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

After applying the latest SVN, the Unit Production Tab shows an anomaly: There is an empty space now where the first unit to produce would be located, it even has a tooltip description of sorts. The other production tabs, Building and Wonder, are normal.
i can confirm the empty space )see pic1_, also have a REPEATABLE CTD (next turn) after newest SVN . . mini and autosave in ZIP
Now its fixed.

Update SVN

If it still crashes, upload your user settings.
 
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there is something wrong with mass producing the entertainers, if u do that in a city, the game unit cant move, until u click on click turn, auto, or just use the windows to lower the game then go back to the game ..
Upload your save and user settings folder
 
bandit can capture whereas the Highwaymen cant??
Probably an unintentional XML tweak. I'll look for that when doing the review. Both are mounted ruffians so should be both able to capture. I'm not sure which tag is causing that effect to change but it will probably stand out.
 
After "Elixirs and Tonics" my surgeon can't promote to Disease Control V

Surgeon promotion.jpg
 
Assets\XML\Units\CIV4PromotionInfos.xml line 25102:

Code:
<MinEraType>C2C_ERA_INDUSTRIAL</MinEraType>

Elixirs and Tonics is a Renaissance tech.
 
Assets\XML\Units\CIV4PromotionInfos.xml line 25102:

Code:
<MinEraType>C2C_ERA_INDUSTRIAL</MinEraType>

Elixirs and Tonics is a Renaissance tech.
Strange - it should be an industrial era tech around the wild west era. Was it moved? It was representative of the rise of the snake oil salesman and innovative unique 'medicinal' solutions became quite commonplace to try to invent. Some, like vaseline, actually were quite good if not for what they were intended for originally. That and surgeons require it so... huh.
 
Strange - it should be an industrial era tech around the wild west era. Was it moved? It was representative of the rise of the snake oil salesman and innovative unique 'medicinal' solutions became quite commonplace to try to invent. Some, like vaseline, actually were quite good if not for what they were intended for originally. That and surgeons require it so... huh.
I think it ALWAYS was renaissance tech ;)
Maybe there's typo in MinEraType tags
Industrial era has Medicine tech.

I think Kation was reworking that part of tech tree and moved stuff around two years ago.
I'll change those tags to match era, that contains tech requirement.

I found couple of serious errors.
Three in total, two effectively pushed them era later, and one was era before tech was unlocked.

By the way it seems like there could be like 2x more buildups - for later techs too.
Those could follow promotions, like Disease Control and others.

Those promotions also could be extended to later techs.
 
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I think it ALWAYS was renaissance tech
Ah... actually you're right it is - and that's really strange to see that most of the western stuff actually is. I would think that would be industrial era but there's a stage between the two that feels like a very different thing to renaissance and industrial to me.
By the way it seems like there could be like 2x more buildups - for later techs too.
Buildups have to stop at 5 of them as a general 'rule' to make them more akin to the fortify limitation of 5 rnds to maximum benefit.
I found couple of serious errors.
Three in total, two effectively pushed them era later, and one was era before tech was unlocked.
Well... is the 5th Disease Control actually supposed to be unlocked at Elixirs and Tonics?
 
Buildups have to stop at 5 of them as a general 'rule' to make them more akin to the fortify limitation of 5 rnds to maximum benefit.

Well... is the 5th Disease Control actually supposed to be unlocked at Elixirs and Tonics?
So 5 buildup levels means full buildup power by midgame then.
Midgame, that is we doin' science seriously, but we don't colonize space yet (Renaissance - Information).

Last one is unlocked at Medicine in later part of Industrial era.
 
So 5 buildup levels means full buildup power by midgame then.
Midgame, that is we doin' science seriously, but we don't colonize space yet (Renaissance - Information).

Last one is unlocked at Medicine in later part of Industrial era.
Ok, but he isn't talking about buildups here and I can't reference the original charting on this so I was asking if the 5th standard disease controlling promo is supposed to be unlocked at Elixirs or later.
 
Ok, but he isn't talking about buildups here and I can't reference the original charting on this so I was asking if the 5th standard disease controlling promo is supposed to be unlocked at Elixirs or later.
Yes, that was Disease Control V.
 
Yes, that was Disease Control V.
curious why it would say it should be unlocked at Elixirs and then not be... hmm
 
minidump in zip, what happened is about the tenth time this has happened> When u lose ur civ taken over by barbs, it goes thru the losing info, then it CTD's. everytime . .
 

Attachments

minidump in zip, what happened is about the tenth time this has happened> When u lose ur civ taken over by barbs, it goes thru the losing info, then it CTD's. everytime . .
Yeah always has crashed at that point. Hard to pin down.
 
curious why it would say it should be unlocked at Elixirs and then not be... hmm
Disease Control V IS unlocked at Elixirs and Tonics (Renaissance tech).

And yeah I fixed era requirement of this promotion itself - min era of it was Industrial not Renaissance.
I thought only buildups had MinEra requirements lol.

@Santa Klaus needs to update his SVN.
 
And yeah I fixed era requirement of this promotion itself - min era of it was Industrial not Renaissance.
Ah... strange. OK. Thanks!
 
I should be able to construct Mining Inc HQ, I meet all the requirements: Railroad, Corporation, Iron Ore, Officium, I have a Great Engineer and Bugs Option to turn off Corp Auto Funding is checked. Now, when mousing over the "Corporation Requirement" icon in the Pedia, it lists all the Corporations that can be constructed in general, except for Mining Inc...
attached picture

Mining Inc.jpg
 
I should be able to construct Mining Inc HQ, I meet all the requirements: Railroad, Corporation, Iron Ore, Officium, I have a Great Engineer and Bugs Option to turn off Corp Auto Funding is checked. Now, when mousing over the "Corporation Requirement" icon in the Pedia, it lists all the Corporations that can be constructed in general, except for Mining Inc...
attached picture

View attachment 588172
Your city has less than 13 population, or you switched to civics, that blocks corporations.
 
Your city has less than 13 population, or you switched to civics, that blocks corporations.
city has 29 population
current civics: Government - Democracy, Rule - Federalism, Power - Separation of Power, Military - Voluntary, Religion - Free Church, Society - Egalitarian, Economy - Free Market, Welfare - Subsidized, Currency - Gold Standard, Workforce - Capitalist, Education - Corporate, Language - Interpreter's, Immigration - Open Borders, Agriculture - Private Owned, Garbage - Waste Exportation
I looked thru every civic and couldn't find one that blocked corporations..., help please.
 
city has 29 population
current civics: Government - Democracy, Rule - Federalism, Power - Separation of Power, Military - Voluntary, Religion - Free Church, Society - Egalitarian, Economy - Free Market, Welfare - Subsidized, Currency - Gold Standard, Workforce - Capitalist, Education - Corporate, Language - Interpreter's, Immigration - Open Borders, Agriculture - Private Owned, Garbage - Waste Exportation
I looked thru every civic and couldn't find one that blocked corporations..., help please.
Upload save.

Maybe you are playing with Realistic Corporations then?
 
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