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

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
Some modules can't be deactivated due to dependencies.

Game didn't crash for me
 
how come the units that r given to a civ start with 0 strength?? out of goody huts?? plus they cant be used with regular unit of same name using size matters?
but then i get a stone spearman who HAS str?? then the next stone aceman i get HAS also str?? what is going on?
 

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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???
Next SVN has a fix for at least some of those buildings.
since the latest SVN and recalc I am getting the same pop-up event messages again and again turn after turn:

View attachment 591539
also, there is a small text issue...
It will also fix this 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?

Other than that I can't think of any change that were supposed to make that change for you.
It appears some buildings never had this tag.

I'll add it to ALL buildings, that have <bWater>1</bWater> tag.

Something was changed about lake terrain....

I think cultures and myth/story/stories effects should be excluded from that though.
Special buildings maybe too.

You removed only some <ExtendsBuilding> entries.... should be all of them removed?
Also you removed building requirements in some cases.
 
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Something was changed about lake terrain.....
Yeah, max size of lakes changed from a global define to a world size tag.

I guess I should setup the iMinAreaSize tag so that -1 means all sizes, but not lakes, 0 means lakes and oceans of all sizes, and a specific number means whatever water body as long as it is at least yay big.
p.s. iMinAreaSize means land area if bWater=false.

You removed only some <ExtendsBuilding> entries.... should be all of them removed?
Nope, I went through all of them and removed only those that didn't make sense.

ExtendsBuilding is an AND prereq, it must be fulfilled, so having the same building in that and inside another building prereq tag is redundant or nonsensical.
 
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Nope, I went through all of them and removed only those that didn't make sense.

ExtendsBuilding is an AND prereq, it must be fulfilled, so having the same building in that and inside another building prereq tag is redundant or nonsensical.
Ah, I wasn't sure how it works.

Yeah, max size of lakes changed from a global define to a world size tag.

I guess I should setup the iMinAreaSize tag so that -1 means all sizes, but not lakes, 0 means lakes and oceans of all sizes, and a specific number means whatever water body as long as it is at least yay big.
p.s. iMinAreaSize means land area if bWater=false.
So now all coast requiring buildings except cultures, properties and pests now require at least 10 tiles of water.
Maybe myths shouldn't have minimum size of water body requirement?
 
how come the units that r given to a civ start with 0 strength?? out of goody huts?? plus they cant be used with regular unit of same name using size matters?
but then i get a stone spearman who HAS str?? then the next stone aceman i get HAS also str?? what is going on?
Possible refactoring bug, upload save before that.
 
So now all coast requiring buildings except cultures, properties and pests now require at least 10 tiles of water.
Maybe myths shouldn't have minimum size of water body requirement?
I'd like to request that canoes be made trainable on any size body of water. So canoe builder should be on lakes as well.
 
how come the units that r given to a civ start with 0 strength?? out of goody huts?? plus they cant be used with regular unit of same name using size matters?
but then i get a stone spearman who HAS str?? then the next stone aceman i get HAS also str?? what is going on?
I'm really hoping someone else has a clue about this.
 
I'd like to request that canoes be made trainable on any size body of water. So canoe builder should be on lakes as well.
So you would be able to build Canoes all way to Railroad in cities, that are placed at small water bodies.
Maybe make it obsolete much earlier like Naval Warfare or Ship Building?
By the way those units can be upgraded to newest ships like nuclear super-carriers....
 
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By the way those units can be upgraded to newest ships like nuclear super-carriers....
I find this quite dumb, ship units should be very limited in what they can upgrade to imo.
A Man of War shouldn't be capable of upgrading to any of the full metal ships, if it had an upgrade the upgrade would have to be a variant of the Man of War, like "Steel Reinforced Man of War" or something, but that is better covered by new unique promotion available to wooden ships with masts or something. A canoe shouldn't be able to upgrade to a galley and so on, if the upgrade requires the full construction of a new vessel, then it doesn't make sense as an upgrade.
Some units are manpower operating equipment while other units are equipment operated by manpower, the distinction I think should be in place, where the former has upgrades while the latter rarely should.
In other words, a rifle, horse or axe isn't a unit in itself that needs manpower, it is only the unit equipment, while a tank/frigate/plane is in a greater sense the unit in itself and the manpower is secondary.
Two classes of units: Expensive Warmachines manned by operators vs Equipped platoons.
In the first the manpower is more easily replaced than the equipment, while in the latter it is the opposite.
 
I find this quite dumb, ship units should be very limited in what they can upgrade to imo.
A Man of War shouldn't be capable of upgrading to any of the full metal ships, if it had an upgrade the upgrade would have to be a variant of the Man of War, like "Steel Reinforced Man of War" or something, but that is better covered by new unique promotion available to wooden ships with masts or something. A canoe shouldn't be able to upgrade to a galley and so on, if the upgrade requires the full construction of a new vessel, then it doesn't make sense as an upgrade.
Some units are manpower operating equipment while other units are equipment operated by manpower, the distinction I think should be in place, where the former has upgrades while the latter rarely should.
In other words, a rifle, horse or axe isn't a unit in itself that needs manpower, it is only the unit equipment, while a tank/frigate/plane is in a greater sense the unit in itself and the manpower is secondary.
Two classes of units: Expensive Warmachines manned by operators vs Equipped platoons.
In the first the manpower is more easily replaced than the equipment, while in the latter it is the opposite.
While this is a very interesting way to consider it and to resolve some issues, it creates a few in the process. The problem is that the promotions and skills are reflective of the crew and the traditions of the unit, which even in modern times trace back to more crude weapons and technologies. I do see where you're coming from and thematically there's a problem at times with long string upgrades - in this case, and others, it becomes somewhat an issue. This will also become a much bigger problem for the AI plan I have in mind if your suggestion is implemented.

I think we need a transition window - a new rule that states that if you cannot build a unit (due to obsoletion) that a unit you have can normally upgrade into, then you cannot upgrade down that upgrade path - that would bar the Horses to Helicopters jump upgrading. - it made sense when it was one step at a time but when you go from a subdued horse all the way to an attack helicopter it really seems kinda stupid.

Then perhaps another that limits the operational region of larger ship units so they can't be upgraded to if they are in lakes and such. I'd LOVE it if the canoe could retain viability into late game, perhaps even upgrade to sailboats and aluminum canoes and such for more modern times. Something needs to be able to use the lakes in at least a hunter role I feel.
 
something happened to Inflation: it went from 50,000 to 0 in one turn, and now stays at 0 even after hurrying 5 World Wonders in one turn. Can't say which SVN, but it's got to be either 11306, 307, or 308

also, completing Computer Science Tech does not trigger voice narration
 
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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.
For me it's the Olmec Jade Carver back in the build queue for all my cities (30), and I am in the mid Atomic Age.
 
I find this quite dumb, ship units should be very limited in what they can upgrade to imo.
A Man of War shouldn't be capable of upgrading to any of the full metal ships, if it had an upgrade the upgrade would have to be a variant of the Man of War, like "Steel Reinforced Man of War" or something, but that is better covered by new unique promotion available to wooden ships with masts or something. A canoe shouldn't be able to upgrade to a galley and so on, if the upgrade requires the full construction of a new vessel, then it doesn't make sense as an upgrade.
Some units are manpower operating equipment while other units are equipment operated by manpower, the distinction I think should be in place, where the former has upgrades while the latter rarely should.
In other words, a rifle, horse or axe isn't a unit in itself that needs manpower, it is only the unit equipment, while a tank/frigate/plane is in a greater sense the unit in itself and the manpower is secondary.
Two classes of units: Expensive Warmachines manned by operators vs Equipped platoons.
In the first the manpower is more easily replaced than the equipment, while in the latter it is the opposite.
Brute can be upgraded to High Tech Robot, if you hold on them long enough :D
 
For me it's the Olmec Jade Carver back in the build queue for all my cities (30), and I am in the mid Atomic Age.
Those never obsolete.
In fact around 4000 buildings never obsoletes.

It was changed, so if requirement obsoletes, it is assumed, that it was always there.
X obsoletes before Y, Y needs X.
Now Y can be built even after X obsoletes.
 
For me it's the Olmec Jade Carver back in the build queue for all my cities (30), and I am in the mid Atomic Age.
As raxo said above, that would not be a code bug, just how the xml is set up for it currently, no tech obsolete it.
Its xml didn't change recently, but there was a code rule change that make it so that building requirements are ignored if the building required is obsolete, this is because obsolete buildings now are also removed from cities instead of lingering there forever.
Before this change, you could still experience that the olmec jade carver became available in atomic age or later, but for it to happen a hurricane/fire event would have to destroy an existing olmec jade carver in a city that has all its obsolete building requirements lingering as built buildings.
After the change they appear in cities that never built the obsolete building requirement in the first place as well.
 
how come the units that r given to a civ start with 0 strength?? out of goody huts?? plus they cant be used with regular unit of same name using size matters?
but then i get a stone spearman who HAS str?? then the next stone aceman i get HAS also str?? what is going on?
After some consideration, unless we continue to see this a lot, I think what happened had something to do with a change that was made that quietly broke saves without making it impossible to load those saves. The change in question came up just a bit before this report and I would expect some strange unit values from it if it didn't invalidate saves entirely.

Not my change, BTW, but we were warned of the impact coming up on Discord and maybe that has something to do with it.
 
from latest SVN list:
  • All buildings, that must be placed at coast, now must have large enough sea (10 tiles of water) (raxo2222)
This restriction of minimum of 10 tiles of water is troublesome. Rather large restriction. Gives me the Lost in Space "Warning Will Rogers Warning" feeling. I see danger ahead.
 
from latest SVN list:

This restriction of minimum of 10 tiles of water is troublesome. Rather large restriction. Gives me the Lost in Space "Warning Will Rogers Warning" feeling. I see danger ahead.
I'll second this notion - I'm not saying I'm SURE it's a problem but it made me feel a little uncomfortable with it for sure. I'm thinking of places like the Black Sea here and wondering if this was really necessary...

Maybe just wondering if it goes too far... they HAVE a lot of these kinds of buildings on even the Great Lakes.
 
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