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

It's the improvement destroyed by volcano event

def doVolcanoNeighbouringPlots(pPlot):

szBuffer = TRNSLTR.getText("TXT_KEY_EVENT_CITY_IMPROVEMENT_DESTROYED_NOOWNER", (GC.getImprovementInfo(iImprovement).getTextKey(), ))

CyInterface().addMessage(iPlayer, False, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_BOMBARDED", InterfaceMessageTypes.MESSAGE_TYPE_INFO, GC.getImprovementInfo(iImprovement).getButton(), GC.getInfoTypeForString("COLOR_RED"), plot.getX(), plot.getY(), True, True)
 
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It's the improvement destroyed by volcano event

def doVolcanoNeighbouringPlots(pPlot):

CyInterface().addMessage(iPlayer, False, GC.getEVENT_MESSAGE_TIME(), szBuffer, "AS2D_BOMBARDED", InterfaceMessageTypes.MESSAGE_TYPE_INFO, GC.getImprovementInfo(iImprovement).getButton(), GC.getInfoTypeForString("COLOR_RED"), plot.getX(), plot.getY(), True, True)
So it seems like GC.getImprovementInfo(iImprovement).getButton() is buggy then, as inside of it there should be improvement icon.
 
After researching Vertical Flight, my Police APC can promote to Policing VII, my Police Car can not.
Oh right there's a limiting factor on those that keep units from being able to promote to LE and Disease Control promotions that are tech unlocked in an era past where the unit is accessed. That doesn't sit right here in this case to me either but there's overall good reason for this we found a while back. Currently this is a feature rather than a bug... might have to find a way to correct it in this case though.
 
I don't know, everything seems to be in order...
Its caused by civilization, that finished tech tree.

On other hand it could be glitch in matrix caused by collective of conspiracy theorists.
They are a hivemind with no individuality whatsoever, their mere presence warps reality :sarcasm:

HAPPY APRIL FOOLS :D
 
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Updated Gitdesktop this evening. Loaded this save game after it built FinalRelease. Once game loaded it asked for Re_Calc. Did so. Click red Button for EoT and CTD. So I reloaded save game again. Let it load but this time told Re-Calc No, Click EOT button get CTD. Have tried this twice in both situations. It is a No go for me. Any help?
 

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Updated Gitdesktop this evening. Loaded this save game after it built FinalRelease. Once game loaded it asked for Re_Calc. Did so. Click red Button for EoT and CTD. So I reloaded save game again. Let it load but this time told Re-Calc No, Click EOT button get CTD. Have tried this twice in both situations. It is a No go for me. Any help?
Same as JosEPH_II, updated to SVN 11312 this morning, loaded this save, recalc, End of Turn button, repeatable CTD.
Update to latest SVN - its fixed now
 
Just Updated GitDesktop, building FinalRelease as I type. Will report back in a bit.

EDIT: Working again.

Still have a minor bug with the Red Shield function. If you have more than 1 unit of a same type selected as a group and try to set what they should do, example LE units being set to Crime fighting, after set 2 -4 units the rest will give a smaller list of Options to set the units to. This has been going on for sometime now. I have reported it before.

So I have a question: If I set a LE unit to the crossed Swords ie Fortify setting Do they still generate Crime fighting? Ie still apply their - X Crime values? This is hard to track in game.
 
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So I have a question: If I set a LE unit to the crossed Swords ie Fortify setting Do they still generate Crime fighting? Ie still apply their - X Crime values? This is hard to track in game.
They should still give their base amounts yes, just not as much as they would give if on the anti-crime buildup.
 
They should still give their base amounts yes, just not as much as they would give if on the anti-crime buildup.
Then the scenario I explained above is troublesome.

Also I have yet to discover in the 'Pedia how to get a Cutthroat out of a city. I can kill them once they leave but can do nothing when they stay in he city.
 
Then the scenario I explained above is troublesome.

Also I have yet to discover in the 'Pedia how to get a Cutthroat out of a city. I can kill them once they leave but can do nothing when they stay in he city.
The scenario you described sounds a little buggy and we've been in some light discussion on discord trying to figure out what's wrong but there's something not working quite right about when buildups clear and it sounds like you're instructing to build up on units that already have choices made but the instruction itself is supposed to reset the buildup and... I don't know what people have done with it that has it like this.

As for cutthroats, you can probably build up some seriously powerful arrest specialists and go after them with those but otherwise, they are uniquely strong for criminals because they are an organized band of quite a lot of them and they openly defy the law without concern for your efforts to control them - they have access to the same cutting edge of weapon power as your law does and have banded together fearlessly standing against any efforts to contain them. They are somewhat unique in this regard. This is a part of what makes the growing dark ages dark. You can out tech them as well but they are a point on the journey through the tech tree where it's very very difficult at best to get on top of them. You might be able to counter them with ... cutthroats. See if its already in place that you can use assassination missions to take down enemy cutthroats in your city with your own cutthroats. Otherwise, strongly promoted Marshals eventually can get the better of them.
 
Don't have Marshals yet. I do kill them in the open using highly promoted Mounted Infantry.
 
Don't have Marshals yet. I do kill them in the open using highly promoted Mounted Infantry.
You'll find them in use in the open as often as in cities because they are both ruffians and criminals and previous versions of both upgrade into them. It's what makes them uniquely lethal in cities and stronger than you'd normally see allowed there.
 
Latest SVN, the option to build forts seems to have disappeared from my worker commands. Apparently you need animal workers to build advanced pathing or forts. WAD?

Also, I believe this might be related to the new routes option, but if you have a decent amount of workers set to automate roads, it can lead to massive hangs during a turn. Last one clocked in at 8mins before I switched automation off.
 
Latest SVN, the option to build forts seems to have disappeared from my worker commands. Apparently you need animal workers to build advanced pathing or forts. WAD?
IIrc, mathematics (to unlock Forts) comes after Plough (to unlock work animals), so if that's right that's WAD; work animals are considered a tier upgrade to regular workers for what they can construct.
Also, I believe this might be related to the new routes option, but if you have a decent amount of workers set to automate roads, it can lead to massive hangs during a turn. Last one clocked in at 8mins before I switched automation off.
Damn, that's unfortunate- the logic for route automation is rather poor on the backend and I figured that might be a possibility, but didn't seem to happen in my testing. What era/mapsize/maptype was this during, and how many workers approx did you have on route automation?
 
The map size was gigantic, and I had around 30 workers on route automation for about 20 cities. Mind you, it didn't start really stalling out until after my civ had about 3/4th of the land already covered in some route, which might be helpful info.
 
Oof. Yeah, I don't think that's fixable without doing some serious rewriting of the route logic, which isn't in the cards at this moment. Still, good that it only happens at the very large size/scale options rather than at more normal/large sizes; might need to add a warning to the option select regarding huge+ mapsizes, thanks for the report!
 
Oof. Yeah, I don't think that's fixable without doing some serious rewriting of the route logic, which isn't in the cards at this moment. Still, good that it only happens at the very large size/scale options rather than at more normal/large sizes; might need to add a warning to the option select regarding huge+ mapsizes, thanks for the report!
A little caching to help the player's units remember what types of plots they can and can't route at the moment could help. It's not a light project though, no.
 
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