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

How do you get rewarded for being a master hunter when you just raised an animal? That has nothing to do with hunting, how is this hard to understand?

I mean, I trained a tamed bear literally tens of thousands of years after that bear's ancestors had been hunted, meaning the hunter had been dead for ages, how does this make me a good hunter? If you need the hunting bonus in every city, use the great hunter reward.
Oh I see what you're trying to say. Yeah, you make a good point. Strange that tamed (rather than subdued) animals would give a master hunter option.

Edit 2: I don't care THAT much about it either, I'm way more interested in the answer to if Great Zimbabwe is bugged or if the description is wrong, because if it's bugged I want it fixed before I continue playing and otherwise I'll probably change from conscription to mercenaries.
That and if it's just on my end or if it's another setting I may have used or if you changed it or something, "it" being why I don't seem to get cultural revolutions anymore while playing without the option "No City Flipping From Culture" on.
GZ is probably just bugged and although the bug is probably in its python, it may be due to a reference change made in the dll on how a city is defined as currently using food for production and how that triggers the rerouting of it. Noted it's bugged - I doubt anyone will be working on it for a while since our fervent debuggers have stepped away for a bit. But you never know when someone will pick up the issue and take a look deeper so thank you for pointing it out.
I figured out what caused the population drop or at least I think I did. Before researching Levitation all my cities above 25 and suddenly after every city dropped in number. No population dropping events happened while researching.
I wonder if someone was being snarky here and pulling a secret event for the Rapture in the background or something. lol. Doubt it. Still kinda ironic huh?
 
with one of the recent SVN updates (I'm now running 11359) I noted quite a few buildings getting disabled out of the blue: Deli, Burger Joint, Furrier... I'm in Atomic Era and the disabled notifications occur within a few turns from each other in 450 BC, 443 BC and 442 BC affecting all cities.
When trying to track down the cause I noticed that within CityView on the right hand panel only the Property Tab has a display, the other tabs (Map Bonuses, Manufactured Bonuses, Cultures) do not display anything anymore.
 
with one of the recent SVN updates (I'm now running 11359) I noted quite a few buildings getting disabled out of the blue: Deli, Burger Joint, Furrier... I'm in Atomic Era and the disabled notifications occur within a few turns from each other in 450 BC, 443 BC and 442 BC affecting all cities.
When trying to track down the cause I noticed that within CityView on the right hand panel only the Property Tab has a display, the other tabs (Map Bonuses, Manufactured Bonuses, Cultures) do not display anything anymore.
You're experiencing the empty tabs as well? I thought it was a random glitch.
 
with one of the recent SVN updates (I'm now running 11359) I noted quite a few buildings getting disabled out of the blue: Deli, Burger Joint, Furrier... I'm in Atomic Era and the disabled notifications occur within a few turns from each other in 450 BC, 443 BC and 442 BC affecting all cities.
Upload save before it happened, and when it happened
 
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Upload save before it happened, and when it happened
Here are some saves BC0455 before it happens and BC0453 next turn after it happened. Here Burger Joint and Deli are being disabled in every city of my empire while all cities have Pop 46+ and all are growing. Also, those tabs in CityView are still empty.
 

Attachments

Also, those tabs in CityView are still empty.
Darnit its same corporation prereq python bug, that I fixed before.
So this one is purely graphical bug
@MattCA should be more careful, or @Toffer90 didn't finish conversion

Enable python errors logging in civ4 bts ini

Also there is something bugged out about units
Spoiler :

ASSERT FAILED
==============================================================================================================================================================================
File: D:\Modstuff\Caveman2Cosmos_GIT\Sources\CvGame.cpp
Line: 5037
Expression: getUnitCreatedCount(eIndex) <= GC.getUnitInfo(eIndex).getMaxGlobalInstances()
==============================================================================================================================================================================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Index is expected to be within maximum bounds (invalid Index)
==============================================================================================================================================================================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CvScreensInterface.py (508): forceScreenRedraw
CvMainInterface.py (1357): redraw
CvMainInterface.py (2080): updateSelectionButtons
==============================================================================================================================================================================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvgame.cpp (5037): CvGame::isUnitMaxedOut
git\sources\cvplayer.cpp (6742): CvPlayer::canTrain
git\sources\cvcity.cpp (4386): CvCity::getConscriptUnit
1000AC18 (boost_python-vc71-mt-1_32): (filename not available): boost: python: objects::find_instance_impl


Also it seems like part of resource chain collapsed, for example you don't have bread and flour
Spoiler :

Civ4BeyondSword 2021-07-31 13-30-49-54.png
Civ4BeyondSword 2021-07-31 13-30-49-54.png


You forgot to build modern mill, and this way you lost flour producer and bread.
Spoiler :

Civ4BeyondSword 2021-07-31 13-36-10-57.png



So blank city tabs was python error, and buildings getting disabled was your error.
Always build resource producers, and their replacements!
I think you would see it, if it wasn't for python oopsie, that destroyed right city tab.
Fix will be soon on SVN.
edit: Now fix is in latest SVN

There is another SVN out - this one fixes bug with research, when you choose next tech to research in that tech popup.
 
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Darnit its same corporation prereq python bug, that I fixed before.
So this one is purely graphical bug
@MattCA should be more careful, or @Toffer90 didn't finish conversion

Enable python errors logging in civ4 bts ini

Also there is something bugged out about units
Spoiler :

ASSERT FAILED
==============================================================================================================================================================================
File: D:\Modstuff\Caveman2Cosmos_GIT\Sources\CvGame.cpp
Line: 5037
Expression: getUnitCreatedCount(eIndex) <= GC.getUnitInfo(eIndex).getMaxGlobalInstances()
==============================================================================================================================================================================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Index is expected to be within maximum bounds (invalid Index)
==============================================================================================================================================================================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CvScreensInterface.py (508): forceScreenRedraw
CvMainInterface.py (1357): redraw
CvMainInterface.py (2080): updateSelectionButtons
==============================================================================================================================================================================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvgame.cpp (5037): CvGame::isUnitMaxedOut
git\sources\cvplayer.cpp (6742): CvPlayer::canTrain
git\sources\cvcity.cpp (4386): CvCity::getConscriptUnit
1000AC18 (boost_python-vc71-mt-1_32): (filename not available): boost: python: objects::find_instance_impl


Also it seems like part of resource chain collapsed, for example you don't have bread and flour

You forgot to build modern mill, and this way you lost flour producer and bread.


So blank city tabs was python error, and buildings getting disabled was your error.
Always build resource producers, and their replacements!
I think you would see it, if it wasn't for python oopsie, that destroyed right city tab.
Fix will be soon on SVN.
edit: Now fix is in latest SVN

Thanks for the fix!
I have one more disabled building: Furrier. I can now see that I'm missing Pelts Resource. This came about after having researched Ecology and after building all these resulting Animal Breeding Program Buildings which replace their respective Animal Camps/Traps. I wonder if it is intended to disable Furrier, rationally Breeding Programs could/should still be providing Pelts...
 
Thanks for the fix!
I have one more disabled building: Furrier. I can now see that I'm missing Pelts Resource. This came about after having researched Ecology and after building all these resulting Animal Breeding Program Buildings which replace their respective Animal Camps/Traps. I wonder if it is intended to disable Furrier, rationally Breeding Programs could/should still be providing Pelts...
Hmm sounds like good idea - those buildings can represent controlled hunting.
That is old camps are poachers, and breeding camps become regulated thing.
 
Either the wonder "(The?) Great Zimbabwe" is bugged or I don't understand how it works, it says that if building with :food: cities will continue to grow, but if I build workers or settlers or whatever, the food tab says "stagnant".
It was doubling food output of cities when not building with food, rather than have cities grow normally when building with food. Fix on the way to SVN now, ca 30 min.
 
Massive resources downgrade after svn-up recalc. 162000 RP before -> ~49000 after and so on. Did I miss a save breaking update?
Nope, but you probably didn't update SVN for month or two, as yields were revised, and then yield recalc bug was fixed:
Now only yields from land and traits get percentage modifier boosts.
So now there is probably much less commerce, so you get much less research, gold, culture and espionage.

I wonder if tech global cost modifiers or era modifiers should be reduced.
Reduced yields = its harder to outrun game.
That is Ancient at <<10% or mid Atomic at <<50% or end of tech tree at <<100% of game.
 
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Hmm it doesn't even work in same city as Zimbabwe was placed.
Maybe settlers are exempt from this effect?

@irishhombre Did you built Immigrant units?
This would explain population loss.
Spoiler :

Civ4BeyondSword 2021-07-31 18-29-44-58.png

 
Hmm it doesn't even work in same city as Zimbabwe was placed.
Maybe settlers are exempt from this effect?
Doesn't work with workers either and since I have conscription (which was basically the reason I built it in the first place, but just to see if it mattered, I tried turning it off as well) it should be military units too.
 
No drafting either, if need military quickly just buy it.
 
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