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

A handful of things I've noticed in a new game:

- Department of water national wonder requires {Trading Post & Modern office}, yet I can build it in ancient era with just the trading post.
- Smuggler's Shanty can be built in non coastal cities, probably something to do with the recent water tiles requirement changes, should probably behave like harbors since they unlock at the same tech
- I can train prehistoric workboats in lake cities and use them to build fishing camps in lake tiles, not sure if this is intended but it seems ok to me (I love aquaculture and improving water tiles in general), but I can't train newer versions of workboats in lake cities. Now that I'm in ancient era I can train anciet workboats in coastal cities, I can also upgrade prehistoric workboats built in lake cities to ancient ones... might as well just build the newer ones everywhere, they work faster is all.

Not exactly a bug, but Rock Art gives +1 art +1 science and +1 literacy, with Literature it loses all three and becomes a 0 stats building, it isn't a prerequisite for anything else either. Shouldn't it just be made obsolete properly and get removed, it's one less bit in the memory. Or maybe give it +1 tourism or something if it's gonna stick around in the building list for the ages (it never obsoletes right now). No freeloaders!
 
A handful of things I've noticed in a new game:

- Department of water national wonder requires {Trading Post & Modern office}, yet I can build it in ancient era with just the trading post.
- Smuggler's Shanty can be built in non coastal cities, probably something to do with the recent water tiles requirement changes, should probably behave like harbors since they unlock at the same tech
Its Trading Post OR Modern Office

Some water (coast requiring buildings) can be built at small water bodies.
 
So it's an OR requirement, I see. Seems a little odd to build it in ancient era, but if it's intended cool. The Smuggler's Shanty though isn't about small water bodies, I can build it in cities with zero water tiles around them. See this screenshot here Immagine 2021-04-12 162249.jpg
 
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So it's an OR requirement, I see. Seems a little odd to build it in ancient era, but if it's intended cool. The Smuggler's Shanty though isn't about small water bodies, I can build it in cities with zero water tiles around them. See this screenshot here View attachment 593550
Smuggler Shanty is normal building - doesn't require coast at all then.
 
- I can train prehistoric workboats in lake cities and use them to build fishing camps in lake tiles, not sure if this is intended but it seems ok to me (I love aquaculture and improving water tiles in general), but I can't train newer versions of workboats in lake cities. Now that I'm in ancient era I can train anciet workboats in coastal cities, I can also upgrade prehistoric workboats built in lake cities to ancient ones... might as well just build the newer ones everywhere, they work faster is all.

Not exactly a bug, but Rock Art gives +1 art +1 science and +1 literacy, with Literature it loses all three and becomes a 0 stats building, it isn't a prerequisite for anything else either. Shouldn't it just be made obsolete properly and get removed, it's one less bit in the memory. Or maybe give it +1 tourism or something if it's gonna stick around in the building list for the ages (it never obsoletes right now). No freeloaders!
Ancient Workboat needs Shipwright.
It requires city size of 6. Doesn't have minimum water body size requirement.

Rock Art is OR requirement for Fresco.
Buildings don't say, that are OR requirement in pedia - its major pedia bug, that wasn't fixed yet.
 
I see, there's a reason for everything then, sometimes hidden :mischief: I should trust the design more :lol:

Still, I have this very strong distinct memory that smuggler shanty used to be a coastal building before, especially seeing how it's required to train a bunch of pirate ships and gives +1 exp to wooden ships, but I may be remembering wrong. I'm getting an headache thinking about it, it feels like a Mandela effect.

Edit: I forgot the most important clue, the building icon has a ship on it.
 
This is similar to most of my CTDs. I have taken to doing a Quick Save at the end of every turn.When the Atlatist in Haarlem attacks the Flock of Oxpecker one tile east, the game CTD. v41.2.4068.
 

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no crash on my pc.
Curiouser and curiouser. I loaded that savefile two or three times and tried the attack and it crashed the game each time. I just tried it now, five hours later, and no crash. I ran Windows 10 Memory Diagnostic yesterday at the default settings and it reported no errors. I decided to upgrade my RAM from 8GB to 32GB anyway. It arrives Friday. I hope it fixes this problem.
 
Curiouser and curiouser. I loaded that savefile two or three times and tried the attack and it crashed the game each time. I just tried it now, five hours later, and no crash. I ran Windows 10 Memory Diagnostic yesterday at the default settings and it reported no errors. I decided to upgrade my RAM from 8GB to 32GB anyway. It arrives Friday. I hope it fixes this problem.
Upload your user settings
 
this is the 5th time now on different games, i build a TON of "bards" and the game stalls, cant move any units, , so something in the code is messed up someplace. . . trouble being, if i re-load the game it back to normal, but then after about 40 (or maybe 400) more bards, it stalls again. then have to re-start again . .

dont ask for game because it wont do it right away, but again this is the 5th game that does this ..
Bards and entertainers can build dances, stories and storys.

So its UI bug, as there are 415 buildings, that they can create.
@Toffer90 can try to fix this UI lag.

For now don't build so much bards and entertainers.
Also civs can have only 8196 unit at maximum.
 
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In the sense of the cap he's talking about, size matters actually helps a lot - when 3 units merge, the old 3 are destroyed and one new unit results, from the perspective of the cap being on how many units can be tracked per player.
 
It looks like it's the mountain mine 2d graphic that's somehow missing
Some of the build action & pedia icons for mountain mine and similar were changed a while back, and this could be something I accidentally broke somehow at that time. Will take a look tomorrow to see if that's the cause.

Edit: Seems like it should be fine from the art defs at least... The button to build it in the first place is working (I assume since SO didn't report it), so I've no clue.
upload_2021-4-15_18-29-58.png
 
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not using anything in this game, its the default i am using . .
Upload save turn before it happened.

Now only thing could be broken is this stuff in python:
GC.getImprovementInfo(iImprovement).getButton() can't get button somehow...
 
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GC.getImprovementInfo(iImprovement).getButton() can't get button somehow...
The only way that could be broken for one specific button in the game would be in the sense that it is indirectly broken by something else being broken, like if the xml path to the texture is wrong, or if the texture itself is borked somehow.

If CvImprovementInfo::getButton() was broken then no improvement buttons would display in the game ever, it does one thing, that one thing cannot be broken only in specific cases as it does the same exact thing for all cases.
 
The only way that could be broken for one specific button in the game would be in the sense that it is indirectly broken by something else being broken, like if the xml path to the texture is wrong, or if the texture itself is borked somehow.

If CvImprovementInfo::getButton() was broken then no improvement buttons would display in the game ever, it does one thing, that one thing cannot be broken only in specific cases as it does the same exact thing for all cases.
getImprovementInfo(iImprovement).getButton() exists in 3 places in python only.
All of them in event functions

On other hand similar function references text...

I guess SO has corrupt hard drive and needs to reinstall mod then...
 
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