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

Tell us the result afterwards, ya know.

I've ran 5 tests so far, each with a randomly-specified player plus 34 randomly-selected AIs. I was guessing about a 35% chance of the bug occurring in each of these games - but never got a duplicated AI. I'm giving up, and considering my previous "bug" observation to just be a random low-occurrence fluke that does not need a complicated fix. If anybody runs into this same fluke, they can easily use WB to check the player pull-down list for same-name AIs. If starting a new game, regenerate a new game. If continuing a long-term existing game and noticing this fluke, use WB to find and erase all cities settled by one of the duplicated AIs.

My apologies to all for previously calling this out as a bug that needs investigation and fixing.

Other things I accidentally learned:
(1) At the current code level, game start-up limits the total number of players including AIs to 40 (but only 34 fully visible due to the 6 automatically-generated AI slots at the end of the list (The Green Man, another Green Man, another Green Man, a Barbarian, Neanderthals, and another Barbarian). This seems to happen whether or not Barbarian players are specified On or Off.
(2) Each new game start-up with this many AIs takes a very very long time on my old gutless laptop, and also if I try playing a few turns.
 
I've ran 5 tests so far, each with a randomly-specified player plus 34 randomly-selected AIs. I was guessing about a 35% chance of the bug occurring in each of these games - but never got a duplicated AI. I'm giving up, and considering my previous "bug" observation to just be a random low-occurrence fluke that does not need a complicated fix. If anybody runs into this same fluke, they can easily use WB to check the player pull-down list for same-name AIs. If starting a new game, regenerate a new game. If continuing a long-term existing game and noticing this fluke, use WB to find and erase all cities settled by one of the duplicated AIs.

My apologies to all for previously calling this out as a bug that needs investigation and fixing.

Other things I accidentally learned:
(1) At the current code level, game start-up limits the total number of players including AIs to 40 (but only 34 fully visible due to the 6 automatically-generated AI slots at the end of the list (The Green Man, another Green Man, another Green Man, a Barbarian, Neanderthals, and another Barbarian). This seems to happen whether or not Barbarian players are specified On or Off.
(2) Each new game start-up with this many AIs takes a very very long time on my old gutless laptop, and also if I try playing a few turns.
What version are you using, lol?
Because I'm 101% sure I can select 40 civs, plus the 10 hidden NPC slots (some still "to be used in the future, maybe").
The set-up speed also depends on the size of the map and whether it's a ready scenario or a randomly generated map.
It takes about a minute or two for me to start Pit's map with 40 civs (and even Barb cities, which may crash, but not lag).
It does take forever to start a random map with full civs at max size, though.
So, again, what version of the mod are you using?
 
This means your mod folder isn't named Caveman2Cosmo, or is nested.
Also you need to run as admin.

I found the problem. The zip file was not properly unzipped. I needed to wait until the zip file was completely unzipped. Thanks.

SSBN
 
for some reason, it looks like when u change this
<ArtStyleType>ARTSTYLE_MESO_AMERICA</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_MAYAN</UnitArtStyleType>
to this, it goes to default instead for the "ArtStyleType" indicated?????

but when i put what is supposed to be the unitartstyle, it works then, but i have to put it there in the NEW unitartstyle i made, otherwise it goes to the "regular" C2C default, this is completely wrong. . . . . .

so i guess what i am really saying is that when u put in <ArtStyleType>ARTSTYLE_MESO_AMERICA</ArtStyleType> it doesnt mean a thing IF u change the
<UnitArtStyleType>UNIT_ARTSTYLE_MAYAN</UnitArtStyleType> from what is default C2C , , ,thats messed up, because now a person has to put ALL the units listed in the CIV4UnitArtStyleTypeInfos otherwise default,... thats really messed up, IMPO. or am i wrong here doing something?
 
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Question: When v42 Official is released will it be more stable in Multi-player? I ask because my 2nd son and his good friend have started playing v41. And the old BUG problem" BUG not initializing" is hampering their play. Really Happy though that they are interested in C2C and spent a recent weekend playing it in Multi-player. Makes an old CIV player/C2C modder happy when his 36 yr old son and friend wants to play, and are, C2C! :D
 
Question: When v42 Official is released will it be more stable in Multi-player? I ask because my 2nd son and his good friend have started playing v41. And the old BUG problem" BUG not initializing" is hampering their play. Really Happy though that they are interested in C2C and spent a recent weekend playing it in Multi-player. Makes an old CIV player/C2C modder happy when his 36 yr old son and friend wants to play, and are, C2C! :D
A couple MP specific issues have been resolved since v41, though it has not been a focus in any way for this development cycle. General fixes and improvements since v41 could have some positive ripple effects for MP, but we may also have introduced new MP specific bugs unwittingly as well; so...
 
ERROR: under CIV4UnitArtStyleTypeInfos: MESO: these are right next to each other, it has to be ONE or the OTHER.. ...

<StyleUnit>
<UnitType>UNIT_BANDIT_RIDER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
<StyleUnit>
<UnitType>UNIT_BANDIT_RIDER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_BANDIT_RIDER_SOUTH_AMERICA</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>


also, for some reason, it looks like when u change this
<ArtStyleType>ARTSTYLE_MESO_AMERICA</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_MAYAN</UnitArtStyleType>
to this, it goes to default instead for the "ArtStyleType" indicated?????

but when i put what is supposed to be the unitartstyle, it works then, but i have to put it there in the NEW unitartstyle i made, otherwise it goes to the "regular" C2C default, this is completely wrong. . . . . .

so i guess what i am really saying is that when u put in <ArtStyleType>ARTSTYLE_MESO_AMERICA</ArtStyleType> it doesnt mean a thing IF u change the
<UnitArtStyleType>UNIT_ARTSTYLE_MAYAN</UnitArtStyleType> from what is default C2C , , ,thats messed up, because now a person has to put ALL the units listed in the CIV4UnitArtStyleTypeInfos otherwise default,... thats really messed up, IMPO. or am i wrong here doing something?
<ArtStyleType> - used for buildings and improvements.
<UnitArtStyleType> - used for units
 
<ArtStyleType> - used for buildings and improvements.
<UnitArtStyleType> - used for units
so if i want them to look MESO (units), i'd have to put EACH and EVERY unit in the CIV4UnitArtStyleTypeInfos otherwise they go to C2C default, correct .. .
 
so if i want them to look MESO (units), i'd have to put EACH and EVERY unit in the CIV4UnitArtStyleTypeInfos otherwise they go to C2C default, correct .. .
No ned for all units to be here, if you put select units as MESO art style, then those select units will have that art style
 
just got this error

Traceback (most recent call last):
File "BugEventManager", line 303, in _handleDefaultEvent
File "CvEventManager", line 2660, in onCityDoTurn
File "CvAdvisorUtils", line 731, in cityAdvise
UnboundLocalError: local variable 'iValue' referenced before assignment
 
just got this error

Traceback (most recent call last):
File "BugEventManager", line 303, in _handleDefaultEvent
File "CvEventManager", line 2660, in onCityDoTurn
File "CvAdvisorUtils", line 731, in cityAdvise
UnboundLocalError: local variable 'iValue' referenced before assignment
Will fix.

Edit: fixed in latest SVN.
 
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since v42 i now get this error message??

info type 'UNIT_PORTUGAL_CARRACK' not found, Current XML file is: modules\Alt_Timelines\Megafauna\Megafauna_CIV4SpawnInfos.xml
info type 'UNIT_NETHERLANDS_OOSTINDIEVAARDER' not found, Current XML file is: modules\Alt_Timelines\Megafauna\Megafauna_CIV4SpawnInfos.xml
Its caused by your modmods
You need to cleanup SVN

There is one way to get those errors:
Disable Culture module, and go to BTS Units concepts in pedia, and click on link with Portugal or Netherlands unit name.
Since it is TXT issue of random useless concepts (it not being modularized) its very low priority.
This was issue since half of year - I modularized Cultures half year ago or so.

Generally everything in Concept section of pedia needs deep review.
I bet half of those entries could be removed.
And most of other half would need adjustment.
 
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Its caused by your modmods
You need to cleanup SVN

There is one way to get those errors:
Disable Culture module, and go to BTS Units concepts in pedia, and click on link with Portugal or Netherlands unit name.
Since it is TXT issue of random useless concepts (it not being modularized) its very low priority.
This was issue since half of year - I modularized Cultures half year ago or so.

Generally everything in Concept section of pedia needs deep review.
I bet half of those entries could be removed.
And most of other half would need adjustment.
i found it as soon as i posted it, put the wrong new civ in there, duh . .. but thx, i was going to delete it right away . .ur just to quick, lol, but i like that. .
. .
putting together 3-4 new civ (adding to just this time) i get a few brain farts, lol .. .
 
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