v23 Bugs and Crashes

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It's a building, someone just made it so it can't be destroyed via demolish building. Also, I'm not sure, but since it says "Exists above 1", I think it might reappear if you did destroy it.
 
Are my Asatru and Druidic religious buildings supposed to have blank, pink icons?

EDIT: In my case, putting the buildings at the beginning of a construction queue causes a CTD.
 
Are my Asatru and Druidic religious buildings supposed to have blank, pink icons?

EDIT: In my case, putting the buildings at the beginning of a construction queue causes a CTD.

Having blank/pink buttons for anything will cause a CTD when it reaches the head of the city build queue. I will check my copy but last I tried both were fine.

Edit It appears that there was a copy of the XML for the Asatru and Druid religion art defines for buildings and they are pointing to the wrong place. Both can be deleted.

Assets/Modules/DancingHoskuld/Custom_Religions/Asatru/Asatru_CIV4ArtDefines_Building - Copy.xml
Assets/Modules/DancingHoskuld/Custom_Religions/Druid/Druid_CIV4ArtDefines_Building - Copy.xml
 
@DH: I just updated and ran the savegame posted earlier for a bug check on DP and I had to edit the current Buildingclassinfos file in the main xml due to missing the SPECIALBUILDING_MONASTERY_II. Game wouldn't load until I fixed that based on older files.

@ls612: I have XML errors coming up saying we're missing UNITCOMBAT_COMBAT_WORKER. I suspect this will cause a big problem on a savegame that has affected workers.


I checked the Divine Prophets issue reported earlier and it is working correctly. The problem is misunderstanding that Prophets can spread already founded religions (doesn't found them again though) so you need to check to the religious adviser screen to make sure you're not just spreading a founded religion if you want to found one. Only the religions you had the tech for were available options. I do want to (perhaps my next immediate project) make it so that if a religion is unfounded, it gives you a different button for that religion that indicates it isn't yet founded. I haven't yet found the portion of code where I can tell it to check this condition and give a different button call but I'm getting better at this so I think I can soon work it out.
 
Having blank/pink buttons for anything will cause a CTD when it reaches the head of the city build queue. I will check my copy but last I tried both were fine.

Edit It appears that there was a copy of the XML for the Asatru and Druid religion art defines for buildings and they are pointing to the wrong place. Both can be deleted.

Assets/Modules/DancingHoskuld/Custom_Religions/Asatru/Asatru_CIV4ArtDefines_Building - Copy.xml
Assets/Modules/DancingHoskuld/Custom_Religions/Druid/Druid_CIV4ArtDefines_Building - Copy.xml

I did as you instructed, but the building icons are still pink.

I have noticed, however, that the Asatru and Druidic files both contain two .7z files each, entitled Building Graphics and No Building Graphics, and that they are the only two religion files to have these. Could this have something to do with my problem?

Also, quick question: I took a look at the XML files, but could't retrace the directories written in them. Where are the .dds files stored?
 
I did as you instructed, but the building icons are still pink.

I have noticed, however, that the Asatru and Druidic files both contain two .7z files each, entitled Building Graphics and No Building Graphics, and that they are the only two religion files to have these. Could this have something to do with my problem?

Also, quick question: I took a look at the XML files, but could't retrace the directories written in them. Where are the .dds files stored?

The 7z files are there in case someone wants to have building graphics appearing in the cities. I have not described how to do that anywhere.

They are stored in Assets/DancingH_0.FPK you need PakBuild to extract from there.
 
First a question:
- Is it normal that i got first the tech that gives the "3rd city tile radius workable" in ALL the cities exept my capital and at a later point i got the option in my capital? i cant remember the exact names but some1 can help me here...if it is intended then i think that its a huge mistake, if it wasnt intended then this is a bug report more than a question :p


Now to the found bugs:
Here the savegame: http://cdn.anonfiles.com/1338284373595.rar
- as you can see in my save Rome cant use the "3rd city tile radius workable" thing...im not exactly sure how i manage to do that but i think the problem started when i researched the techs in the wrong order as described before then i moved my palace to another city with space for another national wonder (babylon, my first capital was full of national wonders) (also as a side note, i think im not the only one going to have this problem, isnt it easier to make the "capital administration" a normal building maybe with only the limitation of "requires palace"? anyway this general situation needs to be investigated and debated)
- Arabian city name "uMgungunglovu" (something like that) is that correct or some kind of typo?
- Portuguese city "Portalegre" should be "Porto Alegre"
- Inuit city "TXT_CITY_NAME_SOMETHING" should be corrected i guess
- Tech named "Mosiac Working" should be "Mosaic Working" (also this one feels near to useless why not to add the 6k tech points to paved roads and move on?)



COMPLETELLY OFFTOPIC:
Can any1 point me some CURRENT thread with ways to lessen MAFs on win7-64? (most threads are either old (pre 3.19) or for other versions
AND: can some1 point me on an idiot proof guide on how to use and set up guilds? because either i dont understand the mechanic or the whole system is bugged, i get the tech but cant build the buildings or the units, neither on cities or with GPs (meeting the techs and resource on the city reqs, ofc)
 
The 7z files are there in case someone wants to have building graphics appearing in the cities. I have not described how to do that anywhere.

They are stored in Assets/DancingH_0.FPK you need PakBuild to extract from there.

I've extracted the FPK file, and all the buttons are in there and openable.

Say, should I have an Empty.nif in my folder?


EDIT: Something is not working with my Asatru and Druidic CIV4Artdefines_Buildings.xml in themselves. I've tried changing the directories for the buttons in the Asatru and Andean xml, to see if the .dds files were corrupt. End result: the Asatru building couldn't display the Andean button I put, while the Andean building could display the Asatru one.

EDIT2: Solved it! In addition to the "Copy" files mentioned earlier, there where also two other files, AsatruNBG_CIV4ArtDefines_Building.xml and DruidNBG_CIV4ArtDefines_Building.xml, which were also overwriting the correct art directory.
 
I understand that, but what i mean is, is this a building and if so, in the demolish buildings, why isn't it available to do so then?:crazyeye:

Because it's not 'really' a building. It's a penalty from your crime level that is modelled as a pseudo-building because we have no other mechanism (at least currently) to use. Think of it like the goods 'buildings' that we used to have.
 
I've extracted the FPK file, and all the buttons are in there and openable.

Say, should I have an Empty.nif in my folder?


EDIT: Something is not working with my Asatru and Druidic CIV4Artdefines_Buildings.xml in themselves. I've tried changing the directories for the buttons in the Asatru and Andean xml, to see if the .dds files were corrupt. End result: the Asatru building couldn't display the Andean button I put, while the Andean building could display the Asatru one.

EDIT2: Solved it! In addition to the "Copy" files mentioned earlier, there where also two other files, AsatruNBG_CIV4ArtDefines_Building.xml and DruidNBG_CIV4ArtDefines_Building.xml, which were also overwriting the correct art directory.

Thanks. I'll fix it in the SVN.
 
Hello, I have a large map I believe, (a mistake I won't make again) and my game just randomly CTD's without any warning or message! I think this is something with memory capacity, but I'm not sure. Any tips for decreasing these crashes? I currently turned off audio and set graphics at low, so I'm kinda desperate...

What is your RAM and save game file size. I have a 4 GB RAM machine, use all low graphics settings and started getting MAF when the save file gets >1.8 MB.
 
What is your RAM and save game file size. I have a 4 GB RAM machine, use all low graphics settings and started getting MAF when the save file gets >1.8 MB.

Also it should have created a minidump.dmp file when it crashed. This will be in the directory that contains your bts executable, which is likely a few levels up from whe you installed the mod. If you can post that, plus details of what version you were running (and ideally a save game which reproduces the cash, at least for you) we might be able to pin down the exact cause.
 
First a question:
- Is it normal that i got first the tech that gives the "3rd city tile radius workable" in ALL the cities exept my capital and at a later point i got the option in my capital? i cant remember the exact names but some1 can help me here...if it is intended then i think that its a huge mistake, if it wasnt intended then this is a bug report more than a question :p

More info on this part:
The buildings that enable the 3rd tile radius on cities are called "Capital Administration" (reqs "Representative Democracy") and "Metropolitan Administration" (reqs "Social Contract") and i think that the problem is that i built the Metropolitan Administration on my Rome then transfered the palace a few turns later, Rome already had the 3rd tire radius active because it had the metropolitan one and i wanted the extra bonuses from capital one so i built that one and maybe...maybe, im not sure but maybe both act as a switch just changing the actual status of the option, so the timeline is like this:
- no 3rd tile
- i get "Social Contract"
- i build "Metropolitan Administration" on most of my big cities including Rome (activating the 3rd tile" on rome but not on my capital yet")
- i get "Representative Democracy" and noted that i cant have a "Capital Administration" on my palace city because it already have 7 National Wonders (im a very wonderfull guy, pun intended)
- i move the palace to Rome and build the "Capital Administration" there but (im guessing here) as the 3rd tile radius was already active it deactivated it
- i moved back the palace trying to fix the problem but no luck as the "Capital Administration" was not deleted or deactivated
- i found that i basically screwed rome because i cant delete the "Capital Administration" (because you cant delete National Wonders) nor build a "Metropolitan Administration" (because the capital one overrides it)

So...suggestion for solutions?
- some complex control of the capital adm and the palace on the same city, i think this one is daydreaming
- make the capital administration a normal building so you can solve the problem yourself just deleting the building, kinda an anoying workaround
- some kind of check on both buildings to see the status of the option and not just a "change the value" order
- make the 3rd tile radius option linked to a tech instead of two buildings (if this one can be done is the most elegant and less anoying of the solutions IMO) OR link it to only ONE building and the extras from the capital administration can be on a separate national wonder that can be built on top of the metro one (and maybe in fact requiring the metro and palace buildings? but doing this you are just screwed with a capital administration stuck on a city, sometimes some of us move our capitals around for several reasons, i can think at least 3: distance to capital maintenance, resources, protection(moving it away from the coast as example))



Everything here is assuming this can be repeated and if its actually not intended etc...can any1 open my save? have the same problem on the save? i can try to repeat the problem myself but maybe is just easier if some modder can confirm the problem...or the limitation intention...
 
More info on this part:
The buildings that enable the 3rd tile radius on cities are called "Capital Administration" (reqs "Representative Democracy") and "Metropolitan Administration" (reqs "Social Contract") and i think that the problem is that i built the Metropolitan Administration on my Rome then transfered the palace a few turns later, Rome already had the 3rd tire radius active because it had the metropolitan one and i wanted the extra bonuses from capital one so i built that one and maybe...maybe, im not sure but maybe both act as a switch just changing the actual status of the option, so the timeline is like this:
- no 3rd tile
- i get "Social Contract"
- i build "Metropolitan Administration" on most of my big cities including Rome (activating the 3rd tile" on rome but not on my capital yet")
- i get "Representative Democracy" and noted that i cant have a "Capital Administration" on my palace city because it already have 7 National Wonders (im a very wonderfull guy, pun intended)
- i move the palace to Rome and build the "Capital Administration" there but (im guessing here) as the 3rd tile radius was already active it deactivated it
- i moved back the palace trying to fix the problem but no luck as the "Capital Administration" was not deleted or deactivated
- i found that i basically screwed rome because i cant delete the "Capital Administration" (because you cant delete National Wonders) nor build a "Metropolitan Administration" (because the capital one overrides it)

So...suggestion for solutions?
- some complex control of the capital adm and the palace on the same city, i think this one is daydreaming
- make the capital administration a normal building so you can solve the problem yourself just deleting the building, kinda an anoying workaround
- some kind of check on both buildings to see the status of the option and not just a "change the value" order
- make the 3rd tile radius option linked to a tech instead of two buildings (if this one can be done is the most elegant and less anoying of the solutions IMO) OR link it to only ONE building and the extras from the capital administration can be on a separate national wonder that can be built on top of the metro one (and maybe in fact requiring the metro and palace buildings?)



Everything here is assuming this can be repeated and if its actually not intended etc...can any1 open my save? have the same problem on the save? i can try to repeat the problem myself but maybe is just easier if some modder can confirm the problem...or the limitation intention...

I have been complaining about this for awhile. The "Capital Administration" building gives no benefits above the "Metropolitan Administration" building so it either should or it should be removed.

Also if it is kept the requirement of the palace means that it should not be a national wonder.
 
I have been complaining about this for awhile. The "Capital Administration" building gives no benefits above the "Metropolitan Administration" building so it either should or it should be removed.

Also if it is kept the requirement of the palace means that it should not be a national wonder.

Nice, then im not crazy and its a "know" issue...i think they are meant to be different in a way that you get the 3rd tile radius first on your capital and later on the rest of your civ...but if this is the intention then "social contract" should be a req to research "representative democracy"...
And metro gives 4 free specialists, 4 culture and 75% maintenance, capital gives 6 specialists, 6 culture and 100% maintenance, wich it kinda makes sense (maybe exept the maintenance part, its your capital, how much maintenance can it have?) but capital adm should be a building you can build only on the palace city, a normal one (deletable)...on top of the metro one...and giving 2 culture and 2 specialists extra...
 
The latest SVN seems to have broken the game for me. The game just hangs when I end turn.

In addition there are XML errors, all related to the new workers and the armed worker appears to have been removed altogether.
 
The latest SVN seems to have broken the game for me. The game just hangs when I end turn.

In addition there are XML errors, all related to the new workers and the armed worker appears to have been removed altogether.

Yeah i left a post for ls612 already.
 
I'm also getting a 'waiting for other civs' hang. (SVN 2715). I've been getting it on this save for about a week or so. If I load up the autosave at the beginning of the turn it hanged on it will always do it, but if I load up an autosave from 2 or 3 turns prior it seems to avoid whatever the problem was, and then 50 turns later something else triggers it. It seems to have popped up alot more often since a few days ago, that was when I updated the game to apply the religion fix and suddenly 10 religions were founded on the same turn, but it could also be that players are discovering metal casting and adopting despotism and going from 8 or 9 cities each to 18.
 

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keep getting black terrain bug even after reinstalling the mod twice :(
I deleted the custom assets in mydocuments>mygames>
And deleted the cache folder in users>local data>
Also held down shift key while it loaded.. any suggestions?
 
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