone from 0%->5% science and its budget was just in surplus), I automated another 100 turns and went to do the grocery shopping!

After those 100 turns it was up to 95% science with a financial surplus of 107/turn.

A few posts back you (or another modder, I don't recall) mentioned the fact of starting as minor states might have something to do with the cancerous unit production. This time through I paid more attention to when other nations discovered writing, and this seemed to match almost perfectly with the time that the economy and science rates went back to normal. it's as if the "writing" nations aren't seen as enemies anymore, even when we ourselves did not have writing. I'll run another one of these later with the new svn, but that was definitely something interesting to note
 
Yes, but it doesn't explain everything Volkarya described. Also the religions thing is apparently by design (I discussed it with TB and also posted on the promotions thread a couple of weeks ago checking it was really deliberate that they were meant to require STATE religion). Having said that, I don't think you should have gotten the state-religion-required promotions in the first place, so there is probably a check being bypassed that shouldn't be somewhere.

I believe, based on recent posts, that TB is looking into this [Volkarya's issues], or plans to shortly.
And lots of things stated earlier...


Ok, so I'm going to take a deep look at this as my first priority now that I'm returning to some coding time this weekend. I'm hoping I can still read through Koshling's tweaks to the methodologies here but I think it made sense when I glanced at it last and ironically I thought some of what he did was to eliminate the potential for some of these issues.

It's not surprising though that you were getting religious promotions freely assigned then taken away. Those tend to bypass any kind of pre-check to make sure they should be assigned in the first place to thin the coding. However, they should've been taken away as soon as assigned thus its odd they held it long enough for you as a player to see them there at all. (and this is why there was not an original intention to give a message every time a promo was removed so it just means to change things we'll have to make every promo get checked for validity before being added to a unit!)

However its also not bad that if you lost 3 earned promos you get 3 retrain selections. What IS odd is any attempt to understand how you could have selected even one of them and then later on with a selection disabled your qualification to have them. This sort of thing should be possible but not in any manifestation expressed in the xml yet. Very strange that. And your selection of Combat I had something to do with it? Hmm... there's an interesting unique condition there that I'll have to see if that's the issue somehow and that's an optional prereq of Combatant SubCombat Class that I thought should not cause any trouble. If it does, that's an issue there to look at.

Anyhow, thank you for the in depth explanation of the effects you're experiencing. You've also convinced me that I'm going to have to disable the religious disqualification for now. I might need to come about that from another angle that allows a unit itself to declare itself a follower of a particular religion that can't be removed on the basis of State Religion selection. (Another set of SubCombats - Religious affiliations.) That'll take a bit to set up too so for now I'll just disable that part. I'd planned to optionalize it but you've reported a problem (with the crusaders at least) that I don't think should exist by default.
 
Mhmm, I figured it was supposed to be unzipped.

It is just making sure you did do that. The only other things i can think of is did you accidently make a double folder when you unzipped it and is the modd named correctly(im actually not sure of the 2nd one matters at all)
 
It is just making sure you did do that. The only other things i can think of is did you accidently make a double folder when you unzipped it and is the modd named correctly(im actually not sure of the 2nd one matters at all)

It's unzipped, I made sure it wasn't in there twice, and it's called C2C Release in the Civ4 mod menu, but when I go to launch it, Civ4 just closes and stays as a back ground program using about 5-7 megabytes of ram, and if it does open, it immediately crashes at a black screen.
 
something seems wrong with the latest svn 3880, I've loaded this save a few times now and ctrl-shift-x and it keeps getting stuck either on turn 361 or turn 364 saying "waiting for other civilizations" but not actually getting anywhere... the save is from turn 361, so just set it to automate for like 10 turns and it will get stuck within that timeframe. at least it does for me :| cleared cache, redownloaded the svn, same results.

http://www.filedropper.com/autosavebc-12114
 
It's unzipped, I made sure it wasn't in there twice, and it's called C2C Release in the Civ4 mod menu, but when I go to launch it, Civ4 just closes and stays as a back ground program using about 5-7 megabytes of ram, and if it does open, it immediately crashes at a black screen.

Change the name from C2C Release to Caveman2Cosmos, I think that fixes the problem.
 
something seems wrong with the latest svn 3880, I've loaded this save a few times now and ctrl-shift-x and it keeps getting stuck either on turn 361 or turn 364 saying "waiting for other civilizations" but not actually getting anywhere... the save is from turn 361, so just set it to automate for like 10 turns and it will get stuck within that timeframe. at least it does for me :| cleared cache, redownloaded the svn, same results.

http://www.filedropper.com/autosavebc-12114

Coool! You've found one of those elusive infinite loops in the ai somewhere. I'm not the best at analyzing these but there were a lot of them in RoM/AND (was the biggest thing that hung up our games back then) and we inherrited a number of them as a result. Koshling's done a bangup job finding and fixing most of these and I think AIAndy took care of a few too but I'm sure there's still some rarer situations still lurking. So good catch!
 
Coool! You've found one of those elusive infinite loops in the ai somewhere. I'm not the best at analyzing these but there were a lot of them in RoM/AND (was the biggest thing that hung up our games back then) and we inherrited a number of them as a result. Koshling's done a bangup job finding and fixing most of these and I think AIAndy took care of a few too but I'm sure there's still some rarer situations still lurking. So good catch!

I started another game and have had 2 similar hangups during waiting for other civilizations phase of end turn. not sure if it's an endless loop but it's a bit annoying. at least ctrl-L works and I can just reload the autosave and try again.
 
Hey, in my current game I got some yet unidentified bug that causes the game to simply and immediately shut down when trying to move on to the next turn. It is a quit huge game and it took some time, but I managed to isolate the issue to a stack of units. When I deleted those and only then, the crash does not occur.
However, I am still playing v 25 (I believe), so maybe this got already fixed. In any case, it took enough hassle for me to find the cause that I decided to upload the game save. Maybe it is of some use.

The stack I am referring to is the SoD of the Cherokee (the violate ones) which moves within the boarders of the Assyrians (the pink ones).

Save can be found here http://www.mediafire.com/?6gvs7wifs1bn58r
 
something seems wrong with the latest svn 3880, I've loaded this save a few times now and ctrl-shift-x and it keeps getting stuck either on turn 361 or turn 364 saying "waiting for other civilizations" but not actually getting anywhere... the save is from turn 361, so just set it to automate for like 10 turns and it will get stuck within that timeframe. at least it does for me :| cleared cache, redownloaded the svn, same results.

http://www.filedropper.com/autosavebc-12114

I was getting these due to an error in my recent changes, but though I'd fixed it in my own testing before I pushed it to SVN. Probably you are seeing some variant of the error I fixed hat I didn't quite sort out. Check the BBAI log for the hung turn and see how it ends. Is it basically one unit continually responding to the same contract and finding it's already there?

Whatever it is, I'll try to find time to look into it later today.
 
It's unzipped, I made sure it wasn't in there twice, and it's called C2C Release in the Civ4 mod menu, but when I go to launch it, Civ4 just closes and stays as a back ground program using about 5-7 megabytes of ram, and if it does open, it immediately crashes at a black screen.

You need to rename the folder to Caveman2Cosmos. Mine looks like this;

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