v21 bugs and crashes

I may add muddy but if I add jungle you will end up with crocs many tiles from a river.
But that would actually be realistic. As they inhabit any jungle stream not just rivers. And the game doesn't represent streams, waterholes (a type of seasonal oasis), small bodies of water.

JosEPh
 
Hydro has given me some "better" art for the crocodilians so you may be getting a whole new set soon. The main problem will be getting the Australian crocs to be both land and sea based.

Alligators for US and China. Salt water crocs for Australia and SE Asia and African crocs for Africa. The Indian crocs will stay and he has "lost" the South American ones.
 
Is there any python personnel that can ge that DARN Revolutions corrected???:mad::mad:

I know its NOT supposed to throw your units out of the city withOUT even a fight and the worst is it deletes my Great General completely:mad::mad::mad:

Last screenie is especially for Koshling:joke::sarcasm:

That is exactly what is supposed to happen. Your city revolted and threw your troops out! Simple solution - don't let your cities revolt. Be nice to them, build the governor buildings with subdued animals and use story tellers to keep them happy/concert them to your culture.

Deleting the Great general is a bug. The rest is how it should be.
 
Hydro has given me some "better" art for the crocodilians so you may be getting a whole new set soon. The main problem will be getting the Australian crocs to be both land and sea based.

Alligators for US and China. Salt water crocs for Australia and SE Asia and African crocs for Africa. The Indian crocs will stay and he has "lost" the South American ones.

I will find them. I also have some other interesting ones like a Mugger Crocodile (which live in India too). I even have a Fresh Water crocodile or as you Aussies call them "Freshys". However it has a poor texture so I may skip it. Many of the custom made animals just have really badly done texturing so that limits my choices when converting new animals.
 
Deleting the Great general is a bug. The rest is how it should be.

OK thx, i am still not used to Rev On but i STILL am willing to play with it(but i cant build Story Tellers or no animals in site sorry, i guess thats why i really dont like Rev that well, plus it deletes ALL my buildings. Now i know why JosEph doesnt like Rev.
 
OK thx, i am still not used to Rev On but i STILL am willing to play with it(but i cant build Story Tellers or no animals in site sorry, i guess thats why i really dont like Rev that well, plus it deletes ALL my buildings.:mad: Now i know why JosEph doesnt like Rev.


oh on the errors on loading here is one of them, the other is: Tale1/Tales2, thats it.

What's it got to do with Story Tellers?
 
That is exactly what is supposed to happen. Your city revolted and threw your troops out! Simple solution - don't let your cities revolt. Be nice to them, build the governor buildings with subdued animals and use story tellers to keep them happy/concert them to your culture.

Deleting the Great general is a bug. The rest is how it should be.

cant you script a battle the moment the city revolts
 
This one is not reproducing for me either, so same questions to you - latest SVN or vanilla v21? Patched to latest from patch thread? Got a minidump?

SVN, from... two days ago. I'll re-update it now and see if it still occurs.
 
SVN 2046 Civ won't startup any more, splash loading screen never comes up just hangs.

Update: After many attempts it finally started, not sure what was going on.
 
Deleting the Great general is a bug. The rest is how it should be.

Just found out also that the worker(s) and slaves inside the city get deleted also (but not gatherers), is that another bug??
 
Like the Domestic Advisor before, the Revolution Watch needs a file to save its settings and it isn't generated when its missing.
 
Just found out also that the worker(s) and slaves inside the city get deleted also (but not gatherers), is that another bug??
I suspect civil units get killed in the process.
While military units are moved out of the city the remaining civilian units get killed by the revolution units occupying the city.
Maybe worth to report the RevDCM team to include all units to be thrown out of the city.

I had a similar experience a while ago when i let workers unprotected improving an adjacent tile. While building the road on a bison resource a neanderthal spawned and my worker disappeared.
 
I suspect civil units get killed in the process.
While military units are moved out of the city the remaining civilian units get killed by the revolution units occupying the city.
Maybe worth to report the RevDCM team to include all units to be thrown out of the city.

I had a similar experience a while ago when i let workers unprotected improving an adjacent tile. While building the road on a bison resource a neanderthal spawned and my worker disappeared.
From the code I'd say it tries to move all units out of the city. But if that does not work because canMoveInto to the fleeing plot fails, then it captures and kills them.
 
I can't reproduce this. What happens for me is that after selecting builds in about a dizen cities I get the Apostolic Palce vote popup. It has one choice 'None'. When I click it the game continues as expected.

Are you using the latest SVN or vanilla v21? If the latter are you patched to the latest DLL in the patch thread? Do you get a minidump when it crashes?

Okay, I patched to the latest DLL in the patch thread and still get the same crash after the Apostolic Palace vote popup, which, same as before, is mostly blank with only one choice "None." And no, I don't get a minidump -- my C:/Windows/Minidump folder is empty, no blue screen of death.

The only other thing I did was that earlier in the game (I forget how many turns earlier, but it was a while ago), I activated some of the Alternate Timeline Modules that had not been active when I started the game. No idea if that might have somehow affected things many many turns later.

Since you're not getting the crash, then maybe there's some problem with my computer or my installation of the mod. I'll start a new game with the latest DLL and see what happens.

Thanks for checking into this.
 
Okay, I patched to the latest DLL in the patch thread and still get the same crash after the Apostolic Palace vote popup, which, same as before, is mostly blank with only one choice "None." And no, I don't get a minidump -- my C:/Windows/Minidump folder is empty, no blue screen of death.

Civ4 minidumps are where the civ4beyondsword.exe is located.
 
Okay, found it, thanks, here it is. I had to upload it as a rar file, since CFC wouldn't recognize the original file type.

Hope you can unzip it and that it will be helpful.
 
Question for those that know about "STRIKES" Why is it that when a civ goes on strike, it always starts by taking OUT the Rogues and such? They are my best unit, besides the Hunter and Great General.
 
Back
Top Bottom