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

Hello again everyone,
I have a question again. It is not as fundamental as last time, but more mundane.

I noticed long ago that if you advance in the game to the beginning of the 9th era of Nanotech, then bugs with custom music and soundtracks appear in the game. This isn't the first time I've had this error. I create a separate folder where I put my selection of music tracks for future/space eras, then in the settings I tell Civ4 to play music from the created custom folder. But, starting with Nanotech, the game periodically "loses" paths to these folders and starts playing soundtracks from the Tranhuman folder in a circle. At the same time, the game writes something like this message in the log:
Could not 3D setup sample handled ###
And after that the game "sees" and plays only these tracks: "Hydro", "Paperhouse", "Stars" and 4 more compositions from the mentioned Transhuman folder. There is no way you can force the game to revert to custom music. The only way to do this is to go to the desktop, restart the game and load, first clicking the checkbox in the settings to re-enable custom music. And this can happen every hour, every half hour, that is, completely unpredictable. Usually this bug occurs at the moment of transferring the AI turn. Sometimes this happens when the soundtracks are switched, and at this moment you open the city panel and a error occurs.
This error is not that it interferes with playing, but you must agree: sooner or later you will get tired of listening to the seven standard soundtracks from the Transhuman folder? Therefore, I'm asking here: how can you deal with this sound bug? Can you determine where the root of this glitch is hidden? Maybe this is a flaw in the code and can be cured in the next C2C updates?
 
i thought we got rid of the CTD when changing from active game to main menu??
That's been a problem as long as I can remember and I don't think it's been addressed because it tends to happen in the exe. Minis are also almost impossible to use now with the way we've got the git setup - unless @Toffer90 knows something I don't on that and he probably does ;)
 
That's been a problem as long as I can remember and I don't think it's been addressed because it tends to happen in the exe. Minis are also almost impossible to use now with the way we've got the git setup - unless @Toffer90 knows something I don't on that and he probably does ;)
Players should upload their DLL and saves too. not just mini.
 
Uploaded save file relating to two issues reported on discord 'bugs' channel. Could not upload save in question there due to discord size limit.

"Hello. This seems like a bug. Automated workers in some cases build fort type buildings over a resource which is obviously inside culture of friendly city. Seems like this happens mostly when a raid has destroyed the old improvement. I would guess the bug originates in some kind of check based on the culture, which is seeing the foreign culture produced by the pillage as a sufficient reason to build the fort type improvement."
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and

"Seems like a bug. Observe improvement 1. an AI seed camp, and improvement 2, an AI seasonal camp. Despite the AI having access to farms and lumbermills they build the worst possible improvement? I have noticed the same of my own automated workers. In some cases they will overwrite existing improvements, even in some cases on resources, with seed camps or seasonal camps. No idea on the pattern for this one. Manually disabling the improvements in question helps with your own workers, but the AI is screwed."
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All improvements that are upgrades of earlier improvements can now be pillaged to lower level.
So Farm degrades to Seed Camp and Seed Camp degrades to Seasonal Camp after pillaging them.

So its most likely pillagers - seed camps aren't even buildable past Ancient era.
Seasonal Camps can't be built after Medieval era.

As for first one - its bug, maybe some automation is confused by Barbarian Influence in BUG options.
 
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There are some inconsistencies with Stories as buildings. Most of them can be built by animals OR bards, but not all. I'll note here the ones I've noticed. I assume that all Stories should be buildable by both animals and bards.

Stories - Amphibians: can only be built by Subdued Dart Frog.
---this should have Bard, Entertainer, Celebrity added.

Stories - Fish: can be built by couple of types of fish and penguins, by Celebrity and Entertainer.
Stories - Flightless Birds: same thing - loads of birds plus Celebrity and Entertainer.
Stories - Sea Birds: same thing - loads of birds plus Celebrity and Entertainer.
--these should have Bard added.

Stories - Rodent: can only be built by Celebrity and Entertainer.
Stories - Wolf: can only be built by Celebrity and Entertainer.
--these should have suitable animals and Bard added

It's not a critical issue since you can build them as buildings via the production menu but I often have surplus animals and bards around so it's bit annoying that these six ones can't be completed via units.
 
You have Animal Husbandry that removes the Science beaker, this is working as intended.
You're right, that was the reason.

However, it seems that all (or most) other animal myths are obsolete with Writing but Goats are with Animal Husbandry - should this be uniform across all animal myths?
 
You're right, that was the reason.

However, it seems that all (or most) other animal myths are obsolete with Writing but Goats are with Animal Husbandry - should this be uniform across all animal myths?
lol... uniformity in C2C? You're a dreamer my friend.
 
Tiny bug:

Great Hunter button for building Heritage - Bears will still show up in cities without Animal Trainer (Bears) even if you have already built Heritage - Bears and thus have Effect - Heritage (Bears) in all of your cities.

Not a big issue, just confusing as I was pulling my hair out trying to figure why the button vanishes when I moved the Great Hunter to my capital. Of course, that's where my Animal Trainer (Bears) is located.

lol... uniformity in C2C? You're a dreamer my friend.
One can dream! :cry:
 
after latest SVN, CTD after next turn . . .
Latest SVN only reverts one change, that didn't work out after all.

Also upload User Settings folder, as some bugs may be caused by BUG options.
 
So Lower Sioux civ is broken then.
looks again that way was working all the way up to before latest SVN just fine, i tried default usersettings and didnt matter, CTD/ /


EDIT: went back two autosaves and CTD, went back 3 autosaves and it started working again , have now gone, 30 more turns and no CTD??

just went thru my usersettings and i had them all correct .. .
 

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There are some inconsistencies with Stories as buildings. Most of them can be built by animals OR bards, but not all. I'll note here the ones I've noticed. I assume that all Stories should be buildable by both animals and bards.

Stories - Amphibians: can only be built by Subdued Dart Frog.
---this should have Bard, Entertainer, Celebrity added.

Stories - Fish: can be built by couple of types of fish and penguins, by Celebrity and Entertainer.
Stories - Flightless Birds: same thing - loads of birds plus Celebrity and Entertainer.
Stories - Sea Birds: same thing - loads of birds plus Celebrity and Entertainer.
--these should have Bard added.

Stories - Rodent: can only be built by Celebrity and Entertainer.
Stories - Wolf: can only be built by Celebrity and Entertainer.
--these should have suitable animals and Bard added

It's not a critical issue since you can build them as buildings via the production menu but I often have surplus animals and bards around so it's bit annoying that these six ones can't be completed via units.
Now all storys and stories can be built by Bard, Entertainer and Celebrity.

Changes will be pushed to Github soon.

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Following myths have no free X (myth effect) equivalent:
Camel, Dragon, Goat, Mermaid, Old man of the Forest, Phoenix, Unicorn.
Buildable without Free building: Fish, Coral Reef, Landform, Oasis, Reef, Stone from the Sky, Volcano.

All Stories types are fine.
 
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Following myths have no free X (myth effect) equivalent:
Camel, Dragon, Goat, Mermaid, Old man of the Forest, Phoenix, Unicorn.
I think it's on purpose at least for the "fantasy" myths (dragon, mermaid, phoenix, unicorn).
 
I think it's on purpose at least for the "fantasy" myths (dragon, mermaid, phoenix, unicorn).
I guess there is no clear distinction between truly local myths, and myths, that weren't fully fleshed out.
I think only fish had local variant.
 
Found what I consider a bug or Modder error. At the Tech Astrolabe you get both Fluyt and Galleon. Fluyt should be on Compass tech (or evn earlier sea tech). The Fluyt is 1st sea going transport that can cross oceans. Always has been in C2C. To place both Fluyt and Galleon on same Tech makes Fluyt a redundant and useless sea vessel.

@raxo2222 ,
Iirc you are the one that moved these around. And even if you did not, I'm asking you to fix this.

Thanks
 
Found what I consider a bug or Modder error. At the Tech Astrolabe you get both Fluyt and Galleon. Fluyt should be on Compass tech (or evn earlier sea tech). The Fluyt is 1st sea going transport that can cross oceans. Always has been in C2C. To place both Fluyt and Galleon on same Tech makes Fluyt a redundant and useless sea vessel.

@raxo2222 ,
Iirc you are the one that moved these around. And even if you did not, I'm asking you to fix this.

Thanks
Could be Kation moving those around.
@Thunderbrd is revising all units.

While both require Astrolabe, they also have secondary tech requirement - Gunpowder for Fluyt and Naval Cannon for Galleon.
Naval Cannon is some distance away from Astrolabe.

Spoiler :

Civ4BeyondSword 2021-03-13 16-43-04-41.png
Civ4BeyondSword 2021-03-13 16-43-11-47.png



I guess secondary tech requirements can be confusing.
 
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