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

I'm here to report something I spotted previously but was unable to get it to reproduce itself but now it will. I recieved the Great Hunter event but no matter what option I pick my Trackers do not recieve the relevent promotion

Can confirm that on SVN11426 that this seems to have fixed itself after I loaded the save that gives me the event popup and then forced a recalc with CTRL-SHIFT-T the correct promotion then appeared on my Trackers, it didn't appear on my Neanderthal Tracker but I guess they don't get the promotion anyway.

Edit:

SVN 11426, I've managed to catch the Exile being killed causing a "The war is going badly for us." dip;omacy penalty bug, despite not being at war, red handed. In the before screenshot my merged Stone Spearman is about to move to the forested hill tile to the south (northeast of the barb city) where an exile happens to be lurking, the exile attacks but then flees east. You can see in the next screenshot that the Exile is openly showing Danish colours (shouldn't they be hidden nationality and so appear as barbarian?). As I ended turn I watched that spot where the exile was and spotted it fleeing southeast accross the river; my other unit a merged Stone Axeman was well placed to finish it off and moved east where despite being nearly dead the exile still tried to ambush and was duly killed, this then prompts the "-1 The war is going badly for us" on Denmark's diplomacy hover in the final screenshot.
 

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Last SVN (42.0.BETA.6602)

I tried to load my last auto-save (it was saved from v42.0.BETA.6420)-> crash. I was able to load it with v6420
Many save before -> OK
Latest SVN fixes this issue
 
SVN 11426, I've managed to catch the Exile being killed causing a "The war is going badly for us." dip;omacy penalty bug, despite not being at war, red handed. In the before screenshot my merged Stone Spearman is about to move to the forested hill tile to the south (northeast of the barb city) where an exile happens to be lurking, the exile attacks but then flees east. You can see in the next screenshot that the Exile is openly showing Danish colours (shouldn't they be hidden nationality and so appear as barbarian?). As I ended turn I watched that spot where the exile was and spotted it fleeing southeast accross the river; my other unit a merged Stone Axeman was well placed to finish it off and moved east where despite being nearly dead the exile still tried to ambush and was duly killed, this then prompts the "-1 The war is going badly for us" on Denmark's diplomacy hover in the final screenshot.

Just want to mention that with SVN 11427 this is still an issue.
 
Just want to mention that with SVN 11427 this is still an issue.
Yes, I haven't had time to look into it yet, your save has been on my computer since you first reported it and is on my todo list.
I react quickly to CTD's, but more subtle errors I look into as time allow, i.e. when I'm bored.

If you notice it happening with any non-exile criminal units too, while waiting for the fix, then I would appreciate to hear about it, there was some changes to the exile unit so it may be some xml issue at play here.
 
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Thanks for letting me know, I think the wierdiest aspect is the exile showing up as belonging to Denmark when that information should be hidden from me.
 
@raxo2222 @Toffer90 @flabbert @MattCA @Thunderbrd
Here is a Pre v 41 game that I have been playing. I updated it today thru Github. Open the save and the click EoT button or <enter>. Then as each city comes up look at the build que. Old buildings are brought back to the build list again. Some of them have early folk tales that should only apply to coastal cities not landlocked one.

But that is just the tip of the iceberg you will see when you look thru the build list as cities in different stages of development are brought up. Should turns be wasted on rebuilding what was built before? Should new cities need to build some of those old buildings? Was putting All buildings into chains a good idea after all?

I strongly suggest that you go thru the turn and look at every city that comes up that wants something built. There are 40 cities in my empire but you won't have to go thru all 40 in 1 turn. No, this type of action required will stretch out several turns as build lists from before the update of Today are completed. :p Meaning I will have to deal with this for many turns yet to come before it's all cleaned up. :(

Also, certain mid game buildings like Observatory for example are just a shell of what they were meant to be. There are many others that are now giving next to nothing and are basically a waste of time to build. I have a few screenshots I am posting as well as well as this save game. The screenshots are just from 1 city Chicago. But give a basic representation of all the mature cities.

I should have taken some screenshots from cities that are not mature yet. BUT if you go thru the turn as I suggested you will see there is more that is not right than just these highlighted buildings I have pointed out by screenshot. Example Ball Room states that it will evolve into Imperial Fortress. But Throne Room says the same thing. As do several other buildings of this type. How does 3 or 4 buildings evolve into the same thing in the future???

Many things seem redundant or outright broken and/or wrong. The game itself is still playable, so far. But the cleanup takes time to go thru. And this is my most advanced and oldest Test Game. It's been years since I have gotten a game this far along.
 

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@raxo2222 @Toffer90 @flabbert @MattCA @Thunderbrd
Here is a Pre v 41 game that I have been playing. I updated it today thru Github. Open the save and the click EoT button or <enter>. Then as each city comes up look at the build que. Old buildings are brought back to the build list again. Some of them have early folk tales that should only apply to coastal cities not landlocked one.
I see there is soft incompatibility - that is I vastly extended Pepper's megabuilding mergers.
Pepper also made severe mistake with mass obsoleting buildings without ensuring that productivity doesn't fall, so I had to rectify it.

As for Exploration folk tales: They do require localized building anywhere in empire.
That is can't build volcano myth if you don't have volcano, but once you see it, gossip spreads by itself into your whole empire.

But that is just the tip of the iceberg you will see when you look thru the build list as cities in different stages of development are brought up. Should turns be wasted on rebuilding what was built before? Should new cities need to build some of those old buildings? Was putting All buildings into chains a good idea after all?
AI will rebuild those buildings too, as their valuation was fixed
New cites can focus on maximizing production (slaves, merchants if you want to go overdrive), and build their replacements if available.
Extending Pepper's vision is good idea:
Total amount of available - unlocked and not yet obsolete buildings will stagnate once everyone goes past mid Atomic era.
Also productivity of cities doesn't fall due to mass obsoletions of regular buildings anymore. They either don't obsolete, or obsolete and are replaced by something else.

I strongly suggest that you go thru the turn and look at every city that comes up that wants something built. There are 40 cities in my empire but you won't have to go thru all 40 in 1 turn. No, this type of action required will stretch out several turns as build lists from before the update of Today are completed. :p Meaning I will have to deal with this for many turns yet to come before it's all cleaned up. :(
This happens when you don't touch save for half of year :D

Also, certain mid game buildings like Observatory for example are just a shell of what they were meant to be. There are many others that are now giving next to nothing and are basically a waste of time to build. I have a few screenshots I am posting as well as well as this save game. The screenshots are just from 1 city Chicago. But give a basic representation of all the mature cities.
This was blanket nerf for all commerce modifiers in regular buildings to counterbalance regular buildings never losing productivity.
Bonus and tech commerce modifiers become bonus and tech commerce changes. Base commerce modifiers were reduced to 1% or higher if it was religious building, or was replacing several ones with commerce modifiers
It was done so all those modifiers don't dwarf civic and trait commerce modifiers too.

I should have taken some screenshots from cities that are not mature yet. BUT if you go thru the turn as I suggested you will see there is more that is not right than just these highlighted buildings I have pointed out by screenshot. Example Ball Room states that it will evolve into Imperial Fortress. But Throne Room says the same thing. As do several other buildings of this type. How does 3 or 4 buildings evolve into the same thing in the future???
What you see this is Megabuilding - effectively compression of detail.
Essentially old buildings packaged into one building. See building upgrades in pedia.
I ensured that whole new building is greater than sum of replaced buildings when it comes to base yields and commerces, otherwise I ensured that there is no loss of quality in any tag.

Many things seem redundant or outright broken and/or wrong. The game itself is still playable, so far. But the cleanup takes time to go thru. And this is my most advanced and oldest Test Game. It's been years since I have gotten a game this far along.
Well this happens when you do large-scale changes, and don't break saves in hard way.
 
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Some late-game issues:

  1. I run my Clones on "Build Infrastructure (Automated)". Wherever there is a resource that is not in the fat cross of a city the clones automatically build a Command Center. When it is finished they build whatever is needed to use the resource, e.g. a Modern Mine. Then they will build a Command Center again. And so on, until every automated unit will work on this tile, forever. You can see this on a Bauxite tile close to the city B06 in the attached savegame. The only thing that can be done about it is to either not automate units or delete the resource in WorldBuilder.
  2. Maybe every 10 to 20 turns I receive a free Scout Droid unit, in every city on earth and I don't know why. How can I turn this off? The units are at best mediocre and war isn't a point in the game at this time anyway. It is just a hassle to delete or fortify more than 70 units now and then which I don't need and don't want.
  3. On the moon: Planetary Maglevs don't replace Lunar Paths. This means as soon as you have built the Lunar Path you can't build a Planetary Maglev on this tile anymore.
  4. There are certain buildings that don't obsolete and are not replaced by another building, but they should as they don't fit in the timeframe anymore. The buildings I have found are (could be more): Canon Forge, Saloon, Pawn Shop, Black Hat Hideout.
 

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Some late-game issues:

  1. I run my Clones on "Build Infrastructure (Automated)". Wherever there is a resource that is not in the fat cross of a city the clones automatically build a Command Center. When it is finished they build whatever is needed to use the resource, e.g. a Modern Mine. Then they will build a Command Center again. And so on, until every automated unit will work on this tile, forever. You can see this on a Bauxite tile close to the city B06 in the attached savegame. The only thing that can be done about it is to either not automate units or delete the resource in WorldBuilder.
  2. Maybe every 10 to 20 turns I receive a free Scout Droid unit, in every city on earth and I don't know why. How can I turn this off? The units are at best mediocre and war isn't a point in the game at this time anyway. It is just a hassle to delete or fortify more than 70 units now and then which I don't need and don't want.
  3. On the moon: Planetary Maglevs don't replace Lunar Paths. This means as soon as you have built the Lunar Path you can't build a Planetary Maglev on this tile anymore.
  4. There are certain buildings that don't obsolete and are not replaced by another building, but they should as they don't fit in the timeframe anymore. The buildings I have found are (could be more): Canon Forge, Saloon, Pawn Shop, Black Hat Hideout.
3. Absolutely no idea why you can't build planetary maglev on lunar path, it should be possible like on Earth where you can replace one route with other.
It seems like there is something broken about it...

As for scout droid unit it sounds like event
No references to scout droid in python and event xml...

As for cannon forge I was sure it obsoleted to Imperial Fortress
As for buildings needed for units I think I can make it obsolete when its all units are obsolete.
 
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If you mean "Hide Unavailable Worker Actions", that is already turned off. It could be an issue as both lunar "streets" are built by different units. The Lunar Bulldozer can only build the Planetary Maglevs but not the paths (I can't remember which unit built the paths).
 
If you mean "Hide Unavailable Worker Actions", that is already turned off. It could be an issue as both lunar "streets" are built by different units. The Lunar Bulldozer can only build the Planetary Maglevs but not the paths (I can't remember which unit built the paths).
Lunar bulldozer can build two route types
It seems like we need tie breaker for it - if routes have equal values, then pick one with later tech unlock
 
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Well, my Lunar Bulldozers can only build Planetary Maglevs, and only if there isn't a Lunar Path there already.
That's because I set lunar path to obsolete when planetary maglev is available.
In XML they can build both of them, just that only one is always available.
It appears when I conservatively increased ivalue for space routes now you can replace older routes with newer ones in space.
Spoiler :

Civ4BeyondSword 2022-01-30 20-18-02-82.png


These values aren't high enough to get space routes under Earthly cities now.

As for scout droids they didn't spawn at all - looks like you clicked on Draft button.
Or you added it to queue by accident.
I passed 17 turns and they didn't spawn, so it was you misclicking things.

As for cannon forge and other buildings:
All those buildings, that are needed for units don't obsolete, even if they are stand-alone.
There isn't lots of these, but then some units never obsolete and are merely replaced.
I could make units obsolete when all replacements are unlocked.
 
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Thank you for looking into this!
As for scout droids they didn't spawn at all - looks like you clicked on Draft button.
Or you added it to queue by accident.
I passed 17 turns and they didn't spawn, so it was you misclicking things.
It always happens in all cities on earth simultaneously, so I have to first alt-click a city and then select draft. Hmm, maybe that has happened, improbable as it is. I will watch this and post a new save if it is repeatable.
 
This happens when you don't touch save for half of year :D
I have been playing this game for months. I have saved this game a minimum of 4 times over this month alone. When you are playing 4 games per computer ( I run 2 comps for C2C games 1 for Git updates the other for SVN updates) for a total of 8 on going games. I update both comps at least once a week and at times every day when the updates are coming fast.

So sorry raxo I play all 8 games every month. :D This one was started 1st though. And since it's still playable that speaks well of the Coding teams efforts. Hats off to Toffer, MattC, flabbert, and others.

Base commerce modifiers were reduced to 1% or higher if it was religious building, or was replacing several ones with commerce modifiers
It was done so all those modifiers don't dwarf civic and trait commerce modifiers too.
IMO this "blanket" approach was not the Best approach. The other way evaluating each building does take longer but at the same time can even game play without stripping valuable buildings into meaninglessness, Like Observatory. There are many more that I did not lisst for screen shots. And this is why I said this game needs to be played for a turn or 2 by modders like you, Toffer, and/or flabbert. So you can see what is really going on. I hope you did that instead of just opening the save and looking around willy nilly.
 
Thank you for looking into this!

It always happens in all cities on earth simultaneously, so I have to first alt-click a city and then select draft. Hmm, maybe that has happened, improbable as it is. I will watch this and post a new save if it is repeatable.
Yeah it was you, since this unit isn't spawned in any way.
 
I have been playing this game for months. I have saved this game a minimum of 4 times over this month alone. When you are playing 4 games per computer ( I run 2 comps for C2C games 1 for Git updates the other for SVN updates) for a total of 8 on going games. I update both comps at least once a week and at times every day when the updates are coming fast.

So sorry raxo I play all 8 games every month. :D This one was started 1st though. And since it's still playable that speaks well of the Coding teams efforts. Hats off to Toffer, MattC, flabbert, and others.
Well it looks like you didn't try to catch up since I finished this stuff like 4 months ago.

IMO this "blanket" approach was not the Best approach. The other way evaluating each building does take longer but at the same time can even game play without stripping valuable buildings into meaninglessness, Like Observatory. There are many more that I did not lisst for screen shots. And this is why I said this game needs to be played for a turn or 2 by modders like you, Toffer, and/or flabbert. So you can see what is really going on. I hope you did that instead of just opening the save and looking around willy nilly.
I'll increase minimum commerces and yields gain from techs.
That is Ancient tech will be at least +2 yield/commerce, Classical - +3 and so on.
 
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