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v27 and above - Single Player Bug/Crashes report thread

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Was it at one point working properly? At which revision was it correct? I can take another look and see if there were any other adjustments I missed in the last merge that may have been developed at another somehow bypassed juncture.
 
Koshling fixed it recently. It was working in v27 and earlier but I have not been paying attention to the SVN recently and just did an update today.
 
Koshling fixed it recently. It was working in v27 and earlier but I have not been paying attention to the SVN recently and just did an update today.

It was a deliberate change by me since I thoug it was part of what SO was asking for. Maybe I ov interpreted what he described. Anyway, it's easy to change. I'll do it next time I do any modding.
 
In the Foreign Advisor: Info tab, the headings of the columns scroll (unreadably behind the scroll bar) but the civics themselves don't, so you can only see your rival's first half-dozen civics. Not a huge problem, but as this is my first game of C2C I was hoping to get some pointers from the AIs as to which civics to run...
 
In the Foreign Advisor: Info tab, the headings of the columns scroll (unreadably behind the scroll bar) but the civics themselves don't, so you can only see your rival's first half-dozen civics. Not a huge problem, but as this is my first game of C2C I was hoping to get some pointers from the AIs as to which civics to run...

My fault. I fixed it so the headings would be above the correct columns. That caused the scroll bar to appear. It was only designed to move the headings.:crazyeye:
 
After the recent changes in civics in the SVN be sure to check your civics, they might have been reset to something worse (Like back to Anarchy with 70+ cities and city limits on).
 
After the recent changes in civics in the SVN be sure to check your civics, they might have been reset to something worse (Like back to Anarchy with 70+ cities and city limits on).

civ4player8, Are the Civics changes correct? (SVN 4376). The city limit for Democracy is 5 cities (Gigantic map), 3 LESS than Monarchy?

You will have to get to Republic at Representative Democracy (end of Industrial era) until you have no penalty for the number of cities. Or you can go Theology at the beginning of the Reneaissance for a 15 city limit. Maybe you can squeeze out 25 cities with lots of happiness buildings on Theology.

On a Gigantic or larger map this will simulate the modern Balkans or ancient Central Asia; just lots of small and maybe a few medium empires. If you want to re-create the ancient Roman or Moghul or Chinese Empires it's going to be really really tough. You'll have to build EVERY happiness building available. Oh, and have fun with your research from Medieval onwards with around ~20 cities.

I don't feel this change is suitable for games in progress if you have more than 10 cities but others may want the challenge of staying a medium sized empire for a much longer period. For those who want to finish out a current game your choices are to revert this SVN change (4376 and 4377) out of your current game or edit Assets\XML\GameInfo\CIV4CivicInfos.xml and adjust the iCityLimit value. Or you could keep it and watch every original Civ on the map implode into little semi-nations. It WILL be a challenging game!
 
I have just one small problem. After x number of turns my game just crashes to desktop without any error message or warrning. When i load the mod again and try to load my saved game (auto or regular save) it just crashes to desktop again. I tried to load every single auto save and it doesn't help.
Can anyone help.
 
I have just one small problem. After x number of turns my game just crashes to desktop without any error message or warrning. When i load the mod again and try to load my saved game (auto or regular save) it just crashes to desktop again. I tried to load every single auto save and it doesn't help.
Can anyone help.

Please look at post # 1, and reply back thx.
 
We have some problems with the name files for techs. The names for Hot Air Balloon (TXT_KEY_TECH_HOT_AIR_BALLOONS) and Zeppelins (TXT_KEY_TECH_ZEPPELINS) both are in two different files, Assets\XML\Text\Balloon_CIV4GameText.xml and Assets\XML\Text\Prehistoric_CIV4GameText.xml, and the Zeppelin name is defined differently in each:
  • in Balloon_CIV4GameText.xml, the name reads Zeppelins
  • in Prehistoric_CIV4GameText.xml, the name reads Hot Air Balloon
Something seems to have changed the order of uploading the game text files, and I am getting two techs with the Hot Air Balloon name. I think the definition in the Prehistoric file needs to be removed so we don't get this problem.
 
Another bug I noticed - Phak'ak upgrades to Pikeman, which comes along at the exact same time, so you'll never see a Phak'ak. Phak'ak should upgrade to Heavy Pikeman.
 
Hynduism don't generate prophets.

You will need to be a bit more specific. The Shrines are the buildings that generate GProphet points and teh Hindu Shrine does generate GP points.

We have some problems with the name files for techs. The names for Hot Air Balloon (TXT_KEY_TECH_HOT_AIR_BALLOONS) and Zeppelins (TXT_KEY_TECH_ZEPPELINS) both are in two different files, Assets\XML\Text\Balloon_CIV4GameText.xml and Assets\XML\Text\Prehistoric_CIV4GameText.xml, and the Zeppelin name is defined differently in each:
  • in Balloon_CIV4GameText.xml, the name reads Zeppelins
  • in Prehistoric_CIV4GameText.xml, the name reads Hot Air Balloon
Something seems to have changed the order of uploading the game text files, and I am getting two techs with the Hot Air Balloon name. I think the definition in the Prehistoric file needs to be removed so we don't get this problem.

The one in the Prehistoric file is the correct one. I have fixed it since I should have noticed it when I moved the Balloons into the core files.
 
You will need to be a bit more specific. The Shrines are the buildings that generate GProphet points and teh Hindu Shrine does generate GP points.

What i wanna say its the tec Hynduism dont give a priest when reserchead. I use divine prophets, what mean when i research a tech and found a religion i win a extra prophet.
 
I have figured out the problem with the "terraform" improvements "Plant Tree Nursery", "Plant Forest", "Plant Bamboo" etc. They all end up with an improvement on the plot not the terrain feature. I will right a bit of python to replace the improvement with the terrain feature once it is built. That way normal improvements can then be built on the plot.

Edit I just added the extra stuff to ModifiedA4's code. The plant nursery should be upgrading OK but someone reported that it wasn't.
 
ls612

You put the aggressive.dds in the wrong folder, you have it in the units area: (See attached, where it should go, thx)

EDIT: Besides it still comes out PINK.

If it still doesn't work with the path typed correctly (doh), then it is probably an asset issue. I'll look at that tomorrow.
 
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