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

Save CTD when loading after SVN 11327-11330
Remove Russian translation - refactoring broke it.

That is all texts are now read from mod folder, and vanilla texts used by mod are in mod now.

Apparently it crashes during load, so go to to one, that doesn't crash and remove Russian translation.
 
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Remove Russian translation - refactoring broke it.

That is all texts are now read from mod folder, and vanilla texts used by mod are in mod now.

Apparently it crashes during load, so go to to one, that doesn't crash and remove Russian translation.

Tell me, plz, where to delete it from. I play in English, if it's important.
 
Tell me, plz, where to delete it from. I play in English, if it's important.
Ah so you don't have any translation modmods installed.
Then go to SVN, that doesn't crash and load game at earlier save.
Maybe save randomly corrupted?
 
It won't work anymore. I started a new game and all autosaves were overwritten :(
Which is why I now have manual saves (explicitly named to reflect the options used in them) for each of my non-testing games, lol.
Really helps in most such cases.
 
So Tamed animals can no longer be captured. :cringe::thumbsdown:
Right off the top of my head, Subdued Animals can be captured but I didn't think Tamed Animals could be IIRC. I recall someone saying they wanted to change what AI Tamed animals operated under so that they stop being used as attack units but I don't recall anything else being mentioned about changing them. I'm just asking here : is it possible that we're confusing Subdued Animals and Tamed Animals - as possible combat units I'm not sure that Tamed Animals could EVER be captured but if they are coming out and acting more (perhaps with no strength now?) like Subdued Animals, just without the capture tag to indicate what sort of subdued animal they should be take as IF captured, because previously they weren't capturable at all, then perhaps they are blurring the line between Tamed and Subdued now more than ever and confusing the issue as a result? Just trying to figure out what actually changed aside from the AI type here - which would normally be invisible to the player.
 
Negative unit upgrade price.
 

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Negative unit upgrade price.
This happens when unit is unlocked after its upgrade.
Also this may happen when upgrade is unlocked very close to original unit, as units have variable costs.

This is now fixed on Github - upgrade cost is now forced to have minimum of 1 gold.
 
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Ah, I think, I got it.
Upgrade price highly (maybe totally - need to see formula) depends on difference between base unit price and upgraded unit price. It happens to become a problem when we upgrade "national" units' stack (9 in 1, each unit's has += increased cost%). The 15th spartan warrior has a cost of world wonder, while heavy swordsman (our upgrade purpose) is muuuuch cheaper. Swordsman cost - spartan cost = bug.
 
OMG what happened to minimap after this update?
View attachment 598946
I reactivated tag, that centres minimap, because without it certain BUG option won't show latitude and latitude.

I can remove it from tech and instead make BUG option not require it.
 
@raxo2222 Just activate debug mode if you absolutely need the latitude/longitude coordinates before the tech that unlocks it is invented.
I know, but it seemed to be gameplay feature according to BUG option (show longitude/latitude)
So remove this BUG option then?

I reactivated it, because someone asked me on Discord, that "show latitude/longitude" option never shows latitude and longitude.
According to its tooltip centering map tag was needed on some tech.
 
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I'd prefer it if it just always shows - it's to the player anyhow. Seems silly to have to wait for a tech for that.
I don't think the player should know where on the planet its start position is from the get go, it's imo a nice detail to have to invent the concept of longitude and latitude before it displays to the player.
 
Why would the player need to know it in the first place, honestly?
The only thing I see it doing - is cheating with "where on Earth you are", precisely like what was said above.
Other than that, it should be a silent data only used by the code, really.
 
Why would the player need to know it in the first place, honestly?
The only thing I see it doing - is cheating with "where on Earth you are", precisely like what was said above.
Other than that, it should be a silent data only used by the code, really.
And this is why we have the BUG option for it, some will consider the lat/long info distractive and un-needed.
 
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