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

As requested, here is my UserSettings folder. Not sure what your "latitude" mod is so I likely did not install it. I can successfully create a new game in 11345 using the MegaCiv mod so I don't think this mod is the issue.
Thanks for looking at this.
Viewports are broken, disable it.
Its in BUG settings.
 
not viewports. i don't know what wrong but turning off the hide replaced building bug option fixes it.
So maybe wrong variable was referenced somewhere? Assert mentioned stuff about viewports.
 
it calls canConstruct() for building 2405 then calls canConstruct() for building 2405 inside the canConstruct() function and loops until crash.

here:

for (int iI = 0; iI < kBuilding.getNumReplacementBuilding(); ++iI)
{
const BuildingTypes eReplacement = (BuildingTypes)kBuilding.getReplacementBuilding(iI);
if (getNumActiveBuilding(eReplacement) > 0
// Toffer - This is not the right place to do HIDE_REPLACED_BUILDINGS...
// Should be an interface only thing.
|| GET_PLAYER(getOwner()).isModderOption(MODDEROPTION_HIDE_REPLACED_BUILDINGS)
&& canConstruct(eReplacement, true, false, false, true))
{
return false;
}
}
 
Hmm, so it is going in a circle there, building A replaced by B replaced by C replaced by A.
We may need a new input argument to stop this check from being done when called from this check, it doesn't matter if B should be hidden because its replacement is available when we are evaluating building A, enough to know that B is buildable to decide if A should be hidden or not.

Edit: { lol, here's the reason, this is building 2405 which the infinite loop occurs on:

upload_2021-6-27_15-33-1.png
}
 
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Have a clean solution where I prune out self reference in the "building replacement" vectors early in game initialization, also added an assert specifically for this self reference where a building is set to replace itself in XML.
We need assert so this mistake doesn't happen anymore.
Yeah, made such an assert, silk farm was the only one set like this at this time.
 
So, I had a unit split twice. Once before classical, and once after classical lifestyle(and astrology). I wasn't able to merge it the second time.

The merged unit had both the Way of the Warrior promotion and Influence of Mars, but after the split only one of those units had both.
 
The merged unit had both the Way of the Warrior promotion and Influence of Mars, but after the split only one of those units had both.
Could go into why but suffice it to say that if it doesn't work this way there are loopholes that can be exploited unfairly by a human player. Without creating a 'memory' of which units were absorbed to create a given unit, which would be 'memory cost problematic' we have some more simple rules in place to keep exploitation from happening.

There are also some odd things about retention of the trait given promos taking place right now. When a trait is lost or obsoleted, the promos it gives are also supposed to go away. It's currently bugged.

Inability to merge after splitting may well be a result of not understanding a rule that prevents merging. For example, were any of them in a selection group with another unit when you tried to merge later? There's a lot of little fiddly factors to consider - movement pts, damage, quality promos that can throw one or more of them into a differing 'type' that can thereafter not be merged, that sort of thing. Not saying there can't be a bug there either, just saying 9/10 times I see this sort of statement it is a user error or misunderstanding.
 
I wasn't trying to do something I would consider an exploit. I built three galleys to transport my merged Swordmen. The galleys couldn't merge so I though I was reasonable to split the swordsmen to normal. They only had the Ancient Group Wonder upgrade when I transported them and were able to re-merge no problem.

Transporting them the other way with a split, the one different promotion was the Astrology Group Wonder promotion Influence of Mars, made this strange thing happen. I have read the recent size matters thread and the rules there are simple enough to account for.

I wouldn't be surprise if some anti-exploit measure was involved. I fully expected the Way of the Warrior to disappear at Classical Lifestyle but it didn't(I don't know if this is intentional).
 
I fully expected the Way of the Warrior to disappear at Classical Lifestyle but it didn't(I don't know if this is intentional).
Nope - that's buggy.

And I get you weren't trying to exploit - not saying you were - just that some slightly 'unfair' perceptions about free promotion splitting rules are explainable as necessary evils to prevent purposeful exploits.
 
Not sure if anyone pointed this out, but obsolete buildings now... disappear.
Like, totally, even from the Top 5 Cities screen list.
I found this out when I suddenly couldn't build ANY ships after researching Sedentary or so.
Because it obsoleted a Wood building or something.
That's outright stupid, ya know.
Any details and plans on fixing this (because it CAN'T stay this way, it ruins the game entirely)?
 
Not sure if anyone pointed this out, but obsolete buildings now... disappear.
Like, totally, even from the Top 5 Cities screen list.
I found this out when I suddenly couldn't build ANY ships after researching Sedentary or so.
Because it obsoleted a Wood building or something.
That's outright stupid, ya know.
Any details and plans on fixing this (because it CAN'T stay this way, it ruins the game entirely)?
It has not ruined my games, I am happy to see obsolete buildings truly disappear finally. And if the building is obsolete, why is it giving resources?
 
Not sure if anyone pointed this out, but obsolete buildings now... disappear.
Like, totally, even from the Top 5 Cities screen list.
I found this out when I suddenly couldn't build ANY ships after researching Sedentary or so.
Because it obsoleted a Wood building or something.
That's outright stupid, ya know.
Any details and plans on fixing this (because it CAN'T stay this way, it ruins the game entirely)?
Upload turn before it happened - maybe your only wood source disappeared for other reason?
 
Upload turn before it happened - maybe your only wood source disappeared for other reason?
It has happened more once now anyways.
I'm playing a single-plot island custom game, so I only have the city plot to rely on.
And it was very obvious that between one tech and the other, ALL of my ships (except Workboat) suddenly disappeared from the building queue.
But that's not all, because I know for sure that I built Kilgii Gwaay and Venus of Willendorf, yet those literally disappeared from EVERYWHERE, even the Top 5 screen list.
 

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