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

kept forgetting to ask this:

pic 2/3: when placing new law enforcement units u get the usual options until u have quite a few of them then u get what happens in the pics, u NO longer get the crime one, just the fortification one, then some dont even have that, it just goes to restful recovery?????
 

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a few things after newest SVN :

1. the action icons are HUGE after new SVN, and i used OLD usersettings and still doesnt matter, i tried using the BUG interface action icons and set to lower, BUT doesnt matter size wont change any longer??? pic 1 even the bug screen seems to be larger?? attached usersettings also ./.
Building icon sizes got reset due to new way of storing them.
On top right of that building window there is dark grey dot, click on it, there you can change size of icons.

In BUG settings its different thing - unit action buttons.

Also upload save so we can check why those buildups are messed up.
 
a few things after newest SVN :

1. the action icons are HUGE after new SVN, and i used OLD usersettings and still doesnt matter, i tried using the BUG interface action icons and set to lower, BUT doesnt matter size wont change any longer??? pic 1 even the bug screen seems to be larger?? attached usersettings also ./.

before new one just kept forgetting to ask this:

pic 2/3: when placing new law enforcement units u get the usual options until u have quite a few of them then u get what happens in the pics, u NO longer get the crime one, just the fortification one, then some dont even have that, it just goes to restful recovery?????
upload_2021-3-25_14-9-6.png

He's already built up on crime enforcement so he shouldn't even be giving you the popup unless along the way it cleared the selection. I feel like this used to work properly the way I left it... and it's too complicated to keep reworking. You shouldn't be able to have more than one build up selected and developed and the real bug I'm seeing here is that you ALSO have fortification built up... very confusing.
 
Wow, I have updated to 11306 and now I'm getting a message, that I've completed Valley of The Kings and I can choose a free technology every turn. I did complete it, but it was a while ago. I'm in Galactic era now.
I know what causes this, a special case with autobuilds I didn't consider when changing how the game handles building obsoletion.
UPD. Also, now I can buld Naval Shipping Warehouse, Cruise Ship Port, Fire Dock and Remote Naval Trainig Center in cities, that are not adjacent to water tiles. I think something is wrong here.
That may be caused by them not actually requiring coastal city, that they only require a building that require coastal city, and raxo wanted me to make it so that building requirements that are obsolete are always a fulfilled requirement.
 
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That may be caused by them not actually requiring coastal city, that they only require a building that is coastal, and raxo wanted me to make it so that obsolete building requirements are ignored.
Those require coasts.

It seems like all cities are coastal in that save though.
Also those buildings weren't obsolete at that point.
 
No, not all of them are coastal. Some cities in the southern part of the map aren't. And the coastal buildings I mentioned before weren't available earlier, only after this update.
Lake counts as coast.
Maybe it was that change causing some buildings to appear now.
 
Lake counts as coast.
Maybe it was that change causing some buildings to appear now.
Yep, the tiles that are called "Freshwater coast" (those small "lake" tiles) weren't enough to build Naval Shipping Warehouse and other buildings I mentioned before this update. Now that changed. Is it intentional?
 
Yep, the tiles that are called "Freshwater coast" (those small "lake" tiles) weren't enough to build Naval Shipping Warehouse and other buildings I mentioned before this update. Now that changed. Is it intentional?
There's a minAreaSize tag that decides how big the water area needs to be for the building to be buildable.
@raxo2222: did you remove any such tags from coastal buildings between the SVN versions?

Other than that I can't think of any change that were supposed to make that change for you.
 
i just built these buildings before the new SVN, then that HUGE svn came out and there they were again avail to build, which i re-built them, now with the newest change to the svn, AGAIN, there they r in the building queue again???
 

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i just built these buildings before the new SVN, then that HUGE svn came out and there they were again avail to build, which i re-built them, now with the newest change to the svn, AGAIN, there they r in the building queue again???
Interesting, could you list the name of the buildings, so it will be easier for me to figure out what makes them special in this bug.
 
Interesting, could you list the name of the buildings, so it will be easier for me to figure out what makes them special in this bug.
here is what i can find so far
 

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Looks like most of those extends the caste building, is the castle obsolete by any chance? Have you invented Economics?

I'll look into the bug tomorrow after work, I have some ideas about where the bug may lie.
 
since the latest SVN and recalc I am getting the same pop-up event messages again and again turn after turn:

on again off again.jpg

also, there is a small text issue...
 
There's a minAreaSize tag that decides how big the water area needs to be for the building to be buildable.
@raxo2222: did you remove any such tags from coastal buildings between the SVN versions?
Nope
 
started a new game, ALL default, nothing added, around 25 turns, poof CTD and got this error also: just deleted Relig Rodnovery (dont like that relig)

Traceback (most recent call last):
File "CvWBInterface", line 19, in writeDesc
File "CvWBDesc", line 1809, in write
File "CvWBDesc", line 1711, in write
AttributeError: 'NoneType' object has no attribute 'getName'
ERR: Python function writeDesc failed, module CvWBInterface
 

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