v20 bugs and crashes

I have an island with three cities on it. I pressed F1 and turned them into a colony. This is standard BtS behaviour so I expect the code is in the dll. It does not work properly as the free units they were getting were the lowest available rather than the best available. They have no metals connected to their cities yet but as I said I would have expected better than stone throwers given their technology level - the same as me. iirc the best units they could build at that tech level are archers and they should not get gatherers either being well past sedentary lifestyle.

I've found the code. Can you give me a save game from just before you press F1 and get the suspect result please.
 
Got this python error when clicking in the Sevopedia under the unit Ambusher??

Traceback (most recent call last):

File "CvScreensInterface", line 420, in linkToPedia

File "SevoPediaMain", line 916, in link

TypeError: 'list' object is not callable
ERR: Python function linkToPedia failed, module CvScreensInterface

Fixed by AIAndy, thx.
 
Just moved in the appropriate thread.

Attached is a save and dump from an earlier save. I get a repeatable crash when i hit enter to finish my turn.
Mind you, this is the latest SVN, build 1593.

I will test your other suggestions tomorrow, just finished dl v20.
 
Got this python error when clicking in the Sevopedia under the unit Ambusher??

Traceback (most recent call last):

File "CvScreensInterface", line 420, in linkToPedia

File "SevoPediaMain", line 916, in link

TypeError: 'list' object is not callable
ERR: Python function linkToPedia failed, module CvScreensInterface
Pushed a fix to the SVN (was () instead of []).
 
I've found the code. Can you give me a save game from just before you press F1 and get the suspect result please.

I had a CTD so decided to have a look at anyfunmod and lost all my saves. :sigh: BTW nyfunmod is basically BUG but does have some extra stuff that allows you to load and edit your config files.

Either way I will now have to start a game from scratch since trying to load my last save results in a CTD or laser graphics and CTD. I may try rebooting my machine to clear the graphics card.
 
Just moved in the appropriate thread.

Attached is a save and dump from an earlier save. I get a repeatable crash when i hit enter to finish my turn.
Mind you, this is the latest SVN, build 1593.

I will test your other suggestions tomorrow, just finished dl v20.

This one is $$ - its a DLL crash and repeatable for me. Working on it now...

Edit - fix just pushed to SVN. Doesn't look to be the same crash as your previous cases though, so unlikely it'll help more widely.
 
Some minor issues I have noticed:

The Slavery promotion (on Slave units) is giving the pink box instead of its icon.

Weaponized Disintergation (tech) and Tlaloc's Alter (Wonder) are both misspelled. It should be Weaponized Disintegration and Tlaloc's Altar.

Lunar Manufacturing is a Galactic Era technology, but its only prerequisite is Astrogeology, which is a Modern Era tech. Should Lunar Manufacturing be moved back to the Transhuman Era?

I think the number of Wonders allowed per city in the early game is too high. I am seeing situations where one capital city grabs 4-5 Wonders by the early Ancient era.

Also, there are three Wonders that I think are showing up too early relative to when they were actually built:
  • Piazza San Marco. Technology prerequisites are Code of Laws and Literature, both Classical Era. Historically belongs to 1100-1300. I suggest moving to Guilds.
  • SnowCastle of Kemi. Technology prerequisite is Perspective, which is Renaissance Era. Historically first built 1996. I suggest moving to Tourism.
  • Sydney Opera House. Technology prerequisite is Realism, which is Renaissance Era. Historically built 1973. I suggest moving to Modern Art.
 
Some minor issues I have noticed:

The Slavery promotion (on Slave units) is giving the pink box instead of its icon.

Weaponized Disintergation (tech) and Tlaloc's Alter (Wonder) are both misspelled. It should be Weaponized Disintegration and Tlaloc's Altar.

Lunar Manufacturing is a Galactic Era technology, but its only prerequisite is Astrogeology, which is a Modern Era tech. Should Lunar Manufacturing be moved back to the Transhuman Era?

I think the number of Wonders allowed per city in the early game is too high. I am seeing situations where one capital city grabs 4-5 Wonders by the early Ancient era.

Also, there are three Wonders that I think are showing up too early relative to when they were actually built:
  • Piazza San Marco. Technology prerequisites are Code of Laws and Literature, both Classical Era. Historically belongs to 1100-1300. I suggest moving to Guilds.
  • SnowCastle of Kemi. Technology prerequisite is Perspective, which is Renaissance Era. Historically first built 1996. I suggest moving to Tourism.
  • Sydney Opera House. Technology prerequisite is Realism, which is Renaissance Era. Historically built 1973. I suggest moving to Modern Art.

The slavery promotion should be fixed in the SVN. It was in the wrong place and got deleted when SO did some tidying up. It did not have a meaningful name.

I agree that the three wonders should be moved later.

Edit can't find Tlaloc's Alter
 
@Vokarya

1. I will fix Tlaloc's Altar. My mistake.
2. Lunar Manufacturing should have another requirement. I will go see what it should be. Thanks for reporting.

@Dancing Hoskuld

1. Pirate Cove requires Piracy AND Astronomy AND Naval Cannons. Plus a Coastal city. What stats do the pirates units have?

2. You mean getting rid of Gems all together? And just have like jade, Diamonds, etc on the map and then "Gemstones" which is a building produce resource.

Or do you want "Gems" to take the spot of "Gemstones" and then get rid of "Gemstones"? Thus making Gems much like how Aluminum is no longer a map resource but is a produced resource and has Bauxite Ore on the map instead of Aluminum?
 
Posting here at Joseph's suggestion.

I just formatted and reinstalled civ 4, and then tried c2c. Liking it a lot. but here's the bug.

I am now unable to save my custom domestic advisor windows, both with version 19 and with version 20 of the mod. Before I used RoM vanilla 2.9.2 and it worked fine, but I do not remember doing anything to the "main game", so to speak, so I am posting here hoping to get some advice.

Under BUG mod options, advisors screen, I have domestic advisor -> customizable checked, large large both, and also zoom to city details checked.

Now, let's say I create a new page, rename it, populate it with the colums I want, and then save it. The next time I reload the game, it will have disappeared.

Now another small thing that MIGHT help. If I exit to main screen and then reload the game, then the custom views do stay. But once I exit the game entirely and then reload, they do not.

Basically, it's as if the game does add the custom views to the files loaded into memory, but does not save them to the hard drive. Once I exit the game, the files are unloaded from memory, and obviously the custom views for the domestic dvisor screen are lost.

Bumping this as I'd also like to be able to save my F1 custom setups.

Cheers
 
I suppose that it is not error but ask here anyway

stone thrower\slinger\archer and others, have "ranged attack" as stated in their description but they dont have ranged attack icon -only standard attack.
First unit with ranged attack icon that i found is battering ram ...

Do they have ranged attack or not?
it is bug or is it supposed to be so?
 
@Vokarya

1. I will fix Tlaloc's Altar. My mistake.
2. Lunar Manufacturing should have another requirement. I will go see what it should be. Thanks for reporting.

@Dancing Hoskuld

1. Pirate Cove requires Piracy AND Astronomy AND Naval Cannons. Plus a Coastal city. What stats do the pirates units have?

2. You mean getting rid of Gems all together? And just have like jade, Diamonds, etc on the map and then "Gemstones" which is a building produce resource.

Or do you want "Gems" to take the spot of "Gemstones" and then get rid of "Gemstones"? Thus making Gems much like how Aluminum is no longer a map resource but is a produced resource and has Bauxite Ore on the map instead of Aluminum?

1. CIVIC_MERCANTILISM or CIVIC_NATIONALIST or CIVIC_FEUDAL or CIVIC_HEREDITARY_RULE or CIVIC_DESPOTISM

2. Or

Edit You will also need to move the Snow Castle and Sydney Opera house as tey are not in the core files.
 
1. CIVIC_MERCANTILISM or CIVIC_NATIONALIST or CIVIC_FEUDAL or CIVIC_HEREDITARY_RULE or CIVIC_DESPOTISM

2. Or

Edit You will also need to move the Snow Castle and Sydney Opera house as tey are not in the core files.

1. Ok I will add that.

2. I don't know about the Snow Castle but the Sydney Opera house was added by me in my Wonder mod. Note it was based on another mod along with Big Ben and some other wonders. However they were so messed up in the other mod I had to basically redo them all myself.
 
1. Ok I will add that.

2. I don't know about the Snow Castle but the Sydney Opera house was added by me in my Wonder mod. Note it was based on another mod along with Big Ben and some other wonders. However they were so messed up in the other mod I had to basically redo them all myself.

I was going to include Tsentom1's Sydney opera house but it requires a civic we don't/didn't have. ;)

I hunt out the snow castle it probably has some weird name.
 
I was going to include Tsentom1's Sydney opera house but it requires a civic we don't/didn't have. ;)

I hunt out the snow castle it probably has some weird name.

Well the ones I already converted are ...

- Big Ben
- Bird's Nest Stadium
- CN Tower
- Fort Knox
- Gateway Arch
- Sydney Opera House

Note I did these back in August. Sadly I don't recall which mod it was from. :(

EDIT: I think it was the Travel Through Time Mod.
 
Well, the game is running now.
Current SVN is on a 25 turn AI mission and they still do fine.

I tried Koshling's suggestions.
V20 dll with current assets does not even loed the save.
Current dll with v20 assets loads the game but crashes as before, creating no minidump; so no files to provide.
The game still randomly ctD, in most cases after two turns, sometimes after one turn; time frame between crashes range from 10 minutes to 17 minutes.

As the game runs fine in autoplay i assume the bug to be in the interface since in autoplay it's never used.
 
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