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

Just completed the Build Forges quest and selected the discover Copper resource (no brainer as I had yet to access copper) and got a Python Exception error, the copper resource still appeared though - repeatable on the uploaded savegame after turn end:
 

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Worldbuilder and SM do work funny together last I knew. I'm not sure what the issue is nor what the parameters of the problem actually are. I think we got rid of SM uncut so can't put blame there. I'm not sure how it gets triggered really or how to resolve it when it does but I'm sure there's something that can be determined there eventually. SM without a worldbuilder manipulated game works quite well so far as I know.

I found the issue was caused by me saving WB maps with SM enabled and units on the map. My solution was to load the scenario without any extra game options enabled, setup how I wanted and then start a new game and select extra options then. Was an obvious but overlooked mistake on my part. Have been playing the same game for just about 2000 turns at current SVN 11386 without any issues, even with opening WB during play.
 
I found the issue was caused by me saving WB maps with SM enabled and units on the map. My solution was to load the scenario without any extra game options enabled, setup how I wanted and then start a new game and select extra options then. Was an obvious but overlooked mistake on my part. Have been playing the same game for just about 2000 turns at current SVN 11386 without any issues, even with opening WB during play.
I suspected it was specific to writing unit data to WB file with SM option enabled.
Thanks for confirming that suspicion.
 
Not sure if this is a bug or just unfinished work. I was playing Snofru' space map #9 and have reached the Information Age. I suddenly had the following "Super virus" random event happen:
upload_2021-11-18_6-17-18.png


I wanted to pick the third option to give my hospitals +2 health but the option was greyed out. Notice there are two 'Requires' lines but the requirements are not listed - any idea what they would be? Thanks.
 
Old event, it never was fixed, same with all other events.
Currently events is most neglected, buggy and undeveloped part of mod.
??? means, that there is formatting error.
 
Often some event options are showing but not possible for selection due to the conditions those demand that do not always give you reasons for why you weren't qualified. You might be missing a particular building or tech or...
 
Often some event options are showing but not possible for selection due to the conditions those demand that do not always give you reasons for why you weren't qualified. You might be missing a particular building or tech or...
Yeah, but due to typo somewhere this requirement is not listed.
 
Yeah, but due to typo somewhere this requirement is not listed.
Strange that a null requirement should not automatically be considered qualified then.
 
Strange that a null requirement should not automatically be considered qualified then.
Its text issue - game is incapable of saying what requirement it is.

Code:
<EventInfo>
            <Type>EVENT_SUPER_VIRUS_3</Type>
            <Description>TXT_KEY_EVENT_SUPER_VIRUS_3</Description>
            <BuildingExtraHealths>
                <BuildingExtraHealth>
                    <Building>BUILDING_HOSPITAL</Building>
                    <iHealth>2</iHealth>
                </BuildingExtraHealth>
            </BuildingExtraHealths>
            <PythonCallback>TriggerSuperVirus3</PythonCallback>
            <PythonCanDo>canTriggerSuperVirus3</PythonCanDo>
            <PythonHelp>getHelpSuperVirus3</PythonHelp>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>5000</iAIValue>

something about getHelpSuperVirus3 is broken.
Code:
    iSmartMedicine = GC.getInfoTypeForString("BONUS_SMART_MEDICINE")
    if iSmartMedicine > 0:
        if not CyCity.hasBonus(iSmartMedicine):
            szHelp += "\n" + TRNSLTR.getText("TXT_KEY_BUILDINGHELP_REQUIRES_STRING", (GC.getBonusInfo(iSmartMedicine).getTextKey(),))

    iSmartDrugs = GC.getInfoTypeForString("TECH_SMART_DRUGS")
    if iSmartDrugs > 0 and not GC.getTeam(CyPlayer.getTeam()).isHasTech(iSmartDrugs):
        szHelp += "\n" + TRNSLTR.getText("TXT_KEY_BUILDINGHELP_REQUIRES_STRING", (GC.getTechInfo(iSmartDrugs).getTextKey(),))
Things are messed up in this part

Line 5949 in CvRandomEventInterface.py
So requirement is Smart Drugs bonus and Smart Medicine tech, but due to text formatting bug stuff isn't displayed.
 
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<Tag>TXT_KEY_BUILDINGHELP_REQUIRES_STRING</Tag>
<English>[COLOR_WARNING_TEXT]Requires [LINK=%s1_NameType]%s2_Name[\LINK][COLOR_REVERT]</English>

There are two unknowns, %s1 and %s2, so that python code is only filling out the link, but not the actual text the link will display as.
TRNSLTR.getText("TXT_KEY_BUILDINGHELP_REQUIRES_STRING", (GC.getBonusInfo(iSmartMedicine).getType(), GC.getBonusInfo(iSmartMedicine).getDescription()))

This event stuff is inside tooltip only though, so the link is not needed for this, i.e. better to use another TXT_KEY_ for this.

TXT_KEY_BUILDINGHELP_REQUIRES_STRING is used wrong three times in python I see.
 
I'm getting crashes when attacking enemy faction units with current svn (41.2.6039). It seems consistent to a point, but the autosave isn't close enough to help yet.
If I can catch a consistent crash in a save right before it I'll post one.
Doesn't seem to have happened with animals yet.
 
Is 4 teams of 3 too silly for this game engine to function? There's a turn I can't get pass.

I'm trying the stealth option for the first time.
 

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Is 4 teams of 3 too silly for this game engine to function? There's a turn I can't get pass.

I'm trying the stealth option for the first time.
SHOULDN'T be the problem but I'm sure whatever it IS will be interesting to find and correct.
 
i thought "walls" r supposed to give a % more protection, i build walls in all the cities and the % didnt increase??
There's still some crazy stuff going on with gunpowder units invalidating them which I think does need to be killed firmly, or some other type of resistance to damage being used or something.

When you have a 'high explosive' unit (a boolean xml that applies to most units with gunpowder and on) selected, the defense given by wall defense xml benefits are not shown in the city total and I think that's because it really doesn't count. A rule I've long wanted to do away with.
 
Screenshot_2.png
Screenshot_1.png

the hell???
i got 450 production in city basically can flood map with bush trackers (game hunter same tech weaker)
also what i should beleive in terms of units power
building screen or civpedia

edit: wait bush trackers start with +75% vs gunpowders... and they got group promotion...
literraly broken just need to get +10% vs each rank larger...

edit2: 7 per turn in my military city...
 
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