• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

[We the People] Bug reporting

hello when i launch any mod i get these errors:
---------------------------
Python Exception
---------------------------
CvGameCoreDLL.dll not loaded

Two likely causes:
1: File is missing in assets (not compiled)
2: dll files not installed in the game dir

See install instructions.txt for more information.
---------------------------
OK
---------------------------

and:
---------------------------
XML Error
---------------------------
There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\Terrain/Civ4FeatureInfos.xml
---------------------------
OK
---------------------------

and the mods go back to windows. i never had these problems with mods before but last couple of months. any help is welcome, thank you!
 
This is the key to what went wrong. Doubleclick the setup file and odds are that the problem will be fixed.
Well, I must say, I have the same problem and have copied dll files to game directory. Maybe is some bug with version 4.0.2? - I downloaded it today and I have exactly the same problems as darklurkers.
 
WTP4.02: In Europe I cannot load colonists from the dock to the Galleon with the icon "Load from the dock" nor manually drag and drop them. (By clicking on the icon the sound effect plays, but colonists reamain on the dock)
Although I can buy and load goods.
Or Galleons cannot transport colonists anymore, as part of the new rule system for ships?
1681536339793.png
 
Last edited:
Or Galleons cannot transport colonists anymore, as part of the new rule system for ships?
Exactly, it is also written in the Colopedia of the Galleon.
That is working as designed an no bug.
 
That´s probably not a bug (old scenarios perhaps)? I´m still wondering - on Americas Gig. and Americas Huge scenarios - why are there only one leader available for all nations?
 
... why are there only one leader available for all nations?
Because you are most likely playing the "FIXED" scenario version instead of the "Random" scenario version.
That is simply the way these "fixed" scenarios work, all the players have already been chosen / placed in the map.
So if you wan to be able to chose the leader freely simply play the "random" version of the map. ;)

So not, it is not a bug.
This is just the way the map was created.

------------

We only have 2 "Fixed Scenario Maps".
(All other maps randomize Players.)

1) Americas Gigantic
2) Americas Huge

------------

Both of these however also have a "random version".
(Which I personally also consider the much more interesting for gameplay)

1) Americas Gigantic - random
2) Americas Huge - random
 
Last edited:
Well, I must say, I have the same problem and have copied dll files to game directory. Maybe is some bug with version 4.0.2? - I downloaded it today and I have exactly the same problems as darklurkers.
Have you tried running setup? It runs a few tests in addition to copying the files. Odds are that it will give you an error because there is something, which isn't set up correctly.
 
Have you tried running setup? It runs a few tests in addition to copying the files. Odds are that it will give you an error because there is something, which isn't set up correctly.
Yes, of course I've used setup and there were no errors. I;m using Steam version of colonization - at first i used version beta and there was the same so later on I've patched colonization to latest version...
 
The "Resourceful" trait from leader Martim of Portugal shows that each city should receive +2 clay, stone, tools and production per turn in each colony, however if you start play and found a city it only receives +2 production per turn .

Is the fact that you don't have the other 3 bonuses a bug? Or, for example, to gain this +2 clay bonus I need to find a tile with clay, work it and then have a production of +5 clay and then the bonus increases the production to +7clay per turn, because with the production as it already has the initial +1 the game gives the +2 and so all cities already start with a production of +3 as would be expected.
 
The "Resourceful" trait from leader Martim of Portugal shows that each city should receive +2 clay, stone, tools and production per turn in each colony, however if you start play and found a city it only receives +2 production per turn .
Known bug and I fixed it a few days ago (like after 4.0.2). It will be included in the next release.
 
The "Resourceful" trait from leader Martim of Portugal shows that each city should receive +2 clay, stone, tools and production per turn in each colony, however if you start play and found a city it only receives +2 production per turn .
That was already reported and is even already fixed in the internal development branch.
If I remember correcly @Nightiggale had implemented the fix for it.

Still thanks for reporting. :thumbsup:
Better one time too often than not reported at all.

@Nightinggale was faster. :)
 
WTP4.02: On the city screen when I hover the mouse pointer over the stable there is no popup tooltip.
 
I just got this event about an indentured servant with option number 2 paying 500 gold but in reality you receive it.
Also - I just started that game and my settlement is currently 1 pop - a master carpenter, there`s no indentured servant that I could lose.. (I do have one in a boat somewhere)
 

Attachments

  • event.png
    event.png
    3.8 MB · Views: 37
I just got this event about an indentured servant with option number 2 paying 500 gold but in reality you receive it.
The issue with the gold amout is already fixed internally to my knowledge. @jooe had commited the fix.
Still thanks for reporting. :thumbsup:

I just started that game and my settlement is currently 1 pop
It does technically NOT require the Indentured Servant to be inside that specific City it triggers for.
The Indentured Servant could be anywhere on the Map. The City is just the place where the Free Colonist will then spawn.

------

Edit:
I just checked current version. :thumbsup:

1) Gold amount of Event was corrected internally as I said.
2) EventTrigger looks perfectly fine to me as I had intended it.

Edit 2:
I improved that EventTrigger a bit so it triggers later in the game.
(Currently not sure if an Indentured Servant in Europe could also trigger it.)

-------

In total:
The Trigger conditions are now harder to trigger. But it should fit better.
(Chances are still extremely high that it will eventually trigger for the player.)
 
Last edited:
Yes, of course I've used setup and there were no errors. I;m using Steam version of colonization - at first i used version beta and there was the same so later on I've patched colonization to latest version...
The thing is, I can't think of a single reason why you would get this error if setup doesn't report any error. It literally mean that there is one or more dll files, which aren't in the expected location(s).
 
The thing is, I can't think of a single reason why you would get this error if setup doesn't report any error. It literally mean that there is one or more dll files, which aren't in the expected location(s).
I've solved it few hours ago - Just uninstalled Colonization, cleared folders and installed everything again. Now it works fine.
 
@Nightinggale
Finally had a crash with some error message, never gotten those messages earlier during random crash - so better than nothing.

Running 1080 with all else maxed on a 3080.

Have a savegame just before crash if it will help more.
Crash does sometimes happen after reload and a few turns.

1681888024275.png


1681888054574.png


Savegame CTD
 
Last edited:
Have a savegame just before crash if it will help more.
Crash does sometimes happen after reload and a few turns.
Sadly or luckily it doesn't crash for me. I see you saved using 4.0.1. I added a crash fix to 4.0.2 and I highly suspect that affects this. Please update. Since you are on 4.0.1 already, you can make do with the update from 4.0.1 zip.
I have absolute no idea what this mean. It's the first time ever that I see it. It's actually quite interesting because it links to a filename, which was never released to modders meaning it's the first time I see that filename/path. When I try to google it, the first hit is people complaining about civ4 crashing back in 2006. However unlike the guys back then, you should have enough video RAM.

The game is using 1.6 GB for me. You shouldn't encounter issues there, but I have to ask: are you using the disc version of Colonization?
If so have you patched it to use 4 GB of memory? It can be done using this tool. Steam and GOG are already patched for 4 GB of memory usage. Unpatched 32 bit games are limited to 2 GB of memory for historic reasons, which doesn't apply when using 64 bit windows and more than 4 GB of RAM.
 
Back
Top Bottom