v40.1 patch

Yes, though at the moment I'm not sure quite what actions that means to take now
No actions for us to take if they want to work in their own fork, or they just need to give someone with admin rights on the github project (alberts, you, me, not sure who else) their github user name and we can add them for direct access.
 
Why is it necessary to
modify the game object stats directly from python?
I've never added such python code, but there is a lot of such python code in C2C already.
Not saying it's necessary, just that it would be practical that we try to keep python as an integrated part of C2C.
If there were no python code in C2C there would be far less modders as it is an easy gateway for many who are not too familiar with programming.
Python is in general nice in that it allows very quick code development, the downside is of course that the python code is slow to process, but it allows one to try out experimental stuff without investing too much time and effort into completing it, stuff that one day may be converted to effective C++ code if it turns out to be a good idea for game content.
I'd far prefer to see this actually applied to a particular tech in there somewhere than be random, but I do think there may be a way to program a tag on the event that gets checked to see if it's part of the ledger for the 'rebuild' portion of the recalculation that we could look into.
There is already two techs that reduce movement cost for modern roads the moment they are invented, they are also the reason why the "modern-road-infinite-movement" bug exist as the tech adjustments are added at each recalc without resetting the old value first leading to the eventual negative movement cost for modern roads.

I think having two techs that does this is more than enough, considering there are no other routes in C2C that are affected by techs like the modern roads are.
We should remove the interstate event imo.
 
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No actions for us to take if they want to work in their own fork, or they just need to give someone with admin rights on the github project (alberts, you, me, not sure who else) their github user name and we can add them for direct access.
That last part was the answer I sought and yet working with a fork for a bit I was thinking would be wise.
 
Is the latest Push (and SVN) the 40.1 patch?
 
Personally, I was really glad to find a solution for three "Sound capture device not found" warnings. Which were introduced in SVN v.40, indeed.
This HAD to be coincidence - it is impossible to do that intentionally, as settings related to it are outside of mod.
Maybe your INI file was reset?
 
Is there anything in the current build that we *wouldn't* want in v40.1? I started cherry picking, but it will be easier to just re-branch if there isn't anything we don't want.
 
Looks like everything is good here

Snofru's maps needs to be moved out of that folder, and prefix "A Space Map - " needs to be added to those scenarios - this prefix is to separate space scenarios from rest of scenarios.
 
@billw2015 I did autorun on Tiny/Normal/Noble.
Got CTD while still in Prehistoric.

I have Windows 7.
This crash is repeatable.

I added save from turn earlier - it will crash few turns later.
 

Attachments

No crash on Win 10, I'm trying on my VM now. FYI the crash dump is no use if you built the exe yourself (i.e. if you are on git), it needs the matching .pdb file with it as well from your build.

Ah its the exact same crash as from the other thread that I couldn't repro. I will look into it.
 
Perhaps this can be looked at for the patch too. This is v40 clean install, no SVN used. Started happening after I progressed from Pre-Historic to Ancient. It doesn't pop up every turn, just now and then.
upload_2019-11-12_2-17-43.png
 
There is a setting in the civ4 ini file to enable python exception messages. If you'd like to help some more, knowing what the message says could be good.
 
Perhaps this can be looked at for the patch too. This is v40 clean install, no SVN used. Started happening after I progressed from Pre-Historic to Ancient. It doesn't pop up every turn, just now and then.

Going to need a save please.
 
Should be fixed now in master.
Yup it works - 483th turn now without crashes on Noble/Tiny/Normal (AI autoplay).
Turn time is around 20 seconds (including few seconds for autosaves) per turn.
AIs are reaching Classical era now.

I wonder if bug, that you fixed was only one that caused crashes on widows 7.
 
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Probably not. In this case it was another place where units are removed from a list in a loop and it breaks because iterators become invalid when you modify the collection they point to.
It is very useful that you and others are still using Win 7 as for some reason Win 10 is not showing these errors up, even though they are definitely errors (there was an assert here actually, but nobody plays with asserts..)
 
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