v22 bugs and crashes

I have updated SVN still getting the XML errors at the start with the custom game option. I think I am getting the SVN into play correctly because I can start a non-custom game fine. Is there a game option known to cause this problem that I am unaware of?
 
I have updated SVN still getting the XML errors at the start with the custom game option. I think I am getting the SVN into play correctly because I can start a non-custom game fine. Is there a game option known to cause this problem that I am unaware of?

Post a picture of the XML errors. It could be anything otherwise. maybe you forgot to copy a file from the SVN to your play copy or maybe a file was not deleted which should have been.

I play custom games with the latest SVN. I started a game yesterday and did not have any errors. I start a new one with the latest and see if I do now.

@StrategyOnly

Missing city names, see screen shots.
 
Here is a screenshot of one of the dozens of errors I was getting at the start.
 

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C++/ Python personal:

Before i release another update, i need that Great General deleted situation corrected in "python/C++," when people have Revolutions On.

Plus i just got this python error?? Is that because of one of the NEW civs i have added not in the CulturalInterface.py???

Traceback (most recent call last):

File "CvCultureLinkInterface", line 273, in assignCulturallyLinkedStarts

File "CvCultureLinkInterface", line 288, in __init__

File "CvCultureLinkInterface", line 306, in __initRWCoordinatesList

KeyError: 0
ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface
 
C++/ Python personal:

Before i release another update, i need that Great General deleted situation corrected in "python/C++," when people have Revolutions On.

Plus i just got this python error?? Is that because of one of the NEW civs i have added not in the CulturalInterface.py???

Traceback (most recent call last):

File "CvCultureLinkInterface", line 273, in assignCulturallyLinkedStarts

File "CvCultureLinkInterface", line 288, in __init__

File "CvCultureLinkInterface", line 306, in __initRWCoordinatesList

KeyError: 0
ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface

Looks like it. There should be an error in the PythonErr2.log with the same message listing the civ that is causing the problem.
 
Hmm... still no luck. I updated SVN, right clicked and dragged to empty folder on dektop (tried both export options). Then moved to the BTS Mod folder. Did notice the green check is not present next to the mod while in the Mod folder, it used to be when it worked fine in the past. May have to resort to spending the 8-10 hours of comp time to re-install from the trunk.
 
I don't think save formats are currently compatible across additions of new properties (haven't checked, AIAndy might know for sure). What is PROPERTY_FRUIT?
It is one of the properties from the nomad demo so I guess SO had a game running with the nomad demo on, saved it and then loaded it with the nomad demo off.

Addition of properties should be no problem at all and I have added the remapping part but I think I need to change the code a bit for the removal of properties. Probably need to use the ALLOW_MISSING variant of the wrapper reading.
 
AIAndy:

Here is the savedgame you request:

It is with SVN 2388

You will more than likely have to go 3 or more turns to get it to do it, since Rev does not occur when you have a saved game in progress. Its the city in the North East far right.
 
AIAndy:

Here is the savedgame you request:

It is with SVN 2388

You will more than likely have to go 3 or more turns to get it to do it, since Rev does not occur when you have a saved game in progress. Its the city in the North East far right.
No revolution happened within several turns. When a revolution happened after you click next turn then it should happen again if you saved at that point.
 
No revolution happened within several turns. When a revolution happened after you click next turn then it should happen again if you saved at that point.

But it doesnt, thats why i put that Tip in the Tip & Tricks, how to get around that, by going back to the previous savedgame, then it wont happen sometimes up till about 5 or so turns later, then it does it again, then you go back to the previous savedgame, and NO revolutions again, you can keep doing that over and over again.
 
But it doesnt, thats why i put that Tip in the Tip & Tricks, how to get around that, by going back to the previous savedgame, then it wont happen sometimes up till about 5 or so turns later, then it does it again, then you go back to the previous savedgame, and NO revolutions again, you can keep doing that over and over again.
Only if you do something different in a different order.
Civ4 is fully deterministic starting from a seed. If you do the same, you get the same result. Otherwise multiplayer would not work at all.
One different action that uses some random number is enough to change it though.
At the end of the turn you don't use another action so if you save there and just press next turn it should stay the same until the start of next turn (unless you checked the option that calculates a new random seed on reloading of course).
 
Got a pink "something: in the water??

AIAndy, just do a 10 turn no units moving try once and see if it happens, if not no biggy, i will deal with it.


btw, When it a normal Barbarian City supposed to start popping up in a game? I am over 650 turns on snail and nothing yet?

I think we might have to go with Hydro's suggestion for cost for techs, since, i only heard from Koshling on the PM's i sent?
 
Did someone move the units into the wrong areas, by any chance, see attached?

Also 2nd attachment is why it is set up wrong??

The reason hunters are coming to early is because they come with Hunting which is now a very early tech coming just after Cooking. I think we need to move it.

Got a pink "something: in the water??

mea culpa, I tested them all in teh pedia but forgot to test them on the map. I will check them all out.

btw, When it a normal Barbarian City supposed to start popping up in a game? I am over 650 turns on snail and nothing yet?

I usually get barbarian cities appearing when someone has studied Tribalism give or take. Although that may have changed with the new tech tree.
 
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