[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

I'm supposed to receive a Great Engineer in New York on the next turn, ...but I get another Great Prophet.
Is it a bug?
It's a 100% chance of a Great Engineer? That's rather unusual. Even a small enough amount to not register a full 1% shift to a likelihood of something else might be enough - and perhaps you ACTUALLY have earned all the points towards a GP there without actually having ANY coloration of those points towards any given type, a which point it's a total random though it might show a type from a default in the way its expressed.
 
It's a 100% chance of a Great Engineer? That's rather unusual. Even a small enough amount to not register a full 1% shift to a likelihood of something else might be enough - and perhaps you ACTUALLY have earned all the points towards a GP there without actually having ANY coloration of those points towards any given type, a which point it's a total random though it might show a type from a default in the way its expressed.
I see. Thanks for explaining.
 
Playing a Pit map as a single civ with Barb World and Barb Civs.
While it's fun to see minor civs popping up (and quite a lot of them), which is both pleasant and weird, I now keep getting the following error (that might be related):
Something about "SpawningGoths" that errors in a "broken line".
Probably the same function that spawns the minor civs in the first place (definitely LOOKS correlated).
Also did spawn a few "Goth (not really) hordes" near my borders, so I'm confused anyways.
Not a big problem, but gets annoying after a 10th time.
Unless (and that IS possible, since Demographics are unreliable) it literally spawned a whole BUNCH of those, and I'm yet to simply FIND them to begin with.
Given how I'm currently barely sailing near South America from an Old World start, this could soon surprise me in a FUNNY way, indeed.
Still an ERROR, thus reported.
But a fun one, lol.
 
Playing a Pit map as a single civ with Barb World and Barb Civs.
While it's fun to see minor civs popping up (and quite a lot of them), which is both pleasant and weird, I now keep getting the following error (that might be related):
Something about "SpawningGoths" that errors in a "broken line".
Probably the same function that spawns the minor civs in the first place (definitely LOOKS correlated).
Also did spawn a few "Goth (not really) hordes" near my borders, so I'm confused anyways.
Not a big problem, but gets annoying after a 10th time.
Unless (and that IS possible, since Demographics are unreliable) it literally spawned a whole BUNCH of those, and I'm yet to simply FIND them to begin with.
Given how I'm currently barely sailing near South America from an Old World start, this could soon surprise me in a FUNNY way, indeed.
Still an ERROR, thus reported.
But a fun one, lol.
Upload save turn before that error
 
I'm not entirely sure it's replicable.
I don't think you have too much of code with "Goths" in it, though, no?
I'll see what I can showcase, though.
No, its something glitching in Python/C++
Just that "Goths" seems to be some custom name of those barbarians.

Enable python logs in vanilla CIV4 ini file (shortcut is in BTS folder)
Then upload error log.
 
No, its something glitching in Python/C++
Just that "Goths" seems to be some custom name of those barbarians.

Enable python logs in vanilla CIV4 ini file (shortcut is in BTS folder)
Then upload error log.
Never mind, I'll wait until I unveil the entire map and see whether there are any Goths there, lol.
I know you could WB it, but I prefer it this way.
I just thought that you might recognize the problem yourself, but if not - well, whatever, for now.
We'll see about it later, lol.
 
Never mind, I'll wait until I unveil the entire map and see whether there are any Goths there, lol.
I know you could WB it, but I prefer it this way.
I just thought that you might recognize the problem yourself, but if not - well, whatever, for now.
We'll see about it later, lol.
Upload save, since you managed to get this error.
Or autosave before it happened - something wonky is in barbarian options.

If you are using SVN, then update it.
 
Typo from me. I fix.
Thanks for the report Somebody.
You see?
No need to bother with saves, lol.
If someone knows their code, then they know it.
:borg::borg::borg:

(I'm updating SVN at least daily, so I'll see when it appears. Thanks again.)
 
Well, I agree. Of course, a slight naming adjustment could make it sound more like its intended to be that.

So I'm wondering if there are those who would see it otherwise and what the arguments would be.

It only effects the city it is built in, therefore it is not a national wonder. Also it has been that way from the start, a very long time - until the last few months. Someone just added the tag to make it a national wonder, that was not there before.

Is there only one scientific academy in the USA?

You could change it, so that each Academy needs say 4 Universities. If you want to restrict its growth.

But remember, you need a great Scientist to build one. So it not so easy to get.
 
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Updated my SVN game. Thanks.
Though, what was the bug doing wrong, huh?
It was literally a typo
Something like 2+2=5.
Or trying to fly with car.
Or trying to buy beer called "dfgdgdgdgfhrt"

Essentially code was extremely confused, as thing was pointing to oblivion.
 
If a unit can't get defensive modifiers and a promotion gives terrain defense modifiers, the code has always (when working properly) kept those units from being able to get access to such promos unless given for free for some reason and we've found the 'given for free' bit is not working as an exception right now. This also brought this issue to the forefront because defensive terrain/feature mods have been included on the promos that give the ability to ignore terrain damages and that's a bit of a design flaw OR we have to change the coding rule to allow the unit to GET those promos, despite not being able to make use of the defensive modifiers on them.

Out of sheer curiosity, is this being worked on? Or is it in a holding pattern?

Thanks!
 
It was literally a typo
Something like 2+2=5.
Or trying to fly with car.
Or trying to buy beer called "dfgdgdgdgfhrt"

Essentially code was extremely confused, as thing was pointing to oblivion.
Yeah, but my question is because it kinda coincided with the spawning of lots of new Barb-Minor civs, AND with a few "Barb Hordes appear on your border" events.
So it SEEMED related to either of those, which made me curious.
 
Repeatable CTD. 11293 SVN from yesterday. Just click red end of turn button.

EDIT: Updating to today's SVN 11294. Will see if this fixes the problem.
EDIT2: Nope still CTD's to desktop even with a Re-Calc. Clicking EoT red button still gives CTD.
 

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Repeatable CTD. 11293 SVN from yesterday. Just click red end of turn button.

EDIT: Updating to today's SVN 11294. Will see if this fixes the problem.
EDIT2: Nope still CTD's to desktop even with a Re-Calc. Clicking EoT red button still gives CTD.
It didn't crash for me on Github - its updated to latest version, I use Assert DLL.
I let it recalculate variables.
I'll try Release branch with Final Release DLL - this would be identical to SVN.

EDIT: Still no crash...
 
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It didn't crash for me on Github - its updated to latest version, I use Assert DLL.
I let it recalculate variables.
I'll try Release branch with Final Release DLL - this would be identical to SVN.

EDIT: Still no crash...

I went back to an earlier autosave save point and started it. Then I did a re-calc. and was able to play several turns and save with no problem. So just now I decided to load the save that CTD'd. Once it loaded I did the Re-Calc from the Re-Cclac screen that popped up (did not pop up when I posted originally, so I had to do the ctrl/shift/t for re-calc. This time it processed the turn and I'm playing the next turn.

The computer I'm on for this game is my back up and is not set up for Github. So I can only do SVN updates on it. My main computer where I use the FinalRelease thru Github is busy on another project. So I'm on this back up to play some current SVN game of C2C.

Sidenote: not sure I like that every tile improvement now has a :gold: cost. Especially early game when 5 or 10 :gold: can be rather crushing to early treasury. And I am Not going to lighten up on the early Civics to help this crunch either. The modder that added these costs to every tile Improvement is seeminglt using hydromancerX's method of multiples of 5 :gold: for improvement costs. For C2C in early Preh era this is too much from what I have found over the years. 1, 2, or 3 :gold: steps are better IMHPO from playing and then modding this mod over the past 11 years. My Modding 2 :commerce:s.
 
Sidenote: not sure I like that every tile improvement now has a :gold: cost. Especially early game when 5 or 10 :gold: can be rather crushing to early treasury. And I am Not going to lighten up on the early Civics to help this crunch either. The modder that added these costs to every tile Improvement is seeminglt using hydromancerX's method of multiples of 5 :gold: for improvement costs. For C2C in early Preh era this is too much from what I have found over the years. 1, 2, or 3 :gold: steps are better IMHPO from playing and then modding this mod over the past 11 years. My Modding 2 :commerce:s.
I think @Blazenclaw was doing those changes.
 
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