v20 bugs and crashes

Yes, it's deliberate. It results in more optimal AI road layouts. I can probably turn it off for human player pathing if it bothers people that their own units do it...? (note - it should NOT result in longer opaths in terms of number of turns to execute, jut in more un-natural looking ones, so it's a cosmetic issue)

For me, if its just cosmetic, forget it, IMHO that is. But in this situation units (subdued and workers) are still walking into the barbarians pathway??
 
For me, if its just cosmetic, forget it, IMHO that is. But in this situation units (subdued and workers) are still walking into the barbarians pathway??

If they are doing THAT then it's a bug, but you never responded to my questions several days ago about the save game you posted to show this. I couldn't see it happening anywhere, but it was a large map and you didn't say which units it was happening to so I might have missed it. I still haven't seen a save game that illustrates the reported problem (at least not that I can see when I have run the ones provided so far)
 
If they are doing THAT then it's a bug, but you never responded to my questions several days ago about the save game you posted to show this. I couldn't see it happening anywhere, but it was a large map and you didn't say which units it was happening to so I might have missed it. I still haven't seen a save game that illustrates the reported problem (at least not that I can see when I have run the ones provided so far)

Actually i posted three games, but have since deleted them, that was a week ago already( post 222), and i need space because of all the attachments i have, sorry.
 
Actually i posted three games, but have since deleted them, that was a week ago already, and i need space because of all the attachments i have, sorry.

Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Plaese be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)
 
Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Plaese be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)

Thats no problem, i had 2 pics and the saved game, It was the HUGE one that was the culprit), I believe i called it Jackpot back then. No biggy, there was so many posts after that, so again, i will be more diligent next time, and many many thx.
 
To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
 
To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.

I can change it for humans fairly easily if that's what folks want.

Having said that though, the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
 
To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.

I do that with each and every game i play anyways, even for the last six years of playing.:whew:

the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.

That is true, i NEVER even thought about it before:hmm:
 
I can change it for humans fairly easily if that's what folks want.

Having said that though, the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.

Don't use it in late game, just at the start when you don't know where your next resource is coming from. Besides, roads everywhere is realistic given the size of the plots. Especially in the work radius of the cities.
 
Don't use it in late game, just at the start when you don't know where your next resource is coming from. Besides, roads everywhere is realistic given the size of the plots. Especially in the work radius of the cities.

Cart paths yes, roads maybe, highways probably not, railroads definately not. Also you can't really invoke 'work radius' because it's not to scale. On most late game maps (by modern certainly) pretty much every (land) tile in the world will be in a work radius and have a railroad on it. The reality is that railroads (and to a large extent highways) are trunks that go directly between cities, and don't criss-cross the entire area in a space-filling manner.
 
Yeh, I downloaded your save game, and it's in the queue of things to look at, but it'll be a few days before I reach it I think.

Also: 'The zig zag thing' ?? Can you clarify?

Its when you select a path for a unit to go instead of going in a logical strait line it now zig zags. Esp in the modern era with boats.
 
If you get a message about combat error then there should be more detail in the PythonErr.log (not PythonErr2.log). If you have logging on. Posting that log will help find that particular problem much faster. ;)

As far as I remember moving missiles into subs requires them to be in the same city or fort. This is normal BtS behaviour,

Not sure how to turn logging on. I left that save file so mabye one of you guys can check the logs for that save. Mabye I can leave a save a few turns before the crash instead?

EDIT: I think there is a log on the error. Ill upload it.
 
Ok i think this must be the pyth error log. That goes with my save file previous. Hopefully I got the right one. I dont see any mention of the combat event handler error I got before all this started but here is the log that comes up on the ctd. Seems to originate from something in the warlords assets and its xml? At least thats what this log seems to talk about, Im sure you guys know what it means.
 

Attachments

Ok i think this must be the pyth error log. That goes with my save file previous. Hopefully I got the right one. I dont see any mention of the combat event handler error I got before all this started but here is the log that comes up on the ctd. Seems to originate from something in the warlords assets and its xml? At least thats what this log seems to talk about, Im sure you guys know what it means.

No, it is the PythonErr.log not PythonErr2.log that has the information needed.

In your CivilizationIV.ini file, in My Games/Beyond the Sword folder change the logging line to
Code:
; Enable the logging system
LoggingEnabled = 1
 
No, it is the PythonErr.log not PythonErr2.log that has the information needed.

In your CivilizationIV.ini file, in My Games/Beyond the Sword folder change the logging line to
Code:
; Enable the logging system
LoggingEnabled = 1

ok ill do that now. run the save and see if I can find the right file.

EDIT: I have the log on now. But not getting much on the pyth error log1. And the combat event error doesn't show itself anymore. It just CTD now without warning during the AI moves. There is however an event log of all the things it does before it happens.
 
@Koshling i mean started civ application not "start new game" sorry for misleading post..

playing in galactic era , there some tech till the end))
If building (assasins den) obsolted - why it influence revolt?
in my game almost all "instability" buildings obsolted - but all of them influence revolt - now i fight with high tech robots, tesla infantry and they kicked me...
Unneeded building can be destroyed? (i mean with out world builder)
Maybe using units or in sacrifice of large amount of gold?
 
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