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

CTD on EOT. Began after last svn up.
Seems like you are using Russian translation, that is broken after recent text refactor - vanilla texts aren't read anymore.
Vanilla texts needed by mod are in mod.
This means translator will have to redo translation.
Same issue is with Polish translation, as it didn't came with vanilla.

Update SVN again - it doesn't crash for me.
Also recalculate variables (ctrl+shift+t)
 
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I just tried a random minimalistic run to "relax" - and bumped into another SNAKE error.
It's DUEL, on C2C_World, with only myself.
But I doubt any of this is the cause, since it's clearly about "screen_redraw", lol.
 

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I just tried a random minimalistic run to "relax" - and bumped into another SNAKE error.
It's DUEL, on C2C_World, with only myself.
But I doubt any of this is the cause, since it's clearly about "screen_redraw", lol.
Hmm, does the prime male building cost 0 hammers, cause that's the reason for that error.
I'll investigate.

Edit: Found cause of the error.
 
Hmm, does the prime male building cost 0 hammers, cause that's the reason for that error.
I'll investigate.

Edit: Found cause of the error.
Why would it be so?
And what's the solution?
Also, NOT gonna restart to check it - the whole idea was to "relax", not to hunt down more errors, lol.
 
Why would it be so?
And what's the solution?
Also, NOT gonna restart to check it - the whole idea was to "relax", not to hunt down more errors, lol.
There was rounding error in dll/python communication somewhere, that was fixed on Github.
 
Speaking of weird stuff.
Did you consciously remove the "type change production stopper" function that I used to whine about a while ago?
LOOOL!!!
I didn't see it at first, given how I'm too used to juggle production types to accommodate the restriction, but when I did I was rather puzzled.
And then I loaded another save - and it still worked.
So, yeah, LOL!
And THANKS, also hoping you won't "fix" it due to my stupid mouth, lol.
 
Speaking of weird stuff.
Did you consciously remove the "type change production stopper" function that I used to whine about a while ago?
LOOOL!!!
I didn't see it at first, given how I'm too used to juggle production types to accommodate the restriction, but when I did I was rather puzzled.
And then I loaded another save - and it still worked.
So, yeah, LOL!
And THANKS, also hoping you won't "fix" it due to my stupid mouth, lol.
I recall some work on some related things taking place - I'm not sure this was an intended consequence but it MIGHT have also corrected the underlying reason for having to have that stopper so maybe that has something to do with it.
 
I recall some work on some related things taking place - I'm not sure this was an intended consequence but it MIGHT have also corrected the underlying reason for having to have that stopper so maybe that has something to do with it.
I'll wait for a less-maybe answer, but if it's true... well, YESSS!!! FINALLY!!! :scan:
 
Or @Toffer90

He was refactoring how overflow works ;)
In any case, if that's gonna STAY...
YESSS!!! :king::king::king:


Also, a very SIDE point:
Would be beyond FUNNY if this also applied to Research (and others), loool.
As in, you build something small - and the overflow actually immediately gets added to Research, not "saved up" for the next turn as, well, overflow.
If THAT also works...
Wow, just WOW.
 
Also, a very SIDE point:
Would be beyond FUNNY if this also applied to Research (and others), loool.
As in, you build something small - and the overflow actually immediately gets added to Research, not "saved up" for the next turn as, well, overflow.
If THAT also works...
Wow, just WOW.
It does.
If you want to decide what to spend your overflow on the next turn, then you shouldn't add a process at the end of the queue, as it will eat the overflow from the completion of the previous construction.
Don't see why this would be funny.
 
It does.
If you want to decide what to spend your overflow on the next turn, then you shouldn't add a process at the end of the queue, as it will eat the overflow from the completion of the previous construction.
Don't see why this would be funny.
Because it ticks ALL of my "complaints" about overflow in this mod, lol.
I hated that you couldn't build more than one Wonder per turn.
I found it weird that "Research" was working the same way, by "saving up" for next turn's overflow.
And now both those things are "fixed", loool.
 
So Tamed animals can no longer be captured. :cringe::thumbsdown:
 
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