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

I believe there is another bug with the requirements for the Chariot Workshop building. Requirements are: city size 6, Animal Trainer (Horse) and Animal Trainer (Zebra) (which is a World Wonder).
I have six cities which are size six, and all have the Animal Trainer (Horse) building, but I can only build the Chariot Workshop in the city that has also the Animal Trainer (Zebra) World Wonder.
To test this I used Worldbuilder to give another city the Zebra Wonder, and voila I can now build the Chariot Workshop there too.
The problem is of course you can only build one Zebra Wonder in your Civ, which therefore means one can never build Circus Maximus (it requires 6 Hippodromes which are based on the Chariot Workshop.)
 
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I believe there is another bug with the requirements for the Chariot Workshop building. Requirements are: city size 6, Animal Trainer (Horse) and Animal Trainer (Zebra) (which is a World Wonder).
I have six cities which are size six, and all have the Animal Trainer (Horse) building, but I can only build the Chariot Workshop in the city that has also the Animal Trainer (Zebra) World Wonder.
To test this I used Worldbuilder to give another city the Zebra Wonder, and voila I can now build the Chariot Workshop there too.
The problem is of course you can only build one Zebra Wonder in your Civ, which therefore means one can never build Circus Maximus (it requires 6 Hippodromes which are based on the Chariot Workshop.)
OR prereqs are broken - modules override this tag instead of adding to.
It was vectorized recently, and this screwed up with modules.

Its deeper code problem.
Main:
Code:
            <PrereqInCityBuildings>
                <BuildingType>BUILDING_HORSE_TRAINER</BuildingType>
            </PrereqInCityBuildings>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_WHEELWRIGHT</BuildingType>
                <BuildingType>BUILDING_CARRIAGE</BuildingType>
            </PrereqOrBuildings>
Module:
Code:
        <BuildingInfo>
            <Type>BUILDING_CHARIOT_WORKSHOP</Type>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_ZEBRA_TRAINER</BuildingType>
            </PrereqOrBuildings>
        </BuildingInfo>

Revert to SVN 11272
 
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OR prereqs are broken - modules override this tag instead of adding to.
It was vectorized recently, and this screwed up with modules.

Its deeper code problem.
Main:
Code:
            <PrereqInCityBuildings>
                <BuildingType>BUILDING_HORSE_TRAINER</BuildingType>
            </PrereqInCityBuildings>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_WHEELWRIGHT</BuildingType>
                <BuildingType>BUILDING_CARRIAGE</BuildingType>
            </PrereqOrBuildings>
Module:
Code:
        <BuildingInfo>
            <Type>BUILDING_CHARIOT_WORKSHOP</Type>
            <PrereqOrBuildings>
                <BuildingType>BUILDING_ZEBRA_TRAINER</BuildingType>
            </PrereqOrBuildings>
        </BuildingInfo>

Revert to SVN 11272
Reverted to 11272, and can now build Chariot Workshop in all the concerned cities. Thank you!
Just wondering If I run into the recent End of Turn bug with this version...
 
Currently playing SVN v11272, the corporation advisor is blank, it shows no cities/corporations.
 
on another thing, please make the radio rower a little bigger can hardly see it, thx
@Blazenclaw can make adjustment for these - not sure if it needs new graphics.
Spoiler 50% larger :
upload_2020-12-18_11-19-53.png
Any more and it may need modification to the underlaying .nif itself...
Spoiler Already it floats off the terrain a bit and making it larger makes this more noticeable :

upload_2020-12-18_11-21-20.png
 
Here's a save, I've only founded Mining Inc so far
Ok, bug is fixed, corporation screen looks like sh*t though, gotta rewrite that one day, same with religion screen, perhaps combine them into one screen with two tabs.
New SVN revision will appear in a couple hours, just waiting for Matt to wrap up his branch which fixes some bugs with modular xml.
 
Reverted to 11272, and can now build Chariot Workshop in all the concerned cities. Thank you!
Just wondering If I run into the recent End of Turn bug with this version...
Currently playing SVN v11272, the corporation advisor is blank, it shows no cities/corporations.
i thought once u have the wonders like Horse/elephant i could train them in your city?? i have have the horse/elephant resource there, but i cant train a horse whereas i can train an elephant in my cities??
Everyone, update to latest SVN.

These bugs are fixed now.
 
ok, something weird happened to my game??? the one marked "test" has available resources that i can trade with ALL rivals civs.

test1 the resources are missing and cant trade in any rival civ??



EDIT: found out it happened between these two time periods of the same game: May and October

also it went from a 2.2 to a 4.4 mb game???? in ONE (1) turn

EDIT EDIT: happens every time i go from the May game to the October game, each and every time .. .
 

Attachments

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also just had this error:

Traceback (most recent call last):
File "CvScreensInterface", line 512, in forceScreenRedraw
File "CvMainInterface", line 1375, in redraw
File "CvMainInterface", line 4933, in updatePlotHelp
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
 
also just had this error:

Traceback (most recent call last):
File "CvScreensInterface", line 512, in forceScreenRedraw
File "CvMainInterface", line 1375, in redraw
File "CvMainInterface", line 4933, in updatePlotHelp
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Upload save before it happened and instructions on how to reproduce it.
This is some DLL/Python conflict
 
Upload save before it happened and instructions on how to reproduce it.
This is some DLL/Python conflict

ok, i tried it again and it was gone on all autosaves i had, so i keep going and saving each turn, i finally got it to do it again in the zip i have both games, SO and SO1,, SO1 is before it happens i believe and SO is after . .????

make sure u delete ur logs before hand . .
 

Attachments

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ok, i tried it again and it was gone on all autosaves i had, so i keep going and saving each turn, i finally got it to do it again in the zip i have both games, SO and SO1,, SO1 is before it happens i believe and SO is after . .????

make sure u delete ur logs before hand . .
Seems to be random error, I guess this will happen if you try clicking on units, selecting them and switching city screens.
 
started new game and before i could even build my 1st city after 3 turns some civ has already built Sed Lifestyle?? what the F???
NPCs aren't filtered out when it comes to those messages.
 
NPCs aren't filtered out when it comes to those messages.
Actually I think the problem isn't NPCs - it's that emerging Barb nations are getting handed Sed Lif for free if they trigger at just the right time and that system is designed to try to start off the new nation a little ahead of the leader of the game to give them a fighting chance but if there's a 'first to' bonus like the free tech at Sed Life, they shouldn't be able to get that technology free when they become a minor civ.

Though looking at SO's report - Did you do an Ancient start rather than a Prehistoric one SO? Perhaps all they had to do was settle to be first to it? Something along those lines?
 
Actually I think the problem isn't NPCs - it's that emerging Barb nations are getting handed Sed Lif for free if they trigger at just the right time and that system is designed to try to start off the new nation a little ahead of the leader of the game to give them a fighting chance but if there's a 'first to' bonus like the free tech at Sed Life, they shouldn't be able to get that technology free when they become a minor civ.

Though looking at SO's report - Did you do an Ancient start rather than a Prehistoric one SO? Perhaps all they had to do was settle to be first to it? Something along those lines?
Nope didnt do anything but usual default , also i tried new games with Neanderthal civ and cant even hardly get going before trail tech i get defeat because the "Barbs" r so powerful, they even start with 8 str elephant and 6-8 str Obsid units. .tried 4 times now . . they dont go after other civs just mine ..

EDIT: just started another game with "World" and then this does not happen, this tells me its a MAP thing that does it, the map that i mentioned above that was "Smart" so ot looks like a "map" thing that screws games up ..

the one thing i really really dislike about "world map" is that it has waaaay too much desert and stuff like that .. .
 
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Nope didnt do anything but usual default , also i tried new games with Neanderthal civ and cant even hardly get going before trail tech i get defeat because the "Barbs" r so powerful, they even start with 8 str elephant and 6-8 str Obsid units. .tried 4 times now . . they dont go after other civs just mine ..

EDIT: just started another game with "World" and then this does not happen, this tells me its a MAP thing that does it, the map that i mentioned above that was "Smart" so ot looks like a "map" thing that screws games up ..

the one thing i really really dislike about "world map" is that it has waaaay too much desert and stuff like that .. .
Like a scenario map or a particular map script you were seeing this with?


:xmassign: Everyone!:xmascheers:
 
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