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

Sounds like python error - @MattCA did something to python files, but then it works normally for me...
Yeah, here's more (as in, the error changes slightly):

And it's clearly about Afflictions.
 

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Then I updated my mod folder by overwriting it with ("updated") Assets from SVN, and manually deleted the (anyways empty) Modules/Promotions.
And there you created a problem. You must delete the old entirely and then paste in the new.

I use SVN specifically TO avoid this problem by making my mod playing folder the SVN repository itself so that I only have to update from the SVN and that's it. Copying in over the top of an existing folder makes for an automatically corrupt file set (largely because it doesn't DELETE what has been removed) but the SVN can safely update directly to a repository located within the mods folder then you have nothing to move.

Why some (random) times when I load the game, the "Init XML [Uncached]" portion literally stops for nearly a minute?
And then other times it doesn't, even though there's no difference in files between the two (same SVN version).
Bout the only thing I can think of to answer to that is differing degrees of delay due to background programs running on your computer distracting the processor ... or not.
 
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Question: why would ur game go from 20 seconds to around or even way over 2 minutes when all i did was conquer 1 (one) city??? in zip i believe 3 games, one before conq, one during and one after , i believe).. pic is where i conq the city . .
AI plans have to change sometimes and you may have caused an AI to dramatically rethink a lot of plans. This leads to some unusually long turns sometimes. Not saying that's definitely it but it's a part of it. The AI overhaul plan I have should smooth some of that out if it works as hoped.
 
And there you created a problem. You must delete the old entirely and then paste in the new.
I'm getting more and more insulted by people assuming that I can't look up what type of SVN update actually happened.
And, obviously, manually deleting the "deleted" files when I copy-paste-overwrite Assets (the most common source of "updated" files).
I think I even said this explicitly in the past.
Not to mention that this time I actually killed Assets entirely and replaced it afresh from SVN.
So, NO, the cause is NOT related to "unnecessary superfluous files".
Not to mention how the error message is quite explicitly complaining about Afflictions being absent.
I'll wait for the fix, but this was NOT my fault of "being clumsy with files".
That said, in SOME cases you actually do need to first remove the files you are copying, because they react badly to overwriting attemtps.
But this is unrelated to Civ and is a totally separate problem of "file ownership" or similarly.
And it would still be avoided by killing the entire folder and copying it anew, anyways.
Whatever.
 
AI plans have to change sometimes and you may have caused an AI to dramatically rethink a lot of plans. This leads to some unusually long turns sometimes. Not saying that's definitely it but it's a part of it. The AI overhaul plan I have should smooth some of that out if it works as hoped.
I will say, the AI now is working very good, as soon as i conquer a city and demolish it, about 3-4 turns later the AI builds another one there, maybe different civ but it does it, then i have to do it all over again, and again and again .. . i like it, frustrating but nice., . .

ok after about 10 turns the turn time went to 1 minute, but that still "in MY" opinion. . nuts. . when it was 20 seconds before. .
 
I'm getting more and more insulted by people assuming that I can't look up what type of SVN update actually happened.
And, obviously, manually deleting the "deleted" files when I copy-paste-overwrite Assets (the most common source of "updated" files).
I think I even said this explicitly in the past.
Not to mention that this time I actually killed Assets entirely and replaced it afresh from SVN.
So, NO, the cause is NOT related to "unnecessary superfluous files".
Not to mention how the error message is quite explicitly complaining about Afflictions being absent.
I'll wait for the fix, but this was NOT my fault of "being clumsy with files".
That said, in SOME cases you actually do need to first remove the files you are copying, because they react badly to overwriting attemtps.
But this is unrelated to Civ and is a totally separate problem of "file ownership" or similarly.
And it would still be avoided by killing the entire folder and copying it anew, anyways.
Whatever.
I do what Thunderbird does for the mod folder and my promotion page is missing also.
 
Its fixed on github - Matt made mistake.
Well, that's good news, quite often it is my own stupidity that causes my problems.
 
Not to mention that this time I actually killed Assets entirely and replaced it afresh from SVN
You have to kill the entire original mod folder if you're copying and pasting in an update. Not just assets.

Still, when you say you copy-paste-overwrite, you're right there doing it wrong to begin with. We have to go off of the simplest diagnosis first in any case. Is the TV turned ON? Ok, now is it on the right channel? Ok, now... that's how debugging works.

It's nice to see we did have an issue and fixed it but my point here is if you're doing ANY overwriting, you're doing it wrong.
 
You have to kill the entire original mod folder if you're copying and pasting in an update. Not just assets.

Still, when you say you copy-paste-overwrite, you're right there doing it wrong to begin with. We have to go off of the simplest diagnosis first in any case. Is the TV turned ON? Ok, now is it on the right channel? Ok, now... that's how debugging works.

It's nice to see we did have an issue and fixed it but my point here is if you're doing ANY overwriting, you're doing it wrong.
NO.
Only if there were any "deleted" files in the update.
Which I can SEE in the LOG after I run the update, lol.
If the only files are "updated" or "added", then overwrite will do just that - replace the old files with the new ones.
It's THAT simple.
 
Whenever I try to demolish a building or city, the text box shows up, but no buildings or abandon city option showed up. It was just the rounded blue square. I updated to most recent svn, same thing. Anyone else have this issue? Seen it before?
 
So... There's probably a python error, happening on your end, stopping it from building the list.
You should enable python errors exceptions to show, you can do that in the BtS ini file, option is called something like hidePythonExceptions.
Makes it easier for us to figure out what's wrong.
 
speaking of ini file what is this, its different??
EXE sometimes break vanilla ini file.

As for lack of comments - well EXE probably disliked something about era prefixes (so default when first starting mod is Prehistoric).
Its like this since era renames.
 
So... There's probably a python error, happening on your end, stopping it from building the list.
You should enable python errors exceptions to show, you can do that in the BtS ini file, option is called something like hidePythonExceptions.
Makes it easier for us to figure out what's wrong.

I can't find the ini file where I think it should be... in the same folder as the bts launcher/application, right? The C2C ini is there instead.
 
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