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

Using latest SVN 11358. Have a saved game using the MegaCiv mod and when I load the saved game, I no longer have the custom civs (see attached screen cap).
upload_2021-7-26_5-15-39.png


I noticed SVN 11357 had a fix "Removed unused civilization and did cleanup -- raxo2222" - did this goof up the ability to use the custom civs MOD? I also attached my 'MLF_CIV4ModularLoadingControls.xml' file.
 

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Using latest SVN 11358. Have a saved game using the MegaCiv mod and when I load the saved game, I no longer have the custom civs (see attached screen cap).
View attachment 603406

I noticed SVN 11357 had a fix "Removed unused civilization and did cleanup -- raxo2222" - did this goof up the ability to use the custom civs MOD? I also attached my 'MLF_CIV4ModularLoadingControls.xml' file.
Oh I this broke compatibility with civ megapack.
Now it must contain MLF file with its entry.

Civ megapack mod was broken over and over again anyway.
 
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Its caused by your assets it seems
For example that tech tree isn't compatible anymore, or you are getting overflows.
I'll try removing the tech tree. I was worried it was the sheer amount of thugs that were invading.
 
I removed tech tree and it still keeps CTDing. It should not be overflows, there are really no major changes until space colonization starts. I noticed it keeps CTDing when I am trying to kill thugs. I cleaned SVN folder and made sure to go through my assets to make sure I need every edit and removed a few.
 

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I removed tech tree and it still keeps CTDing. It should not be overflows, there are really no major changes until space colonization starts. I noticed it keeps CTDing when I am trying to kill thugs.
Remove all your modified assets then
 
Oh I this broke compatibility with civ megapack.
Now it must contain MLF file with its entry.

Civ megapack mod was broken over and over again anyway.

Is there any interest in making it work again? I've fixed the XML in it a couple of times to keep it running. If someone knows how to fix it I can work on it.
 
Well I removed my assets, and the game is so damn annoying with all those sounds. I guess I'll have to quit the game permanently, since the game is now unable to be modded without causing major instability.
 
Is there any interest in making it work again? I've fixed the XML in it a couple of times to keep it running. If someone knows how to fix it I can work on it.
Add MLF file to your custom civilization modmod next at main folder in modmod zip file.

Well I removed my assets, and the game is so damn annoying with all those sounds. I guess I'll have to quit the game permanently, since the game is now unable to be modded without causing major instability.
You can change sound volumes.
Also you can reduce volume of various sounds in audio tab in vanilla options.
Spoiler :

Civ4BeyondSword 2021-07-26 21-25-06-50.png

 

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You can change sound volumes.
Also you can reduce volume of various sounds in audio tab in vanilla options.
That does not help. I remove my assets and now this happens every turn. How the **** am I supposed to play a game losing this many improvements every turn. The AI values criminals way too much. And I am tired of being blamed for overflows, it is actually a smoother game once I reach the space colonization era where my edits are concentrated.
Spoiler Annoying :
upload_2021-7-26_15-28-57.png
 
That does not help. I remove my assets and now this happens every turn. How the **** am I supposed to play a game losing this many improvements every turn. The AI values criminals way too much. And I am tired of being blamed for overflows, it is actually a smoother game once I reach the space colonization era where my edits are concentrated.
Spoiler Annoying :
Any chance these are mostly criminals that spawned in your own cities?
 
Any chance these are mostly criminals that spawned in your own cities?
No I checked in World Builder whose the thugs belonged to, and my crime is really low in my cities. Well it was until this massive invasion of thugs. Also about overflows, I starting getting overflow issues long before space and that is not my fault.
 
I'd certainly go to work figuring out how to kill them off as fast as I can and see if you can get on top of them. This isn't all that much different to how I'd treat an enemy myself though. It's interesting they can even reach that many targets in a round considering they don't well collaborate on what targets they want to take. Huh. Might have in part to do with how fast routes are allowing them to move. Also maybe a problem with how much movement is taken up by the activity of razing. If it's not nearly an entire action that might leave them with just enough to get back to town if they are lucky, this might not be all that many thugs doing this much damage. There was some tweaking to this being done a bit ago that I wasn't much involved with.
 
I'd certainly go to work figuring out how to kill them off as fast as I can and see if you can get on top of them. This isn't all that much different to how I'd treat an enemy myself though. It's interesting they can even reach that many targets in a round considering they don't well collaborate on what targets they want to take. Huh. Might have in part to do with how fast routes are allowing them to move. Also maybe a problem with how much movement is taken up by the activity of razing. If it's not nearly an entire action that might leave them with just enough to get back to town if they are lucky, this might not be all that many thugs doing this much damage. There was some tweaking to this being done a bit ago that I wasn't much involved with.
It is every criminal, they can take out multiple improvements each turn. And considering how much the AI values them it is a real pain. So I disabled pillaging abilities of criminals because of all the problems I have with them, some turns there has been over 30 criminals coming in a huge wave.
 
It is every criminal, they can take out multiple improvements each turn. And considering how much the AI values them it is a real pain. So I disabled pillaging abilities of criminals because of all the problems I have with them, some turns there has been over 30 criminals coming in a huge wave.
Well, that was intended somewhat. Though perhaps a bit more than I would've expected so the sanity check on producing them may need some review. All from the same player or from multiple players?
 
Well, that was intended somewhat. Though perhaps a bit more than I would've expected so the sanity check on producing them may need some review. All from the same player or from multiple players?
Usually from one AI.
 
Usually from one AI.
Yeah that's certainly violating any sanity checks so perhaps the function to count how many they have of an AI type is flawed.
 
Sorry, maybe this is the wrong thread, but turn times seem to be longer than they were, let's say 6 month ago (same map and stage of the game). If I move the game from HDD to SSD will it have any impact on turn time?
 
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