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

I used your save and user settings, and I could demolish regular buildings.
i tried to demolish the assassin Den, it shows up on my buildings but not the demolish one, this was in the capital BTW. .
 
i tried to demolish the assassin Den, it shows up on my buildings but not the demolish one, this was in the capital BTW. .
Yup, it can't be demolished, but on other hand 0 cost buildings can be demolished....

Spoiler :

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i tried to demolish the assassin Den, it shows up on my buildings but not the demolish one, this was in the capital BTW. .
The one you get from crime level (non-sanctioned) can't be demolished - it can only be removed by decreasing crime.

It is not your building but a building operated in secret in your city by a criminal group outside of state manipulation and control.
 
The one you get from crime level (non-sanctioned) can't be demolished - it can only be removed by decreasing crime.

It is not your building but a building operated in secret in your city by a criminal group outside of state manipulation and control.
In this case it was normal Assasin's Den.
Something is fishy with bullozerable buildings.
 
Cao Dai is the only religion whose buildings (temple, monastery, cathedral) do not provide education bonus. All the other religions do. Must be an oversight, surely?
 
There are two versions of the fighter plane in my city unit build screen: the Early Fighter and the Propeller Fighter, even though the Early Fighter upgrades to the Propeller Fighter they do coexist as build options (see pix). When building the Early Fighter and later upgrading it to the Prop Fighter, it is able to move onto a Carrier, no problem. When building the Propeller Fighter directly from the city's unit build screen, that unit is unable to move onto a carrier.

early fighter.jpg
 
There are two versions of the fighter plane in my city unit build screen: the Early Fighter and the Propeller Fighter, even though the Early Fighter upgrades to the Propeller Fighter they do coexist as build options (see pix). When building the Early Fighter and later upgrading it to the Prop Fighter, it is able to move onto a Carrier, no problem. When building the Propeller Fighter directly from the city's unit build screen, that unit is unable to move onto a carrier.

View attachment 590770
This stuff will be eventually cleared up by unit review.
 
how come u dont build the Heroes?? i just use them as "experience" units and add them to my capital city, and that way when i make a new unit it gets waaaaaay more experience points?? then when i get 6 of them, i put/use them for the next highest city for building troops. .
 
There are two versions of the fighter plane in my city unit build screen: the Early Fighter and the Propeller Fighter, even though the Early Fighter upgrades to the Propeller Fighter they do coexist as build options (see pix). When building the Early Fighter and later upgrading it to the Prop Fighter, it is able to move onto a Carrier, no problem. When building the Propeller Fighter directly from the city's unit build screen, that unit is unable to move onto a carrier.

View attachment 590770
Hmmm....seems you don't know much about WW1 or WW2 Military units especially airplanes.

The upper one is WW1 type (bi wing), the lower is WW2 type (single wing) propeller fighter.

They should not have the same strength and should come in different Eras. But....the past few years the lines for these Eras and associated Mil units have become blurred by come and go modders.
 
Hmmm....seems you don't know much about WW1 or WW2 Military units especially airplanes.

The upper one is WW1 type (bi wing), the lower is WW2 type (single wing) propeller fighter.

They should not have the same strength and should come in different Eras. But....the past few years the lines for these Eras and associated Mil units have become blurred by come and go modders.
You didn't understand my post, it's not about WW1 or WW2 types. It's about a bug.
 
You didn't understand my post, it's not about WW1 or WW2 types. It's about a bug.
An air unit review of a sort is under way.

Also, there will soon be a major rework of carrying rules.
 
You didn't understand my post, it's not about WW1 or WW2 types. It's about a bug.
You are correct I got which plane could and could not move onto a carrier reversed. But...

Question: is the Seaplane still available to use in the Mod? It is the one designed for carrier usage in the WW2 era. The main WW2 Prop fighter Was Not designed as a carrier fighter. So the bug is that the Seaplane is missing? Or that you "expect" the regular Prop fighter to be Able to use carriers?

It's been awhile since I've had a test game get to the point you are now in your game. And as many part time modders that have come and gone in the past 5 years is a load. Some were given carte blanche to do whatever they saw fit. Ans as such we are reaping the "rewards" of allowing it to be that way.
 
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I have a problem with the disappearing units on the map, immediately after producing and giving the command, the unit disappears from the map so that I cannot select it but you can see the effect of its presence on the map, when units get promotion it shows again and i can promote unit and again afterwards it disapears. When I mark a city, I see a garrison and I can choose units but they disappear immediately afterwards.


Turning off graphic paging in BUG options doesnt work casue i have never turned it on
 

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I have a problem with the disappearing units on the map, immediately after producing and giving the command, the unit disappears from the map so that I cannot select it but you can see the effect of its presence on the map, when units get promotion it shows again and i can promote unit and again afterwards it disapears. When I mark a city, I see a garrison and I can choose units but they disappear immediately afterwards.


Turning off graphic paging in BUG options doesnt work casue i have never turned it on

I can confirm, I observe the same bug after I have turned graphics paging off (for the reason I don't like how it works after a couple of last updates). While the paging was on units did not disappear.
 
I can confirm, I observe the same bug after I have turned graphics paging off (for the reason I don't like how it works after a couple of last updates). While the paging was on units did not disappear.
same here, off disappearance, turn on, they do NOTdisappear. .
 
You are correct I got which plane could and could not move onto a carrier reversed. But...

Question: is the Seaplane still available to use in the Mod? It is the one designed for carrier usage in the WW2 era. The main WW2 Prop fighter Was Not designed as a carrier fighter. So the bug is that the Seaplane is missing? Or that you "expect" the regular Prop fighter to be Able to use carriers?

It's been awhile since I've had a test game get to the point you are now in your game. And as many part time modders that have come and gone in the past 5 years is a load. Some were given carte blanche to do whatever they saw fit. Ans as such we are reaping the "rewards" of allowing it to be that way.
Answer for Seaplane: It's still available and can be moved on the carrier (the carrier has a optional promotion to transport Seaplanes)

But...the bug I found, it's complicated to explain, bear with me:
When you research "Flight" you will be able to build Early Fighter. Then, when you research "Aviation" this Early Fighter can upgrade to Propeller Fighter (vertical arrow on icon, pay some money, wait a turn). Normally the obsolete unit version would disappear from the Unit Build Screen and only the up to date version would be available to build. This is not the case with Early Fighter/Propeller Fighter, both are available to be build..., but let's say you build both versions, now you have a Early Fighter and Propeller Fighter, and the Early Fighter can be upgraded and becomes a Propeller Fighter: that version can move onto a carrier. The other version of the Propeller Fighter that was not upgraded but built directly from the city's build unit screen can not move on the carrier, although they are identical... and that's the bug.
 
You are correct I got which plane could and could not move onto a carrier reversed. But...

Question: is the Seaplane still available to use in the Mod? It is the one designed for carrier usage in the WW2 era. The main WW2 Prop fighter Was Not designed as a carrier fighter. So the bug is that the Seaplane is missing? Or that you "expect" the regular Prop fighter to be Able to use carriers?

It's been awhile since I've had a test game get to the point you are now in your game. And as many part time modders that have come and gone in the past 5 years is a load. Some were given carte blanche to do whatever they saw fit. Ans as such we are reaping the "rewards" of allowing it to be that way.
Seaplanes land on the water themselves and do not require a carrier. It's actually the Cruiser class that is innately equipped with the cranes to carry them. As SK pointed out, it is possible to change carriers to be outfitted to carry seaplanes as well. Not necessarily a wise choice though since later planes move away from this strategy generally.
When you research "Flight" you will be able to build Early Fighter. Then, when you research "Aviation" this Early Fighter can upgrade to Propeller Fighter (vertical arrow on icon, pay some money, wait a turn). Normally the obsolete unit version would disappear from the Unit Build Screen and only the up to date version would be available to build. This is not the case with Early Fighter/Propeller Fighter, both are available to be build..., but let's say you build both versions, now you have a Early Fighter and Propeller Fighter, and the Early Fighter can be upgraded and becomes a Propeller Fighter: that version can move onto a carrier. The other version of the Propeller Fighter that was not upgraded but built directly from the city's build unit screen can not move on the carrier, although they are identical... and that's the bug.
I cannot begin to imagine how the way the unit becomes a unit of a type, the type being what defines whether it can be carried or not, can influence whether it can be carried or not. It's certainly a curious matter.
 
I think this is the key:
Normally the obsolete unit version would disappear from the Unit Build Screen and only the up to date version would be available to build. This is not the case with Early Fighter/Propeller Fighter, both are available to be build
 
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