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

No popup, just froze and crash. Attaching correct archive.
 

Attachments

I was wondering if it is correct that I can keep using "infiltrate city" with my Great Spy, or is this a bug? In the main game, the Great Spy dissapears after one infiltration iirc
 
SVN 11352: As soon as you build Modern Stable (and replacing Knight's Stable in the process) you can build the original Stable again.
 
@raxo2222 Probably caused by your recent replacement, obsoletion and requirement changes in xml.
I asked you if such thing can happen.... I guess you misunderstood my question.
So original one should be replaced by Modern table
 
@raxo2222 Probably caused by your recent replacement, obsoletion and requirement changes in xml.
There's a definite current problem with obsoleted and/or replaced buildings coming up in the build queue. Whispererrr just showed me the issue but I haven't looked deeply at it.
 
I asked you if such thing can happen.... I guess you misunderstood my question.
So original one should be replaced by Modern table
Can't remember you asking about that, so I must have misunderstood.
Buildings needs to explicitly state all buildings that should replace it as "buildings that replace it".
 
Can't remember you asking about that, so I must have misunderstood.
Buildings needs to explicitly state all buildings that should replace it as "buildings that replace it".
Well not all buildings, that meant to replace base building, were listed as replacement even before my change.
I guess delaying obsoletions broke some implicit assumptions.

A -> B -> C -> D -> E
A should list E as potential replacement, even as A is long obsolete, because A's obsoletion may be delayed or removed at some stage.
 
Last edited:
Well not all buildings, that meant to replace base building, were listed as replacement even before my change.
I guess delaying obsoletions broke some implicit assumptions.
Yeah, e.g. If stable obsolete before modern stable is unlocked, then stable doesn't really need to list modern stable as a building that replace it.
Which may be why some buildings in building lines didn't list all it's upgrades as replacements.

Though what if some xml modder make a wonder provide modern stable as a free building before modern stable is unlocked by tech and before stable is obsoleted, or what if someone changes the obsoleting point of stable to after modern stable is unlocked; without adding modern stable as a replacement to stable.
Building lines should just state all its upgrades as replacements for consistency.
 
Not sure if this is related to the discussion, but I think it might be so...

Thru the past several years there has been 1 building that is constantly coming up as a build even when the city already has one. And that is the Charcoal Burner bldg. Thru the course of the 1st 5 Eras I can have multiple builds of the Charcoal Burner bldg in all my cities in my empire. I may have an empire with 15 cities and have 40+ charcoal burner bldgs empire wide.
 
Not sure if this is related to the discussion, but I think it might be so...

Thru the past several years there has been 1 building that is constantly coming up as a build even when the city already has one. And that is the Charcoal Burner bldg. Thru the course of the 1st 5 Eras I can have multiple builds of the Charcoal Burner bldg in all my cities in my empire. I may have an empire with 15 cities and have 40+ charcoal burner bldgs empire wide.
This should be fixed as I revised replacements - all replacements are explicitly listed now.
Spoiler :

Civ4BeyondSword 2021-07-12 16-54-45-90.png

 
[12004.935] WRN: Audio System: Could not setup 3D sample with handleId 3
[12004.935] ERR: FSound3D::InitHandle(): SoundId 1757 could not initialize handle for variation 0
[12004.935] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Elephant.
[12004.935] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n

for subdued asian elephant (but maybe that's apparent from the log?)

edit: added spaces so it doesn't look like smileys in the log
edit2: [12018.907] ERR: FAudioSystemMiles::Set3DSoundPosition: Illegal index -1 of type 1
in case that one is relevant too (i just spam clicked the elephant a couple of times)
 
Last edited:
[12004.935] WRN: Audio System: Could not setup 3D sample with handleId 3
[12004.935] ERR: FSound3D::InitHandle(): SoundId 1757 could not initialize handle for variation 0
[12004.935] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Elephant.
[12004.935] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n

for subdued asian elephant (but maybe that's apparent from the log?)

edit: added spaces so it doesn't look like smileys in the log
edit2: [12018.907] ERR: FAudioSystemMiles::Set3DSoundPosition: Illegal index -1 of type 1
in case that one is relevant too (i just spam clicked the elephant a couple of times)
Deleted this one on github now
 
subdued gorilla is the same thing:

[1793.995] WRN: Audio System: Could not setup 3D sample with handleId 9
[1793.995] ERR: FSound3D::InitHandle(): SoundId 1758 could not initialize handle for variation 0
[1793.995] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Gorilla.
[1793.995] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n
 
subdued gorilla is the same thing:

[1793.995] WRN: Audio System: Could not setup 3D sample with handleId 9
[1793.995] ERR: FSound3D::InitHandle(): SoundId 1758 could not initialize handle for variation 0
[1793.995] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Gorilla.
[1793.995] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n
Deleted this one now
 
I don't know if it's intentional or not (but I'm guessing it isn't, which is why I'm reporting it as a bug) but naval units (at least early ones) can get both the self heal and self repair promotions, I'm guessing that they should only be able to get the self repair, otherwise that promotion seems redundant.
 
I don't know if it's intentional or not (but I'm guessing it isn't, which is why I'm reporting it as a bug) but naval units (at least early ones) can get both the self heal and self repair promotions, I'm guessing that they should only be able to get the self repair, otherwise that promotion seems redundant.
I think its self heal for people on ship and selfrepair for boat itself
@Thunderbrd was doing these
 
A ship has two components to heal, the people and the hardware. So they can both apply. If you have only one, then only that half of the component of the unit is healing faster, which overall does not help the unit heal much faster but does mean it may need less assistance from other healing support units that cover that sort of healing and will rely more on the repair support than the healing support. Make sense?
 
Sure, I just think it's weird that some units gets double the amount of possible heal/repair promotions, personally I'd probably see the crew as expendable/replaceable and not really a part of the actual unit in the case of vehicles (even though obviously some if not most promotions are definitely more due to experienced crew/units and/or captains/officers rather than improved gear)
Do they actually have two different health pools in engine? Because in that case I'm 100% onboard.
 
Back
Top Bottom