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

Seems like Marble is not enabled at all, or too late (my civilization did not achieve yet the Masonry). I have a source of Marble with Early Quarry connected to the city with Path and in city radius. I am unable to build Stonework Workshop, nor Stele.
I do not have an access to Stone and/or Obsidian.

v41.2.5345 - 2021-08-01
Some buildings have their requirements in same tech column
 
Seems like they are (only formally) met.
Granary, Barter Post, Burial Tradition (Earth) are already in city.
Then you don't have alternative requirements like Stone, Obsidian or Flint
Spoiler :

Civ4BeyondSword 2021-08-05 15-18-47-93.png
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So its mapscript bug, that it doesn't generate enough Stone, or features/terrains that let you get Flint gatherer
What mapscript you are using?

Marble has tech enable at Masonry.
 
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{Flint OR Marble OR Stone OR Obsidian} is TRUE

if

Marble is TRUE and rest is FALSE.

Right?
Yes, but they all are unlocked at tech enable
Its mapscript bug, not requirement bug - stone should be MUCH more common.

So use worldbuilder to place stone somewhere
 
Yes, but they all are unlocked at tech enable
Its mapscript bug, not requirement bug - stone should be MUCH more common.

Stone exists on the revealed part of map. But I do not have access to it.
But is it relevant?

OK.
I have checked CivPedia and now I see that Marble is enabled with Masonry.
If it is intentional, then sorry for bothering.
 
Stone exists on the revealed part of map. But I do not have access to it.
But is it relevant?

OK.
I have checked CivPedia and now I see that Marble is enabled with Masonry.
If it is intentional, then sorry for bothering.
Yeah, its intentional for Marble to be enabled at Masonry
 
Another small bug (I think it is a bug not a feature) I noticed, you can build all the other buildings a captured asteroid can build except one:
Spoiler Martian Asteroid Mine :
upload_2021-8-5_12-46-22.png

Before Raxo jumps in and says it is my assets fault, I reverted the file back to SVN condition and took this screenshot.
 
Another small bug (I think it is a bug not a feature) I noticed, you can build all the other buildings a captured asteroid can build except one:
Spoiler Martian Asteroid Mine :

Before Raxo jumps in and says it is my assets fault, I reverted the file back to SVN condition and took this screenshot.
Fixed that one on Github ;)
All mission rewards are now buildable.
 
Happens directly after this turn, it doesn't crash or anything, will continuing to play increase risk of corrupting the save or something like that, or can I just ignore it and keep playing?
 

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Happens directly after this turn, it doesn't crash or anything, will continuing to play increase risk of corrupting the save or something like that, or can I just ignore it and keep playing?
Its fine, event is bugged though
 
Happens directly after this turn, it doesn't crash or anything, will continuing to play increase risk of corrupting the save or something like that, or can I just ignore it and keep playing?
Just ignore it, just a quest having trouble expiring (leaving your quest log).

I fixed the bug, so thanks for the report.
 
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I'll ask here as well:
Why is Jaguar Warrior the default unit for all emerging Minor Civs?
It's not only illogical, but it's also way too strong for a spamable unit.
Any idea to fix it?
 
wembley stadium does not add +25 gold per excess happiness? I am not sure if it's bug or intended, maybe I misunderstand description, but with +1500% gold in capital, and 437 excess happiness, this building should be giving 163 000 gold per turn, while it only gives 157 per turn
 

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wembley stadium does not add +25 gold per excess happiness? I am not sure if it's bug or intended, maybe I misunderstand description, but with +1500% gold in capital, and 437 excess happiness, this building should be giving 163 000 gold per turn, while it only gives 157 per turn
Gold modifiers aren't applied to the wembley stadium effect, and it only adds 2 gold per excess happiness, so the text there is wrong.
The 25 per excess happiness is not included in the actual gold income info in the tooltip, so what you're seeing is just 10 gold after 1500% is applied to it.

That special wonder effect is poorly modded in more as an hack than a proper addition to the game, the city itself doesn't produce the gold the wonder provides from the excess happiness, the gold is just added to your treasury every turn without any apparent source for the gold, finance advisor is for example not aware about the gold wembley gives from excess happiness per turn.
The gold provided by wembley isn't even tallied in the gold per turn info you have by the treasury.
So you could be in the situation where you should be losing x gold per turn, but somehow you gain money per turn due to wembley.
 
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thanks, I just checked and I think there are more similar situations, but I don't know where, here screens from two turns one after another, actual gold income was almost 150k higher than value displayed in top left corner

edit: not sure if bug? but if I want to build something on forest tile then it's possible and says "will remove the forest", and when I want to build suburbs or farm on jungle or swamp, it's necessary to first remove jungle or swamp from this plot, and only then options for building suburbs or farm appear, in early game I missed many possibilities of plot improvements because of it:) adds a bit more micromanagement although not breaking game, example on picture forest.png (first image: how it works with forest, second image: worker actions available on plot with jungle, third image: after clearing jungle on plot)
 

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SVN 11364: Started a new game and just researched Sedentary Lifestyle. I have 6 cities, and they all received the autobuilds for Education accordingly, however, the autobuild for Tourism Level 1 were received only by 5 cities, even though all cities have over 10 Tourism points. I'm at a loss pinpointing the cause for that, the next turn did not fix it and neither did a game re-start. The city in question is St. Paul, top right. It has 132 Tourism points. Here is a save.
 

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SVN 11364: Started a new game and just researched Sedentary Lifestyle. I have 6 cities, and they all received the autobuilds for Education accordingly, however, the autobuild for Tourism Level 1 were received only by 5 cities, even though all cities have over 10 Tourism points. I'm at a loss pinpointing the cause for that, the next turn did not fix it and neither did a game re-start. The city in question is St. Paul, top right. It has 132 Tourism points. Here is a save.
Looks like the tourism property has to change its value before the code will check if property specific buildings needs to be removed or added to the city.
The tourism 1 will appear if you build a building adding/removing tourism, or if crime level increase enough to add crime buildings affecting tourism:
I got it to build Tourism 1 by increasing city size to 60 and passing 2 turns (time needed for crime to increase enough to affect tourism).
 

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Looks like the tourism property has to change its value before the code will check if property specific buildings needs to be removed or added to the city.
The tourism 1 will appear if you build a building adding/removing tourism, or if crime level increase enough to add crime buildings affecting tourism:
I got it to build Tourism 1 by increasing city size to 60 and passing 2 turns (time needed for crime to increase enough to affect tourism).
Thanks. I understand.
 
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