View Full Version : v20 bugs and crashes
Dancing Hoskuld Feb 07, 2012, 01:33 PM At load shows this xml error.
UNITCLASS_INDIAN_FAST_WORKER in Info class was incorrect
Current XML file is:
modules\DancingHoskuld\Subdue_Animals\z_experiment al\Mammals\WorkBuffalo_CIV4UnitInfos.xml
Everything should have been removed from the z_experimental folder.
wolfman1234 Feb 07, 2012, 01:44 PM I have deleted the folder and now loads ok. But it was there at version 1682, i am using the tortoise. Thanks.
Koshling Feb 07, 2012, 01:49 PM Anything on this yet? (post 241)
Working on it now. It seems to be a bug triggered by recent changes in specialist yields I think.
Dancing Hoskuld Feb 07, 2012, 01:55 PM I have deleted the folder and now loads ok. But it was there at version 1682, i am using the tortoise. Thanks.
When you do an update of the SVN you need to make sure you take note of the deletes as well as te updates and additions. The mammals and other folders were merged in to the core areas quite some time ago.
Koshling Feb 07, 2012, 03:15 PM Anything on this yet? (post 241)
Think I have this pinned down. There are 2 bugs essentially, one serious, one belt&braces protection missing.
The crash happens when it tries to work out the cost of hurrying something (not sure what because I can't tell that from the minidump, and I can't actually reproduce the problem from the save game). To do this it divides a base cost by the current hurry modifier for that player. However, hurry modifiers are addative (IMO they should be multiplicative, but that's a different discussion). Thus if you have 2 civics that both give -50% hurry cost, you wind up with -100% hurry cost, which equates to a hurry modifier of 0, so when it divides by that value it crashes.
Now, there isn't any actual civic (or wonder) combination that gives -100%, so that's not the whole story. However, it is problem 1 (the belt&braces protection):
1) Don't divide by quantities you don't know cannot be 0. Changed the code to return max(1,<actual modifier>) for the hurry modifier to avoid this in future
So, then the interesting question is how such a modifier came to be. Turns out there is a major bug in the modifier recalculation code, which you are prompted to run whenever the assets change. If you are in a civic that modifies hurry costs (or have wonders that do), then their effect is not zeroed out before the new assets values are added back in, which means its effect gets added on again every time you recalculate! So:
2) Make sure the hurry modifiers are zeroed at the start of the modifier recalculation like all the others
I'm testing now, but expect this fix to be in the SVN later today
ls612 Feb 07, 2012, 03:35 PM At load shows this xml error.
UNITCLASS_INDIAN_FAST_WORKER in Info class was incorrect
Current XML file is:
modules\DancingHoskuld\Subdue_Animals\z_experiment al\Mammals\WorkBuffalo_CIV4UnitInfos.xml
I am getting an error in the latest SVN. looks more like a spelling code error for the looks of it at </>e>
EDIT: I fixed it.
However there is still an invisible unit at the top of civpedia
These two could both be based off of a miscommunication between me and SO about the unit tweaks. :blush:
I think some of Flinx's code might have sneaked in to the SVN, that was causing the odd tree-nursery unit before in tests.
Dancing Hoskuld Feb 07, 2012, 03:49 PM These two could both be based off of a miscommunication between me and SO about the unit tweaks. :blush:
I think some of Flinx's code might have sneaked in to the SVN, that was causing the odd tree-nursery unit before in tests.
No, the mammals folder was removed in v20 or just after. The tree nursery stuff is me, I forgot to add the new terrains to Modified4a's mod and I forgot the build information for all the new workers also.
ls612 Feb 07, 2012, 03:55 PM No, the mammals folder was removed in v20 or just after. The tree nursery stuff is me, I forgot to add the new terrains to Modified4a's mod and I forgot the build information for all the new workers also.
Well, that's OK then.
Koshling Feb 07, 2012, 03:59 PM Important info regarding graphics CTDs
It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.
However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:
1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.
2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.
strategyonly Feb 07, 2012, 04:05 PM Important info regarding graphics CTDs
It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.
However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:
1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.
2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.
So if i turn it to 0 does that mean i will have NO, nix, nana, none buildings at all??
ls612 Feb 07, 2012, 04:08 PM Important info regarding graphics CTDs
It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.
However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:
1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.
2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.
I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?
Koshling Feb 07, 2012, 04:17 PM I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?
Yes, I can certainly do that.
It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)
ls612 Feb 07, 2012, 04:23 PM Yes, I can certainly do that.
It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)
The memory saving part is what I'm thinking about. I just like though seeing walls/palisades/planetary shields on the map though:).
AIAndy Feb 07, 2012, 05:07 PM Yes, I can certainly do that.
It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)
Check also this to narrow down which buildings should be considered as potentially guilty:
http://forums.civfanatics.com/showpost.php?p=11233032&postcount=160
I still intend to extract the stats of when and how many were built for each building from that save.
bill2505 Feb 07, 2012, 06:24 PM The memory saving part is what I'm thinking about. I just like though seeing walls/palisades/planetary shields on the map though:).
me too:D
Koshling Feb 07, 2012, 07:41 PM Check also this to narrow down which buildings should be considered as potentially guilty:
http://forums.civfanatics.com/showpost.php?p=11233032&postcount=160
I still intend to extract the stats of when and how many were built for each building from that save.
Ok, let me know the stats when you get them. I was planning to narrow it down by binary chop on the I'd space, but starter information will help.
strategyonly Feb 07, 2012, 08:53 PM Anything on this yet? (post 241)
OK i "finally" can get past the next turn (with the new SVN), withOUT a crash
EDIT:
Oh well so much for that , now i have a WfoC:
wolfman1234 Feb 07, 2012, 11:34 PM When you do an update of the SVN you need to make sure you take note of the deletes as well as te updates and additions. The mammals and other folders were merged in to the core areas quite some time ago.
I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.
Hydromancerx Feb 08, 2012, 01:14 AM I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.
I think you have to download everything from scratch (through the SVN) when first setting up the SVN. I don't think it will recognize the v19 stand alone download.
AIAndy Feb 08, 2012, 01:43 AM I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.
SVN updates DO handle deletes. But if you use exporting, you have to delete the target folder first (although you should probably keep the user settings folder).
Personally, I still prefer to have the local copy of the SVN right in the mods folder which means that SVN updating handles all deletions.
wolfman1234 Feb 08, 2012, 02:38 AM I think i dont explain me well, I downloaded the full v19 version of the game, installed tortoise and configured like sais in the post, with the option SVN update, i have been playing the same game and updating it all days since the begining, no v20 download or something like that, updates all days, and that forder wasnt removed. Now i have deleted it myself all works fine.
I have only one C2C version and is the one i update and play with in the mods folder.
AIAndy Feb 08, 2012, 02:46 AM I think i dont explain me well, I downloaded the full v19 version of the game, installed tortoise and configured like sais in the post, with the option SVN update, i have been playing the same game and updating it all days since the begining, no v20 download or something like that, updates all days, and that forder wasnt removed. Now i have deleted it myself all works fine.
I have only one C2C version and is the one i update and play with in the mods folder.
Then the folder was probably from the V19 version and the first checkout you did with the SVN got a version that already had it removed so it never removed the folder while updating.
So the lesson is: If you switch to the SVN, delete the C2C folder before checking out.
Hydromancerx Feb 08, 2012, 04:29 AM I was doing so well, went out of the game, did stuff, loaded up C2C and reloaded to my last game and poof CTD upon the next turn! :(
Have a minidump.
Koshling Feb 08, 2012, 06:48 AM I was doing so well, went out of the game, did stuff, loaded up C2C and reloaded to my last game and poof CTD upon the next turn! :(
Have a minidump.
I need to know what version you were running to read the minidump. It doesn't match the latest SVN version...
BlueGenie Feb 08, 2012, 06:54 AM I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?
Agreed. I would like that too.
On a totally different note: Has anyone else noticed something wrong with Great Farmer and with Workers?
My current Great Farmer can't place ANY bonuses ANYwhere. It's my third GF and the first two could place on several places, now suddenly this one can't where I could have done it with the others before.
The only three things that might, as I see it, have anything to do with this are:
1. A Dye resource popped up on it's own in my area.
2. Did a rebuild of modifiers.
3. Great Farmer has been capped so only two bonuses can be placed.
Though that doesn't explain why the first Great Farmer I had couldn't place bonuses on some plots I knew (had been in WB) didn't have any resources.
A Papaya Plantation was overrun by Locusts. Now I can't build a Plantation there anymore. I can use normal workers to build a Plant Gatherer but Buffalo Workers can't build anything except roads on the plot. Which is weird as they are the exact same Buffalo Workers I used to build the plantation there in the first place.
There are a few other weird behaviors in the game; creation XP is off, some buildings that replace others add their new bonus instead of replacing the old, some culture heroes could only be built in some cities and not in others, (and the bug with multiplied resources is in full effect, even after modification rebuild)-this I was wrong about, some buildings gave extra is all.
Going to reload the game to see if these issues fix themselves and will post an update later, with a save game and my settings.
Cheers
Update:
Great Farmer can place resources after recalculation of assets.
Workers on my Papaya field have still not corrected themselves.
XP gain for units went off a bit more in some, but not all, cities.
Some Replacing Buildings still add their bonus rather than replace.
Can't check the heroes one yet as I've already built all I had access too.
Let me know if you want a save after the rebuild to check on these things. I'll keep it handy.
Cheers
2nd update:
I was wrong about the fruit gathering stuff on my papaya, not even normal Workers can build that, it was a Seed Camp they could build. Which is weird as I'm way into Renaissance.
Cheers
Davidr Feb 08, 2012, 09:23 AM Do not know if these are bugs :-
A) With Build 1683 I can build both Grass Huts and Igloo in my City ( coastal built on hill / lush but with 1 tile at extremity of City Area classed as Tundra ).Majority of tiles normal land tiles , forest , grassland etc so would not expect to be allowed to build the Igloo.
b) A hill adjacent to the Sea but 100% land has spawned Sea Lion and Seal resource.
DavidR
Koshling Feb 08, 2012, 09:39 AM Agreed. I would like that too.
On a totally different note: Has anyone else noticed something wrong with Great Farmer and with Workers?
My current Great Farmer can't place ANY bonuses ANYwhere. It's my third GF and the first two could place on several places, now suddenly this one can't where I could have done it with the others before.
The only three things that might, as I see it, have anything to do with this are:
1. A Dye resource popped up on it's own in my area.
2. Did a rebuild of modifiers.
3. Great Farmer has been capped so only two bonuses can be placed.
Though that doesn't explain why the first Great Farmer I had couldn't place bonuses on some plots I knew (had been in WB) didn't have any resources.
A Papaya Plantation was overrun by Locusts. Now I can't build a Plantation there anymore. I can use normal workers to build a Plant Gatherer but Buffalo Workers can't build anything except roads on the plot. Which is weird as they are the exact same Buffalo Workers I used to build the plantation there in the first place.
There are a few other weird behaviors in the game; creation XP is off, some buildings that replace others add their new bonus instead of replacing the old, some culture heroes could only be built in some cities and not in others, (and the bug with multiplied resources is in full effect, even after modification rebuild)-this I was wrong about, some buildings gave extra is all.
Going to reload the game to see if these issues fix themselves and will post an update later, with a save game and my settings.
Cheers
Update:
Great Farmer can place resources after recalculation of assets.
Workers on my Papaya field have still not corrected themselves.
XP gain for units went off a bit more in some, but not all, cities.
Some Replacing Buildings still add their bonus rather than replace.
Can't check the heroes one yet as I've already built all I had access too.
Let me know if you want a save after the rebuild to check on these things. I'll keep it handy.
Cheers
2nd update:
I was wrong about the fruit gathering stuff on my papaya, not even normal Workers can build that, it was a Seed Camp they could build. Which is weird as I'm way into Renaissance.
Cheers
Yeh, post the save game please, and I'll add this to the list o things to look at.
AIAndy Feb 08, 2012, 10:36 AM Ok, let me know the stats when you get them. I was planning to narrow it down by binary chop on the I'd space, but starter information will help.
Here is the table with the information about which buildings were built when and how many. I have already removed all the buildings without NIF.
The suspicious ones are those that are built a lot in 1000-1500 (the last two columns) but first built before 600.
Dancing Hoskuld Feb 08, 2012, 10:39 AM I have had a similar problem to BlueGenie with caravan units not being able to provide hammers to build buildings.
b) A hill adjacent to the Sea but 100% land has spawned Sea Lion and Seal resource.
DavidR
In C2C Sea Lion and Seal are a land resource. Some other mods have them as a sea resource.
BlueGenie Feb 08, 2012, 11:30 AM Save file in attachment. I've also added the files I've modified so that if you check you can check it with the same assets I have as well as on normal settings.
The mod is C2C, like the SVN, and not Caveman2Cosmos.
I also deleted the Neanderthal folder.
The buildings that I checked for adding rather than replacing are the admin buildings. Most of my cities have more free specialists than they should have because of this.
Cheers
Hydromancerx Feb 08, 2012, 11:52 AM I need to know what version you were running to read the minidump. It doesn't match the latest SVN version...
1691 I thought. I am going to update and retry.
In C2C Sea Lion and Seal are a land resource. Some other mods have them as a sea resource.
Should they be a sea resource? If so i suppose the walrus would need to be one too.
Koshling Feb 08, 2012, 11:55 AM 1691 I thought. I am going to update and retry.
The minidump definately doesn't match the 1691 DLL. Also there is (weak) evidence that this may be the same crash that SO reported. After you update make sure you recalculate your modifiers.
Hydromancerx Feb 08, 2012, 11:58 AM After you update make sure you recalculate your modifiers.
I always do. ;)
masaykh Feb 08, 2012, 12:07 PM styarted net game and got oos.. but in log i found some interesting lines :
Player 0, ., Improvement count: 0
Player 0, TXT_KEY_IMPROVEMENT_BONUS_PUMPKIN, Improvement count: 0
Hydromancerx Feb 08, 2012, 12:18 PM The minidump definately doesn't match the 1691 DLL. Also there is (weak) evidence that this may be the same crash that SO reported. After you update make sure you recalculate your modifiers.
Updated, reloaded and recalculated and now it works! Yay! Guess I must have gotten out of sync for my versions at some point.
masaykh Feb 08, 2012, 12:37 PM please look at this
i trying to start pitboss and always got OOS
PLEASE take look at this logs - as they (i think so) have useful info
UPDATE
[204802.563] DBG: SYNCLOG: Received EndTurn for Player 0 (NetID 1) - Checking in for Turn 3167
[204802.563] DBG: SYNCLOG: Received EndTurn for Player -1 (NetID 0) - Checking in for Turn 3168
but i playing only one.. so hwho is -1 ?
Koshling Feb 08, 2012, 01:14 PM OK i "finally" can get past the next turn (with the new SVN), withOUT a crash
EDIT:
Oh well so much for that , now i have a WfoC:
It wasn't actually an infinite WFoC, just a VERY slow turn!
However, the reason it was so slow is that you were hitting a pathological case in the contractor broker of the AI (the bit that matches units looking for thinsg to do, with requests for action), which was EXTREMELY poorly behaved, performance wise.
I have now fixed this, and the turn completes in a normal amount of time with the DLL just pushed to SVN.
strategyonly Feb 08, 2012, 01:57 PM It wasn't actually an infinite WFoC, just a VERY slow turn!
However, the reason it was so slow is that you were hitting a pathological case in the contractor broker of the AI (the bit that matches units looking for things to do, with requests for action), which was EXTREMELY poorly behaved, performance wise.
I have now fixed this, and the turn completes in a normal amount of time with the DLL just pushed to SVN.
Thx sooo much and the explanation is great, thx again.;)
EDIT: You must have done alot more than usual on the dll, cause in the last 2 dll's, i have noticed alot more activity, ie capitulations, vasseling and the like going on more, and i have over 3/4 of the notifications turned OFF.
btw i am trying the 0 on the new buildings to see if actually helps or not.
AIAndy Feb 08, 2012, 03:53 PM please look at this
i trying to start pitboss and always got OOS
PLEASE take look at this logs - as they (i think so) have useful info
UPDATE
[204802.563] DBG: SYNCLOG: Received EndTurn for Player 0 (NetID 1) - Checking in for Turn 3167
[204802.563] DBG: SYNCLOG: Received EndTurn for Player -1 (NetID 0) - Checking in for Turn 3168
but i playing only one.. so hwho is -1 ?
Player -1 should be Pitboss.
I have pushed a change to the SVN that should fix one OOS with Pitboss but it is not unlikely that there are a lot more problems. Most of the code has not been written with Pitboss in mind.
SteelSterling Feb 08, 2012, 06:12 PM I have the February 7 update and it's stopped the intermittent crashes, but now I'm losing resources. The entire time I was at war, I kept losing steel every other turn. On one turn my worker would be able to build an electric railroad or my workboat build a tunnel, and the next turn I couldn't. I didn't lose any resources due to enemy activity. After maybe one or two turns, I could build them again for a few turns and then it would happen again. I went into worldbuilder and looked at the resources and it showed I didn't have anything, it was all 0.
Nor'easter Feb 08, 2012, 06:24 PM Units of mine next to the enemy capital are vanishing. Reporting it here in case it's a bug rather than working as intended.
Playing as Egypt, declared war on France, invaded with a stack that reached the outskirts of Paris. Didn't lose any units in one-on-one combat with French units attacking out of Paris, but at the start of each turn I see that one or more units of mine has simply vanished. The only thing I saw in the Event Log was something like "City defenses from Paris have damaged your units." I went into the Worldbuilder to see what Louis had in Paris: while he has some buildings that cause damage to neighboring units, he doesn't have buildings that collectively cause enough damage to kill units in a single turn. He has a Moat in Paris, but the zone of control exerted by a Moat can't cause this, can it?
I played a Custom Game with several custom settings, but didn't see anything in those settings to suggest that something like this might happen.
Anybody else experiencing anything like this? And question to the design team: is this supposed to happen?
EDIT: And just to be clear, they're not being disbanded for lack of funds, I have plenty of gold, and anyway I'm not getting the announcement "[unit] has been disbanded for lack of funds.
Stormwind Feb 08, 2012, 07:34 PM Units of mine next to the enemy capital are vanishing. Reporting it here in case it's a bug rather than working as intended.
City defenses (not defenders) are shooting back too and will kill multiple units a turn if advanced enough. Watch for other units being damaged and/or the message "Defenses from <cityname> have damaged your units" or something similar.
JosEPh_II Feb 08, 2012, 07:35 PM Galleon with Great Hunter making landfall on an unexplored island. As soon as the command was given to land (about 5 tiles out from island) and Galleon started to approach and unload GH, then desktop. Minidump below. Not sure how many turns I lost as I hadn't saved in almost 2 hours of play. :cry: That's what I get for forgetting this is an ongoing beta. :p
Just exported newest SVN version at about 5pm this evening.
JosEPh
Nor'easter Feb 08, 2012, 07:45 PM City defenses (not defenders) are shooting back too and will kill multiple units a turn if advanced enough. Watch for other units being damaged and/or the message "Defenses from <cityname> have damaged your units" or something similar.
That was why I went into WorldBuilder to see what he had in Paris. I saw three buildings that cause damage to adjacent units: Keep Tower (20% damage), Ballista Turret (20% damage), and Mechanical Traps (10% damage) -- so total damage should be 50%, no more.
The message "Defenses from [city name] have damaged your units" doesn't appear on screen, but does show up when I go into the Event Log. It would be very helpful if this message also showed up on the screen during gameplay. Also, if a unit is killed by city defenses, there should be a message same as when a unit is killed in combat with another unit -- otherwise, it looks like your units are simply vanishing for no reason.
JosEPh_II Feb 08, 2012, 07:54 PM BUG options has a setting for messages displayed at top of screen.
JosEPh :)
Nor'easter Feb 08, 2012, 08:46 PM Well, anyway, I'm getting too many random (i.e., non-repeatable) crashes at this point in my game (I'm in the mid-300s on Normal speed), so probably abandon this one and start a new game. Now I at least know that even a unit with the Medic I promotion isn't enough to protect your units against a well-defended city, will need units with at least Medic II, preferably Medic III. Live and learn.
strategyonly Feb 08, 2012, 09:18 PM Galleon with Great Hunter making landfall on an unexplored island. As soon as the command was given to land (about 5 tiles out from island) and Galleon started to approach and unload GH, then desktop. Minidump below. Not sure how many turns I lost as I hadn't saved in almost 2 hours of play. :cry: That's what I get for forgetting this is an ongoing beta. :p
Just exported newest SVN version at about 5pm this evening.
JosEPh
Thats why i changed the Max Comp as default, now all you need to do is take the last savedgame and post it. Thats is if your saving games every so often, like your "supposed" too.:rolleyes:
Stormwind Feb 08, 2012, 09:20 PM It really helps changing the autosave options to save every turn and keep at least 10 autosaves.
strategyonly Feb 08, 2012, 09:21 PM It really helps changing the autosave options to save every turn and keep at least 10 autosaves.
Thats exactly what i have, nice:p
Stormwind Feb 08, 2012, 09:29 PM And just in case someone is asking:
Open your civilizationIV.ini (usually in your userfolder/my games/beyond the sword) and change the following lines to your liking:
; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 10
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1
In BUG options autosave on begin/end turn can be enabled too but I haven't used this.
Keep in mind though that when starting a new map the autosaves from the previous map are deleted.
SteelSterling Feb 08, 2012, 09:41 PM I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
AIAndy Feb 09, 2012, 01:13 AM I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
Just to make sure: There is not a blockade by barbarians or anything that splits your trade network?
If not, then best provide a save game showing the behavior.
AIAndy Feb 09, 2012, 01:15 AM Well, anyway, I'm getting too many random (i.e., non-repeatable) crashes at this point in my game (I'm in the mid-300s on Normal speed), so probably abandon this one and start a new game. Now I at least know that even a unit with the Medic I promotion isn't enough to protect your units against a well-defended city, will need units with at least Medic II, preferably Medic III. Live and learn.
Getting a lot of random crashes is nearly always caused by the building graphics issue. There is a workaround on the SVN version where you can switch off a part of the normal building graphics which usually fixes the issue.
strategyonly Feb 09, 2012, 01:49 AM I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
To ALL concerned:
When stuff like this happens you need to provide us with a Max Saved game of the turn before it happens, thx.
strategyonly Feb 09, 2012, 02:00 AM Just got these two errors:
1. Txt not given (pic 1)
2. Python Error with LAST SVN (pic 2)
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
AIAndy Feb 09, 2012, 02:23 AM Just got these two errors:
1. Txt not given (pic 1)
2. Python Error with LAST SVN (pic 2)
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
Sounds like an incomplete removal of a Python wonder.
Dancing Hoskuld Feb 09, 2012, 02:37 AM Just got these two errors:
1. Txt not given (pic 1)
2. Python Error with LAST SVN (pic 2)
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
Strange onNukeExplosion is defined. Naturally I have not managed to test it fully. I am doing a cut and paste of the name to see if that fixes the problem. Just in case my dyslexia is playing up;)
masaykh Feb 09, 2012, 02:59 AM svn 1704
i got these running pitboss:
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 652, in callFunction
File "ScreenResolutionSize", line 44, in __init__
File "ScreenResolutionSize", line 29, in setValues
NameError: global name 'CyGInterfaceScreen' is not defined
we dont have graphics here so no CyGInterfaceScreen is defined..to avoid error it need to be defined in case if started as pitboss ? i think so
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
Traceback (most recent call last):
File "BugInit", line 93, in callInits
File "Scoreboard", line 106, in init
File "Scoreboard", line 160, in __init__
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ScreenResolutionSize", line 58, in onLoadGame
File "ScreenResolutionSize", line 29, in setValues
NameError: global name 'CyGInterfaceScreen' is not defined
again becouse of no graphic?
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "autologEventManager", line 321, in onLoadGame
File "autologEventManager", line 59, in StartLogger
AttributeError: 'NoneType' object has no attribute 'getName'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 176, in onLoadGame
File "Civ4lerts", line 237, in _reset
File "Civ4lerts", line 299, in reset
File "PlayerUtil", line 545, in playerCities
AttributeError: 'NoneType' object has no attribute 'firstCity'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 176, in onLoadGame
File "Civ4lerts", line 237, in _reset
File "Civ4lerts", line 299, in reset
File "PlayerUtil", line 545, in playerCities
AttributeError: 'NoneType' object has no attribute 'firstCity'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ANewDawnSettings", line 28, in onLoadGame
File "ANewDawnSettings", line 39, in optionUpdate
File "ANewDawnSettings", line 260, in setXMLOptionsfromIniFile
File "ANewDawnSettings", line 119, in changedFlexibleDifficultyTurnIncrements
AttributeError: 'NoneType' object has no attribute 'setModderOption'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "AutomatedSettings", line 26, in onLoadGame
File "AutomatedSettings", line 37, in optionUpdate
File "AutomatedSettings", line 192, in setXMLOptionsfromIniFile
File "BugOptions", line 815, in doDirties
File "BugOptions", line 827, in callDirtyFunctions
File "AutomatedSettings", line 69, in changedAvoidEnemyUnits
AttributeError: 'NoneType' object has no attribute 'setModderOption'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 260, in onBeginActivePlayerTurn
File "Civ4lerts", line 225, in checkAllActivePlayerCities
File "PlayerUtil", line 545, in playerCities
AttributeError: 'NoneType' object has no attribute 'firstCity'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 746, in onBeginActivePlayerTurn
File "TradeUtil", line 153, in getGoldTradePartners
File "TradeUtil", line 303, in getTradePartnersByTeam
AttributeError: 'NoneType' object has no attribute 'getTeam'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 784, in onBeginActivePlayerTurn
File "TradeUtil", line 153, in getGoldTradePartners
File "TradeUtil", line 303, in getTradePartnersByTeam
AttributeError: 'NoneType' object has no attribute 'getTeam'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 829, in onBeginActivePlayerTurn
File "Civ4lerts", line 865, in check
KeyError: -1
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 908, in onBeginActivePlayerTurn
File "Civ4lerts", line 946, in check
KeyError: -1
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "MoreCiv4lerts", line 140, in onBeginActivePlayerTurn
File "PyHelpers", line 46, in getTeam
File "PyHelpers", line 42, in getTeamID
AttributeError: 'NoneType' object has no attribute 'getTeam'
i dont tryed to connect to pitboss yet.. so please lets try hunt this errors down)
update
TRACE: BugConfig - failure parsing C:\Games\civ4eng\Beyond the Sword\mods\Caveman2Cosmossvn\Assets\Config\init.xm l at line 116
TRACE: global name 'CyGInterfaceScreen' is not defined
TRACE: BugConfig - failure parsing C:\Games\civ4eng\Beyond the Sword\mods\Caveman2Cosmossvn\Assets\Config\PlatyPi ngWonders.xml at line 12
TRACE: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
Hydromancerx Feb 09, 2012, 03:25 AM @AIAndy
So the Ski Patrol unit requires the Ski Resort building. Yet in the game it shows up requiring the Graveyard building. Why is it doing this?
AIAndy Feb 09, 2012, 03:41 AM @AIAndy
So the Ski Patrol unit requires the Ski Resort building. Yet in the game it shows up requiring the Graveyard building. Why is it doing this?
Maybe C2C has become sentient and wants to tell you that skiing is too dangerous so you better have a graveyard handy :P
@masaykh: The majority of those are because a lot of the code in there expects that there is an active player and a screen but on the Pitboss you have neither. I'll deal with those when I find the time.
Hydromancerx Feb 09, 2012, 03:45 AM Maybe C2C has become sentient
We can only hope. ;)
On a serious note also will show the Ancient Embalmer and Modern Embalmer. Which require the graveyard.
I am wondering if it has to do with the old AND setting where Graveyard was part of the "Early Building" and could be disabled. Also the Ski Resort is dependent upon of the "Useable Mountains" setting.
Do you think either of those things are causing the error?
masaykh Feb 09, 2012, 03:54 AM AIAndy, thank you, i will wait :))
Dancing Hoskuld Feb 09, 2012, 04:28 AM We can only hope. ;)
On a serious note also will show the Ancient Embalmer and Modern Embalmer. Which require the graveyard.
I am wondering if it has to do with the old AND setting where Graveyard was part of the "Early Building" and could be disabled. Also the Ski Resort is dependent upon of the "Useable Mountains" setting.
Do you think either of those things are causing the error?
If it is dependent on a a Custom Game setting then it should not appear at all if that option is selected. I don't see anything to do with Advanced Economics for example, although they may appear in the pedia.
Hydromancerx Feb 09, 2012, 06:13 AM If it is dependent on a a Custom Game setting then it should not appear at all if that option is selected. I don't see anything to do with Advanced Economics for example, although they may appear in the pedia.
Well this is in civpedia before a game is even started. And when its in game with Usable Mountains selected it is the same.
zeinul Feb 09, 2012, 12:05 PM you cant build ironsmith, goldsmith and etc if you upgrade your forge to foundry (?).
should it be working like that?
barbarians raze cities too often. i think they should never raze except you pick "barbarians always raze" option.
strategyonly Feb 09, 2012, 12:38 PM you cant build ironsmith, goldsmith and etc if you upgrade your forge to foundry (?).
should it be working like that?
barbarians raze cities too often. i think they should never raze except you pick "barbarians always raze" option.
Yeah, i do agree here, thats why i changed my settings to cant raze at all, plus the barbarians cities hardly NEVER build over pop 1:mad: is also a good reason for the not raze option.
Koshling Feb 09, 2012, 12:38 PM SVN Revision 1668
In the attached savegame, if I switch from Slavery to Coinage I can still sacrifice population.
313222
Sorry it's taken me so long to get around to this one. Anyway - turns out its another bug in the class of 'modifier not zeroed out correctly on recaculation of modifiers' bugs. Basically each time you recalculate modifiers while in a civic that provides a hurry ability (slavery providing hurry-by-population in this case) it doesn't zero the counts before reapplying all the correct ones, so the count of civics providing population-hurry goes up by one for each recaclc done while in slavery.
Fix will be pushed to SVN later today (watch the SVN thread if you need to know when it's been done). Once that's done just do a recalculation of modifiers (or accept the prompt if prompted to anyway) and it should be set correctly.
Stormwind Feb 09, 2012, 12:42 PM Sorry it's taken me so long to get around to this one. Anyway - turns out its another bug in the class of 'modifier not zeroed out correctly on recaculation of modifiers' bugs.<snip>
No problem and many thanks :goodjob:
Dancing Hoskuld Feb 09, 2012, 01:18 PM In the late renaissance I am getting a significant pause happening in the graphics at the beginning of a turn. I thought it was due to one of the new platyping wonders so removed the wonder. It helped but I a still getting the "lock". It appears that BtS has stopped or hung but wait long enough and it comes back fine. It is particularly noticeable when the diplomacy screen opens since you can't select any option.
AIAndy Feb 09, 2012, 01:22 PM Yeah, i do agree here, thats why i changed my settings to cant raze at all, plus the barbarians cities hardly NEVER build over pop 1:mad: is also a good reason for the not raze option.
The barbarian city size issue is something we still need to investigate further.
I have exempted them from civic unhealthiness so they should be in good enough health. I guess they should be exempted from civic unhappiness as well.
Maybe they should also need less food for growing (given the high growth penalty of the civics barbarians use).
Koshling Feb 09, 2012, 01:24 PM In the late renaissance I am getting a significant pause happening in the graphics at the beginning of a turn. I thought it was due to one of the new platyping wonders so removed the wonder. It helped but I a still getting the "lock". It appears that BtS has stopped or hung but wait long enough and it comes back fine. It is particularly noticeable when the diplomacy screen opens since you can't select any option.
Platyping? Was the Cyrus Cylinder one of these? I'd just spent ages building it in my current game and now it's gone :(
Dancing Hoskuld Feb 09, 2012, 01:29 PM Platyping? Was the Cyrus Cylinder one of these? I'd just spent ages building it in my current game and now it's gone :(
It was the main one, the other is the Czech TV tower that hides the map. I can see ways of speeding both up.
Koshling Feb 09, 2012, 01:38 PM It was the main one, the other is the Czech TV tower that hides the map. I can see ways of speeding both up.
Will they be back fairly soon - I'd hate to have to put my current game on ice, but I'm fairly attached to that Wonder ;)
Dancing Hoskuld Feb 09, 2012, 02:21 PM Will they be back fairly soon - I'd hate to have to put my current game on ice, but I'm fairly attached to that Wonder ;)
It is a nice wonder isn't it. ;) I have one more test to do on the changes to Subdue Animals before I can release it but without the missions. I will work on the Cylinder first. I think I can optimise the looping it does somewhat.
Koshling Feb 09, 2012, 02:21 PM Save file in attachment. I've also added the files I've modified so that if you check you can check it with the same assets I have as well as on normal settings.
The mod is C2C, like the SVN, and not Caveman2Cosmos.
I also deleted the Neanderthal folder.
The buildings that I checked for adding rather than replacing are the admin buildings. Most of my cities have more free specialists than they should have because of this.
Cheers
Found the source of the unit experience issue. Recalculation of modifiers wasn't zeroing domain-experience in the cities (which explains the meeting hall for example).
I have also pinned down the cause of the extra free specialists, which was also connected to recalculation, but in a much less obvious way.
Both will be fixed later today.
JosEPh_II Feb 09, 2012, 03:48 PM Thats why i changed the Max Comp as default, now all you need to do is take the last savedgame and post it. Thats is if your saving games every so often, like your "supposed" too.:rolleyes:
Well I didn't cause I got caught up in the Play. :p
So give me a whippin'. :cry:
I'll Try to do better next time, really I will.:mischief:
JosEPh ;)
strategyonly Feb 09, 2012, 04:16 PM Well I didn't cause I got caught up in the Play. :p
So give me a whippin'. :cry:
I'll Try to do better next time, really I will.:mischief:
JosEPh ;)
Are you sure, no offense, because i believe even on the BtS default it saves every 10 or so turns?
JosEPh_II Feb 09, 2012, 04:21 PM I had it set to 4. So the savegame I have would be 4 to 1 turn before the CTD, as I didn't pay attention When it autosaved last.
When I went back and continued from the AS it took 3 or 4 turns to get back to the tech I was researching when it happened.
JosEPh :)
strategyonly Feb 09, 2012, 04:32 PM I had it set to 4. So the savegame I have would be 4 to 1 turn before the CTD, as I didn't pay attention When it autosaved last.
When I went back and continued from the AS it took 3 or 4 turns to get back to the tech I was researching when it happened.
JosEPh :)
Then everything should be right there ready for whats wrong, correct?
strategyonly Feb 09, 2012, 04:59 PM OK after the last SVN (1710) d/l now my game wont even load, it CTD right away?
Saved game inside with minidump
EDIT: Infact all my games now CTD, second dump and game attached file 2.
EDIT EDIT: Cant even get C2C to load at all now????? dump3
Fixed thx DH
ls612 Feb 09, 2012, 05:04 PM OK after the last SVN (1710) d/l now my game wont even load, it CTD right away?
Saved game inside with minidump
EDIT: Infact all my games now CTD, second dump and game attached file 2.
Same problem here. I think it's my new module. Hydro might have missed an artdefine.
strategyonly Feb 09, 2012, 05:09 PM Same problem here. I think it's my new module. Hydro might have missed an artdefine.
Nope nothing to do with that at all, it has to be a dll problem.
ls612 Feb 09, 2012, 05:12 PM Nope nothing to do with that at all, it has to be a dll problem.
Are you sure? I had these exact same problems when my artdefines files were messed up earlier.
Edit: Yup, you were right. The DLL is to blame. I'd recommend going back to the rev 1694 DLL, as it was the last one that worked for me.
strategyonly Feb 09, 2012, 05:26 PM OK here is what i did: I tried reverting back one at a time and found out that the rev SVN 1710 is the culprit:
ls612 Feb 09, 2012, 05:28 PM OK here is what i did: I tried reverting back one at a time and found out that the rev SVN 1710 is the culprit:
So is it easily fixable?
strategyonly Feb 09, 2012, 05:29 PM So is it easily fixable?
Yes, just go to SVN "show log" and go to 1709 and have it "revert back" to it, till they get everything fixed.
ls612 Feb 09, 2012, 05:30 PM Yes, just go to SVN "show log" and go to 1709 and have it "revert back" to it, till they get everything fixed.
Yeah, but does that mean I shouldn't add any of my new stuff? Sorry, but I'm new to the commit side of the SVN.
Koshling Feb 09, 2012, 05:31 PM So is it easily fixable?
Can someone clarify the problem? Latest DLL is behaving fine for me. What makes you think it's a DLL issue? Does changing ONLY the DLL fix it for you? Does it only happen with certain assets (must do since my game is running fine on latest DLL)
strategyonly Feb 09, 2012, 05:31 PM Yeah, but does that mean I shouldn't add any of my new stuff? Sorry, but I'm new to the commit side of the SVN.
Yes dont till they fix it, sorry.:blush:
Koshling: Look at 334/336 post.
ls612 Feb 09, 2012, 05:33 PM Can someone clarify the problem? Latest DLL is behaving fine for me. What makes you think it's a DLL issue? Does changing ONLY the DLL fix it for you? Does it only happen with certain assets (must do since my game is running fine on latest DLL)
It's not a DLL problem per se, but a tree error at rev 1710. See SO's pic.
Edit: Ninja'd by SO
Koshling Feb 09, 2012, 05:38 PM Yes dont till they fix it, sorry.:blush:
Koshling: Look at 334/336 post.
Ok. What's a tree conflict?
strategyonly Feb 09, 2012, 06:14 PM Ok. What's a tree conflict?
OK from what i am finding is that DH, has an OLD Project_Manhattan_Project as a needed Project in 2 of his NEW Projects and "I" already deleted them from C2C:crazyeye:
OK i thought that was it, but i deleted them and it still crashes:crazyeye:
AIAndy Feb 10, 2012, 02:17 AM I got a crash on startup of C2C due to missing unit art button.
strategyonly Feb 10, 2012, 03:16 AM I got a crash on startup of C2C due to missing unit art button.
OK i exchanged XML files completely from the SVN to my mod and thats where i am getting the CTD, will do more testing, so i will just edit this thread, so keep checking.
Switched out unit folder and CTD??????
My head is getting dizzy, so i need a nap, sorry. check back later, sorry
Dancing Hoskuld Feb 10, 2012, 03:36 AM And since it is working for me it must be one of my art files. Just updated the SVN.
strategyonly Feb 10, 2012, 04:29 AM And since it is working for me it must be one of my art files. Just updated the SVN.
Nope that wasn't it:sad: From what i can see its something in the XML folder itself?
Davidr Feb 10, 2012, 04:43 AM Just updated to build 1718 and now getting CTD when trying to load the mod ( at XML )
DavidR
AIAndy Feb 10, 2012, 04:53 AM And since it is working for me it must be one of my art files. Just updated the SVN.
Maybe you have added a file in your local copy but not added it to the SVN?
Dancing Hoskuld Feb 10, 2012, 05:27 AM Maybe you have added a file in your local copy but not added it to the SVN?
There are 1600 files different between my working version and the SVN. Luckily most are either terrain or resources and because I use different main folders for them.
I have fixed or updated abut 6 files plus one wonder. One of the six files did have a different art define mentioned, the SVN one being wrong. So hopefully that fixes it. Fridays are my day for classes so sorry not to have been around much today.
strategyonly Feb 10, 2012, 05:50 AM I guess the only way "we" can resolve this is that DancingHoskuld needs to place HIS working copy of the 3 culprits inplace of the defective ones and see if that works??, again i am just guessing?????
YEAH, that did it, after 6 hours of going back and forth, YEAH!!!!!!:goodjob:
masaykh Feb 10, 2012, 09:21 AM I played till Modern era
made duel donut map without ai opponents
afterwards barb city become aztecs..and what with this name
"Aztec City State of Cherokee"
this name got barb city then it become civilization....
i made some "cheating" by placed every resource on map around my cities. so i have everything..
also i got "National wonder TXT_KEY_MANHATTAN build "
so i guess it need text?
btw i play 1709 - last working svn build
@Koshling game with minimal system settings, on duel map grow to
1.500gb private space, 1.800gb working set , and 2.560 commit limit...
i dont seen anything that can allocate so much resources for one app.....
(only server oriented software)
Koshling Feb 10, 2012, 09:28 AM I played till Modern era
made duel donut map without ai opponents
afterwards barb city become aztecs..and what with this name
"Aztec City State of Cherokee"
this name got barb city then it become civilization....
i made some "cheating" by placed every resource on map around my cities. so i have everything..
also i got "National wonder TXT_KEY_MANHATTAN build "
so i guess it need text?
btw i play 1709 - last working svn build
@Koshling game with minimal system settings, on duel map grow to
1.500gb private space, 1.800gb working set , and 2.560 commit limit...
i dont seen anything that can allocate so much resources for one app.....
(only server oriented software)
It's mostly city and unit graphics assets. Nothing more that can be done about them with the Civ4 engine, beyond the changes already made in the SVN. You can tell it's not a memory leak issue since it grows to that (more or less) immediately on game load - actually almost all the growth is AFTER it internally finishes the load, but BEFORE it finishes displaying it (which is the time in which the game engine is building up all its graphics assets). Displaying only limitted buiodings helps (via the global define SHOW_BUILDINGS_LEVEL), as does reducing textures from high to medium or low, but beyond that there isn't really a way to address it, short of a game engine rewrite.
Civmatrix Feb 10, 2012, 12:26 PM would be nice if you guys fix v20. In the Galactic era my wife and I cant finish the game there is a ctd that will not go away. A message said error occured in combat event handler before it all started ctd. So disappointing. I posted the save in the main thread before I realized this thread. It on the most recent page of post I made yesterday. I also tried the latest dll with no results.
Also the zig zag thing can that be fixed?
A10 bombers cant bomb anything but farmland
Cant move guided missiles into missile carrying boats such as certain subs etc
Agents can go in an attack sub but not a nuclear sub
The year counter on normal game mode is really messed up. Had to wait till 2300 or so for tanks lol
Koshling Feb 10, 2012, 12:42 PM would be nice if you guys fix v20. In the Galactic era my wife and I cant finish the game there is a ctd that will not go away. A message said error occured in combat event handler before it all started ctd. So disappointing. I posted the save in the main thread before I realized this thread. It on the most recent page of post I made yesterday. I also tried the latest dll with no results.
Also the zig zag thing can that be fixed?
A10 bombers cant bomb anything but farmland
Cant move guided missiles into missile carrying boats such as certain subs etc
Agents can go in an attack sub but not a nuclear sub
The year counter on normal game mode is really messed up. Had to wait till 2300 or so for tanks lol
Yeh, I downloaded your save game, and it's in the queue of things to look at, but it'll be a few days before I reach it I think.
Also: 'The zig zag thing' ?? Can you clarify?
masaykh Feb 10, 2012, 12:49 PM @Koshling started game,
privates bytes - 740 mb
working set - 850 mb
commit - 2100 mb
You still think it is not leak?
strategyonly Feb 10, 2012, 01:04 PM Yeh, I downloaded your save game, and it's in the queue of things to look at, but it'll be a few days before I reach it I think.
Also: 'The zig zag thing' ?? Can you clarify?
I believe he's talking about the movement of units, especially workers still, zig zagging rather than a straight beeline to the place, its still happening.
Koshling Feb 10, 2012, 01:10 PM @Koshling started game,
privates bytes - 740 mb
working set - 850 mb
commit - 2100 mb
You still think it is not leak?
Correct. At the start of the game there are no cities, no buildings, few units. The memory usage comes from the graphical assets associated with those things, so grows as the game goes on. A leak would be characterised by the memory footprint when you load a save (from an advanced game with many unit etc.) which grew as you played turns, but then dropped back when you exitted and reloaded.
Koshling Feb 10, 2012, 01:11 PM I believe he's talking about the movement of units, especially workers still, zig zagging rather than a straight beeline to the place, its still happening.
Yes, it's deliberate. It results in more optimal AI road layouts. I can probably turn it off for human player pathing if it bothers people that their own units do it...? (note - it should NOT result in longer opaths in terms of number of turns to execute, jut in more un-natural looking ones, so it's a cosmetic issue)
Dancing Hoskuld Feb 10, 2012, 01:12 PM would be nice if you guys fix v20. In the Galactic era my wife and I cant finish the game there is a ctd that will not go away. A message said error occured in combat event handler before it all started ctd. So disappointing. I posted the save in the main thread before I realized this thread. It on the most recent page of post I made yesterday. I also tried the latest dll with no results.
Also the zig zag thing can that be fixed?
A10 bombers cant bomb anything but farmland
Cant move guided missiles into missile carrying boats such as certain subs etc
Agents can go in an attack sub but not a nuclear sub
The year counter on normal game mode is really messed up. Had to wait till 2300 or so for tanks lol
If you get a message about combat error then there should be more detail in the PythonErr.log (not PythonErr2.log). If you have logging on. Posting that log will help find that particular problem much faster. ;)
As far as I remember moving missiles into subs requires them to be in the same city or fort. This is normal BtS behaviour,
Hydromancerx Feb 10, 2012, 01:33 PM Here is minidump from a random CTD without warning.
Koshling Feb 10, 2012, 01:36 PM Here is minidump from a random CTD without warning.
What version. It doesn't match the DLL currently in the SVN.
strategyonly Feb 10, 2012, 01:39 PM Yes, it's deliberate. It results in more optimal AI road layouts. I can probably turn it off for human player pathing if it bothers people that their own units do it...? (note - it should NOT result in longer opaths in terms of number of turns to execute, jut in more un-natural looking ones, so it's a cosmetic issue)
For me, if its just cosmetic, forget it, IMHO that is. But in this situation units (subdued and workers) are still walking into the barbarians pathway??
Koshling Feb 10, 2012, 01:42 PM For me, if its just cosmetic, forget it, IMHO that is. But in this situation units (subdued and workers) are still walking into the barbarians pathway??
If they are doing THAT then it's a bug, but you never responded to my questions several days ago about the save game you posted to show this. I couldn't see it happening anywhere, but it was a large map and you didn't say which units it was happening to so I might have missed it. I still haven't seen a save game that illustrates the reported problem (at least not that I can see when I have run the ones provided so far)
strategyonly Feb 10, 2012, 01:45 PM If they are doing THAT then it's a bug, but you never responded to my questions several days ago about the save game you posted to show this. I couldn't see it happening anywhere, but it was a large map and you didn't say which units it was happening to so I might have missed it. I still haven't seen a save game that illustrates the reported problem (at least not that I can see when I have run the ones provided so far)
Actually i posted three games, but have since deleted them, that was a week ago already( post 222), and i need space because of all the attachments i have, sorry.
Koshling Feb 10, 2012, 01:49 PM Actually i posted three games, but have since deleted them, that was a week ago already, and i need space because of all the attachments i have, sorry.
Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Plaese be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)
strategyonly Feb 10, 2012, 01:52 PM Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Plaese be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)
Thats no problem, i had 2 pics and the saved game, It was the HUGE one that was the culprit), I believe i called it Jackpot back then. No biggy, there was so many posts after that, so again, i will be more diligent next time, and many many thx.
Dancing Hoskuld Feb 10, 2012, 01:52 PM To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
Koshling Feb 10, 2012, 01:54 PM To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
I can change it for humans fairly easily if that's what folks want.
Having said that though, the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
strategyonly Feb 10, 2012, 01:54 PM To get my workers to build in straight lines I now build along diagonals. ;) In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
I do that with each and every game i play anyways, even for the last six years of playing.:whew:
the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
That is true, i NEVER even thought about it before:hmm:
Dancing Hoskuld Feb 10, 2012, 02:00 PM I can change it for humans fairly easily if that's what folks want.
Having said that though, the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
Don't use it in late game, just at the start when you don't know where your next resource is coming from. Besides, roads everywhere is realistic given the size of the plots. Especially in the work radius of the cities.
Koshling Feb 10, 2012, 02:09 PM Don't use it in late game, just at the start when you don't know where your next resource is coming from. Besides, roads everywhere is realistic given the size of the plots. Especially in the work radius of the cities.
Cart paths yes, roads maybe, highways probably not, railroads definately not. Also you can't really invoke 'work radius' because it's not to scale. On most late game maps (by modern certainly) pretty much every (land) tile in the world will be in a work radius and have a railroad on it. The reality is that railroads (and to a large extent highways) are trunks that go directly between cities, and don't criss-cross the entire area in a space-filling manner.
Civmatrix Feb 10, 2012, 02:16 PM Yeh, I downloaded your save game, and it's in the queue of things to look at, but it'll be a few days before I reach it I think.
Also: 'The zig zag thing' ?? Can you clarify?
Its when you select a path for a unit to go instead of going in a logical strait line it now zig zags. Esp in the modern era with boats.
Civmatrix Feb 10, 2012, 02:19 PM If you get a message about combat error then there should be more detail in the PythonErr.log (not PythonErr2.log). If you have logging on. Posting that log will help find that particular problem much faster. ;)
As far as I remember moving missiles into subs requires them to be in the same city or fort. This is normal BtS behaviour,
Not sure how to turn logging on. I left that save file so mabye one of you guys can check the logs for that save. Mabye I can leave a save a few turns before the crash instead?
EDIT: I think there is a log on the error. Ill upload it.
Civmatrix Feb 10, 2012, 02:24 PM Ok i think this must be the pyth error log. That goes with my save file previous. Hopefully I got the right one. I dont see any mention of the combat event handler error I got before all this started but here is the log that comes up on the ctd. Seems to originate from something in the warlords assets and its xml? At least thats what this log seems to talk about, Im sure you guys know what it means.
Dancing Hoskuld Feb 10, 2012, 02:46 PM Ok i think this must be the pyth error log. That goes with my save file previous. Hopefully I got the right one. I dont see any mention of the combat event handler error I got before all this started but here is the log that comes up on the ctd. Seems to originate from something in the warlords assets and its xml? At least thats what this log seems to talk about, Im sure you guys know what it means.
No, it is the PythonErr.log not PythonErr2.log that has the information needed.
In your CivilizationIV.ini file, in My Games/Beyond the Sword folder change the logging line to
; Enable the logging system
LoggingEnabled = 1
AIAndy Feb 10, 2012, 04:02 PM I can change it for humans fairly easily if that's what folks want.
In case of doubt, make it an option.
Civmatrix Feb 10, 2012, 04:11 PM No, it is the PythonErr.log not PythonErr2.log that has the information needed.
In your CivilizationIV.ini file, in My Games/Beyond the Sword folder change the logging line to
; Enable the logging system
LoggingEnabled = 1
ok ill do that now. run the save and see if I can find the right file.
EDIT: I have the log on now. But not getting much on the pyth error log1. And the combat event error doesn't show itself anymore. It just CTD now without warning during the AI moves. There is however an event log of all the things it does before it happens.
Hydromancerx Feb 10, 2012, 04:49 PM What version. It doesn't match the DLL currently in the SVN.
SVN v1719
masaykh Feb 10, 2012, 05:05 PM @Koshling i mean started civ application not "start new game" sorry for misleading post..
playing in galactic era , there some tech till the end))
If building (assasins den) obsolted - why it influence revolt?
in my game almost all "instability" buildings obsolted - but all of them influence revolt - now i fight with high tech robots, tesla infantry and they kicked me...
Unneeded building can be destroyed? (i mean with out world builder)
Maybe using units or in sacrifice of large amount of gold?
Dancing Hoskuld Feb 10, 2012, 09:05 PM Unneeded building can be destroyed? (i mean with out world builder)
If you they are not wonders and not free then Ctrl-Atl-A while in the city screen IIRC will let you sell buildings.
BlueGenie Feb 10, 2012, 09:53 PM Not sure that works for obsolete buildings though. Can't sell them once they've gone obsolete I think.
As for roads, I totally agree with Koshling. In fact in my games I often keep Mud Paths on plots I don't use for faster travel and between cities, roads on mines, of course, paved roads on cottages (for the bonus once villages), and the best available linking up cities for fastest possible travel. Oh, and for Jungle Camps the best too of course. Still don't see why JC's should get so much bonus from routes.
Cheers
Dancing Hoskuld Feb 10, 2012, 10:10 PM Not sure that works for obsolete buildings though. Can't sell them once they've gone obsolete I think.
As for roads, I totally agree with Koshling. In fact in my games I often keep Mud Paths on plots I don't use for faster travel and between cities, roads on mines, of course, paved roads on cottages (for the bonus once villages), and the best available linking up cities for fastest possible travel. Oh, and for Jungle Camps the best too of course. Still don't see why JC's should get so much bonus from routes.
Cheers
Non-obsolete buildings are sold at 20% of their cost to build. Obsolete, but not replaced, buildings sell for 10% of there cost.
Until units get one standard movement cost across terrain in your cultural borders the best available routes will be built everywhere because you can't tell where your armies will need to go. Afforess made a change to RAND that meant that automated workers would not build routs everywhere. This costed in the long run because the workers would sit around inside the cities doing nothing rather than building paths everywhere so you could hook up resources faster with the correct later route.
BlueGenie Feb 10, 2012, 10:14 PM I micromanage my workers. Always have, always will. And in many cases one can see where it's most likely an invading force will come from so knowing where to place ones fast routes isn't difficult.
Cheers
Dancing Hoskuld Feb 10, 2012, 10:28 PM I micromanage my workers. Always have, always will. And in many cases one can see where it's most likely an invading force will come from so knowing where to place ones fast routes isn't difficult.
Cheers
I only micro manage them p to a point in the late industrial when I have finished developing all the important plots my way. Then I put them on auto.
BlueGenie Feb 11, 2012, 12:37 AM MiniDump generated through graphical allocation problems? Didn't think MiniDumps would be created if it wasn't an app crash.
Cheers
masaykh Feb 11, 2012, 01:33 AM why crossbowmen have gunpowder effects? isnt it obvious bug?
Flinx Feb 11, 2012, 06:34 AM Repeatable crash at end of turn.
Save and dump attached, SVN build 1728.
Happy hunting! :)
Koshling Feb 11, 2012, 07:50 AM I only micro manage them p to a point in the late industrial when I have finished developing all the important plots my way. Then I put them on auto.
Separate discussion really (which I had intended to start at some point, but maybe now is the time). I really dislike the road-spam, it just feels wrong, and I'd like to do something about it. Not something artifial though, like havinthhe AI hurt itself by no doing it just because it doesn't look right!
Spammmed cart and mud paths I have no issue with (realistic), roads not really a problem, pathed roads probably ok too. However, from highway on up I'd like to see a disincentive to simply spamming them everywhere, and encourage the building of more realistic hub-and-spoke and direct inter-city linkage networks. To that end I would suggest that routes have an optional maintenance cost (not just purchase cost), which escalates for later route types. That would force you to think about where you really needed that maglev route!
Koshling Feb 11, 2012, 08:24 AM Here is minidump from a random CTD without warning.
Its crashing in tryign to raze a city someone just captured. I don't see any obvious problem with the code however (but it clearly IS a DLL problem). Did it reproduce from the previous turns save game or just not happen when you retried? If it reproduces can I have the save game please.
BlueGenie Feb 11, 2012, 08:38 AM What about having Highways and above having a decay rate?
Move a worker along the road to repair it before it downgrades due to lack of maintenance or see it become a Paved Road.
I suppose that'd not work with Rail Roads though. Those could be, someone said it before, done with train stations instead. Units in a city with a train station can take the train to any city on same continent that also has a train station, or x amount of plots away so Maglevs have the unlimited on same continent move.
After all, anyway, it's not the units movement along a railroad but the trains movement. Could be possible to have a set number of plots first which would be upgradable by more modern stations/trains and in that way phase over to Maglevs.
Just an idea.
Another one is that if a plot has good roads, like highways and railroads, it also loses 1 food, meaning you'd really want to place your routes well, maybe even go around some plots.
Cheers
Dancing Hoskuld Feb 11, 2012, 01:13 PM @Koshling re my maps with holes in the fog of war. I use the promotions that give ships extra line of sight a great deal. I am wondering if that could be the cause.
Koshling Feb 11, 2012, 01:53 PM @Koshling re my maps with holes in the fog of war. I use the promotions that give ships extra line of sight a great deal. I am wondering if that could be the cause.
Perhaps. Need a save game of a turn it happens in really.
strategyonly Feb 11, 2012, 02:21 PM However, from highway on up I'd like to see a disincentive to simply spamming them everywhere, and encourage the building of more realistic hub-and-spoke and direct inter-city linkage networks. To that end I would suggest that routes have an optional maintenance cost (not just purchase cost), which escalates for later route types. That would force you to think about where you really needed that maglev route!
Now that sounds interesting, but to what extent would be XML/Python or just dll stuff?
Koshling Feb 11, 2012, 02:28 PM Now that sounds interesting, but to what extent would be XML/Python or just dll stuff?
Would need an XML tag (iCostPerTurn or something, in 100ths would be best), plus some DLL work.
strategyonly Feb 11, 2012, 10:51 PM @DH:
Have a txt error
strategyonly Feb 12, 2012, 08:41 AM CTD minidump provided with (maybe the correct savedgame, i used the one after this one, but it was repeatable.:crazyeye: So i just included the one before??
But the minidump is from the CTD at least, sorry.
Renaissance Era, going to another tech. SVN # 1739
AIAndy Feb 12, 2012, 08:47 AM CTD minidump provided with (maybe the correct savedgame, i used the one after this one, but it was repeatable.:crazyeye: So i just included the one before??
But the minidump is from the CTD at least, sorry.
Renaissance Era, going to another tech. SVN # 1739
It is a graphics crash.
ls612 Feb 12, 2012, 01:31 PM I was fooling around in the WorldBuilder, and looking for something else, found, on a Huge PW3 map, absolutely no Ancient Ruins or Cave features on the map. None at all. I hope this is not intended, and if it isn't, could this please be fixed?
I also think that it should be required in general for any map bigger than standard to have at least one of each feature/resource. Does that seem doable?
Killer21334 Feb 12, 2012, 01:55 PM so I got the mod and I started playing as england it and the game started crashing, the crashes started getting increadibly frequent so much that I cant go through 2 turns without a crash(im serious) it seems that everything sets the crashes off research,buildings(esspecially wonders), diplomacy, giving units orders, everything!
So I tought that maybe my save was corrupted or something so I tried starting a new game but for some reason the game crashes before it can start a new game(i get the loading screen then it crashes) I dont know what to do, I tried re-installing the game and re downloading the mod and it didnt help.(it might be worth mentioning that I have the Steam version not the retail) did anyone else experience this problem and is there a way to fix it?
strategyonly Feb 12, 2012, 02:47 PM so I got the mod and I started playing as England it and the game started crashing, the crashes started getting incredibly frequent so much that I cant go through 2 turns without a crash(im serious) it seems that everything sets the crashes off research,buildings(especially wonders), diplomacy, giving units orders, everything!
So I thought that maybe my save was corrupted or something so I tried starting a new game but for some reason the game crashes before it can start a new game(i get the loading screen then it crashes) I dont know what to do, I tried re-installing the game and re downloading the mod and it didnt help.(it might be worth mentioning that I have the Steam version not the retail) did anyone else experience this problem and is there a way to fix it?
Try downloading the new patch in the Patch Thread by Koshling, that should benefit you alot better, and btw Welcome to CFC and thx for trying C2C:goodjob:
strategyonly Feb 12, 2012, 03:21 PM Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Please be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)
OK i finally found where i put the worker stuff:
1. Post 146 - screenshot
2. Post 158 screenshot again.
3, Post 169 screenshots and 2 saved games one turn before and one that has the turn after.
I knew they were someplace, but i have no idea now what SVN was used back then, its been awhile, and i know you d/led it.
strategyonly Feb 12, 2012, 03:32 PM OK here WE go again with it crashing on Load, who has one that works from the latest SVN???
Dancing Hoskuld Feb 12, 2012, 03:59 PM OK here WE go again with it crashing on Load, who has one that works from the latest SVN???
Looks like it was me again.:sad::blush:
Hydromancerx Feb 12, 2012, 04:09 PM Sounds like you need to test out loading the game before uploading to the SVN, DH.
ls612 Feb 12, 2012, 04:25 PM Sounds like you need to test out loading the game before uploading to the SVN, DH.
I always do that. What rev was the last working one?
strategyonly Feb 12, 2012, 04:27 PM I always do that. What rev was the last working one?
Did you delete your last units?
ls612 Feb 12, 2012, 04:28 PM Did you delete your last units?
Which ones?
strategyonly Feb 12, 2012, 04:31 PM Which ones?
The last ones you submitted:
Huskrl and Tarkan (spelling might be wrong)
nvm, i will do an export and get stuff from there, no biggy.
ls612 Feb 12, 2012, 04:40 PM The last ones you submitted:
Huskrl and Tarkan (spelling might be wrong)
My stuff isn't the problem, rev. 1742 (the one in which i added the aforementioned units) works like a charm.
strategyonly Feb 12, 2012, 06:40 PM My stuff isn't the problem, rev. 1742 (the one in which i added the aforementioned units) works like a charm.
What i meant was i might have spelled the words be wrong that "I" wrote.
little_cyclone Feb 12, 2012, 06:53 PM Discovered an interesting... something.. Not sure if its a bug, just looks like something might not be coded correctly or all the way.. When I was attempting to upgrade my carrier air wing from F4U Corsairs to the next level, P59, the game CTD's. This was only repeatable when I attempted to upgrade the Corsairs, if I didn't do that the game continued just fine. I think this is due to the fact that the Corsairs were still on an aircraft carrier when I attempted to upgrade, and the P59 they were attempting to upgrade into is not a carrier capable aircraft.
Maybe it should be made where the aircraft cannot be upgraded while onboard a carrier. Or also perhaps we should create a new category of aircraft for carrier air wings. I've often thought about suggesting/examing the possibility of defining the aircraft classes more, ala Hearts of Iron. :)
JosEPh_II Feb 12, 2012, 07:35 PM I believe it's been mentioned before, but Alt-Tabbing out and then back in causes a CTD almost every time for me. Black screen with BtS cursor and then back to desktop.
Some times when I Alt Tab back in I get a freeze frame shot of the whole game on my monitor with taskbar and Desktop Icons on top. This is not one of those.
I've had 3 of these since Friday. I believe I have revision 1739 but I'm not positive. I forgot how to find it after you update. And I updated this morning.
Minidump and save attached.
JosEPh
Koshling Feb 12, 2012, 07:39 PM Discovered an interesting... something.. Not sure if its a bug, just looks like something might not be coded correctly or all the way.. When I was attempting to upgrade my carrier air wing from F4U Corsairs to the next level, P59, the game CTD's. This was only repeatable when I attempted to upgrade the Corsairs, if I didn't do that the game continued just fine. I think this is due to the fact that the Corsairs were still on an aircraft carrier when I attempted to upgrade, and the P59 they were attempting to upgrade into is not a carrier capable aircraft.
Maybe it should be made where the aircraft cannot be upgraded while onboard a carrier. Or also perhaps we should create a new category of aircraft for carrier air wings. I've often thought about suggesting/examing the possibility of defining the aircraft classes more, ala Hearts of Iron. :)
Post a save game with exact instructions on what to do from the save to repeat the crash please
imtheman Feb 12, 2012, 07:40 PM OK here WE go again with it crashing on Load, who has one that works from the latest SVN???
1744? it's not crashing here?
Koshling Feb 12, 2012, 07:41 PM I believe it's been mentioned before, but Alt-Tabbing out and then back in causes a CTD almost every time for me. Black screen with BtS cursor and then back to desktop.
Some times when I Alt Tab back in I get a freeze frame shot of the whole game on my monitor with taskbar and Desktop Icons on top. This is not one of those.
I've had 3 of these since Friday. I believe I have revision 1739 but I'm not positive. I forgot how to find it after you update. And I updated this morning.
Minidump and save attached.
JosEPh
Are you running with the show buildings setting turned down to 2 or lower?
ls612 Feb 12, 2012, 09:01 PM I believe it's been mentioned before, but Alt-Tabbing out and then back in causes a CTD almost every time for me. Black screen with BtS cursor and then back to desktop.
Some times when I Alt Tab back in I get a freeze frame shot of the whole game on my monitor with taskbar and Desktop Icons on top. This is not one of those.
I've had 3 of these since Friday. I believe I have revision 1739 but I'm not positive. I forgot how to find it after you update. And I updated this morning.
Minidump and save attached.
JosEPh
I Alt-Tab out all the time to check the forum and it has never caused me a problem. I use 2 for the buildings.
JosEPh_II Feb 12, 2012, 09:02 PM No.
I forgot to do that. And I forgot where to make the change.
I'm turning 60 in a week. :p I guess I'm slowing down.
So could someone point me in the direction and place I need to go? Please.
JosEPh ;)
Vokarya Feb 12, 2012, 11:24 PM I have just posted a fix for this. @Vokarya, this is your wonder could you please check I have done the correct thing.
Hi, just noticed this. It looks right to me. I'll have to see if it does what I designed if I get a chance to build it in my current game. I never used kTriggeredData when I wrote the code, but it was my first attempt at Python, so I'm not completely sure what has to be used.
Vokarya Feb 12, 2012, 11:32 PM Something else I noticed while actually playing the game: Circus Maximus seems incredibly difficult to build. I think the issue is the scaling of the Hippodrome requirement with map size. I was playing on a Huge map, and I don't think anyone can get to 6 Hippodromes, given that you typically need Horses in a city radius to build a Hippodrome in that city. Am I missing something?
strategyonly Feb 12, 2012, 11:38 PM Something else I noticed while actually playing the game: Circus Maximus seems incredibly difficult to build. I think the issue is the scaling of the Hippodrome requirement with map size. I was playing on a Huge map, and I don't think anyone can get to 6 Hippodromes, given that you typically need Horses in a city radius to build a Hippodrome in that city. Am I missing something?
How far away are you from getting the Great Farmer, but you do have to have at least one horse in your area first to work?
Hydromancerx Feb 12, 2012, 11:44 PM Something else I noticed while actually playing the game: Circus Maximus seems incredibly difficult to build. I think the issue is the scaling of the Hippodrome requirement with map size. I was playing on a Huge map, and I don't think anyone can get to 6 Hippodromes, given that you typically need Horses in a city radius to build a Hippodrome in that city. Am I missing something?
Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.
strategyonly Feb 13, 2012, 04:17 AM @Koshling,
ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)
Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:
It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:
strategyonly Feb 13, 2012, 04:25 AM It is a graphics crash.
Yeah i forgot that when playing Civ4, you HAVE to keep Anti-Aliasing 4 and under, i moved it to 8, DUH!!! Thx.
Koshling Feb 13, 2012, 06:28 AM @Koshling,
ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)
Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:
It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:
I'll take a look at the worker this afternoon.
On the barb cities, I don't think we should be starting them at 2, we just have to solve their lack of growth. Are they STILL not growing with AIAndy's latest changes?
Flinx Feb 13, 2012, 07:09 AM Barb cities do grow now, i just had one reaching pop 3 and becoming a minor civ.
strategyonly Feb 13, 2012, 07:27 AM I'll take a look at the worker this afternoon.
On the barb cities, I don't think we should be starting them at 2, we just have to solve their lack of growth. Are they STILL not growing with AIAndy's latest changes?
Well the game i have going now, NO, but if he made changes, then i'll have to start a new one and see what happens, thx.
Dancing Hoskuld Feb 13, 2012, 07:30 AM Something has gone wrong with the MARCH promotion, heal while moving, I can't see what is wrong can someone check it out please. It is in the main promotions file.
Vokarya Feb 13, 2012, 08:14 AM Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.
I did subdue one Horse and use it for a Herd. I also found another issue in that once you get to Carriage Builder, you get cut off from Wheelwright/Chariot Workshop. Could we change the building prerequisite for Chariot Builder from just Wheelwright to Wheelwright OR Carriage Builder?
Another thing: Could the Megafauna trainers be used as prerequisites for the Chariot Workshop? There are Zebra Chariots as units (and the Zebra Chariot doesn't require a Chariot Workshop).
Dancing Hoskuld Feb 13, 2012, 01:34 PM There are Zebra Chariots as units (and the Zebra Chariot doesn't require a Chariot Workshop).
Units can only have one building as a prerequsite so I could not have Zebra Chariot require both the Zebra Trainer and the Chariot workshop.
Koshling Feb 13, 2012, 01:37 PM @Koshling,
ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)
Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:
It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:
Ok, found it. It's nothing new. Basically automated workers that don't have local work to do will path to somewhere that they do. In pathing they don't make use of very cautious movement (and never have), especially for human units.
Previously, AI unit stacks with no defensive capability would not path through plots with an active danger count above a certain threshold, whereas human controlled units just ignored any danger at all.
I have made the following changes:
Human automated workers will now use the same pathing checks as AI workers would
As well as checking the plot danger count (which only gets incremented by recent local battles or pillages), it will now make an additional check for nearby enemy units when in territory other than that owned by itself.
This means that when crossing neutral territory, it will now be on the lookout for enemies. When in owned territory it will avoid areas of recent battle/pillaging. If escorted by a defensive unit it will not make these checks (but usually workers aren't in the problem cases).
Edit - I **thought** it was still buggy when I retested with your save game. The worker STILL moves to the plot you indicated. It's taken me about another 2 hour to figure out why and that it isn't even a bug. The reason it does this is that the animal to the south of that plot doesn't threaten it there, because the terrain of that plot (marsh) is impassable to that animal (tundra) !! So at the end of the day, the symptom you had wasn't a bug at all, though there were weaknesses in the code that meant that similar cases really would fail!
@DH/AIAndy - note that the badger appears to have spawned on the forest/tundra/beaver plot which is impassable to it (because it's tunda)! Should we change the animal spawn code to disallow spawns on impassable plots (to the unit being spawned)? I think we should...
strategyonly Feb 13, 2012, 03:22 PM This means that when crossing neutral territory, it will now be on the lookout for enemies. When in owned territory it will avoid areas of recent battle/pillaging. If escorted by a defensive unit it will not make these checks (but usually workers aren't in the problem cases).
OMGosh, thank goodness you found it and have a way to prevent this:w00t:, i lost so far in that game over 40 workers, because of that:whew: nice;)
Sgtslick Feb 13, 2012, 03:23 PM keeps freezing when i end this turn:cry:
Koshling Feb 13, 2012, 03:57 PM OMGosh, thank goodness you found it and have a way to prevent this:w00t:, i lost so far in that game over 40 workers, because of that:whew: nice;)
It won't always prevent it. They will still cross neutral territory unprotected if they don't see any danger, and once deep in neutral territory they can easily get into trouble. Sometime I need to look at chnaging their behaviour more radically when they want to go somewhere that involves crossing a lot of neutral ground.
Sgtslick Feb 13, 2012, 04:00 PM keeps freezing when i end this turn:cry:
I just loaded 5 turns back and it still crashed loading this turn :sad:
JosEPh_II Feb 13, 2012, 04:07 PM Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.
Hydro you just Can't do that. There are Not enough wild horses to even capture one much less several of them. This is a fallacy for many of the "better" wild animals that you Need. They are just Not in abundance.
And it might take you a while to get a hunter to them if they are discovered by a wanderer/scout/explorer. And Most of the time if that scout lineup does find one, when it attacks or if it attacks at all it is killed 99% of the time. So No Horsey for U!
I could live with a whole lot less Iguana/Wolverine/Cobra/Koala/etc. for more Horse, Elephant, Zebra.
JosEPh :)
Hydromancerx Feb 13, 2012, 04:10 PM I could live with a whole lot less Iguana/Wolverine/Cobra/Koala/etc. for more Horse, Elephant, Zebra.
Really? In my current game I have so many subdued elephants I don't know what to do with them all. Like every city has an elephant herd or elephant farm. And I have like 15 cities now.
Note that I never got horses or camels until the late industrial era, when I did not need them at all.
JosEPh_II Feb 13, 2012, 04:13 PM Yes really!
I rarely see wild horses. I do see more elephants but not what you just described. I'd fall out of my chair if one of my games had that many!
Koshling wrote:Are you running with the show buildings setting turned down to 2 or lower?
Can someone Please tell me Where I do this? Thanks
JosEPh
ls612 Feb 13, 2012, 04:23 PM Can someone Please tell me Where I do this? Thanks
JosEPh
It's in the A_New_Dawn_Globaldefines.xml file.
JosEPh_II Feb 13, 2012, 04:26 PM Thank you!
JosEPh :)
AIAndy Feb 13, 2012, 04:34 PM @DH/AIAndy - note that the badger appears to have spawned on the forest/tundra/beaver plot which is impassable to it (because it's tunda)! Should we change the animal spawn code to disallow spawns on impassable plots (to the unit being spawned)? I think we should...
While it is possible to just specify that the animal should not spawn on tundra forest, it is probably a good idea to disallow it.
AIAndy Feb 13, 2012, 04:39 PM Units can only have one building as a prerequsite so I could not have Zebra Chariot require both the Zebra Trainer and the Chariot workshop.
Use PrereqBuildingClasses to have a unit that requires more than one building (there is also an Or variant of that).
DRJ Feb 13, 2012, 09:59 PM Latest SVN:
-saw russian city with 28 missionaries (naghualism)
-when Apostolic Palace vote came up who to be leader 2 choices were present: me and my vassal. He voted for himself, but shouldn't a vassal vote how the master votes (in all other votes its like that, I thought)?
-bandit riders attack with low health because of often 90% retreat chance, they should not attack with strength 1,8/8, it's just wrong.
AI wants to pay ~2000 gold for my buffalo worker and 320 for a normal one. Buffalo worker should max be 640 (as it works twice as fast as a normal worker) - Ah maybe the high price is due to the fact that for same workforce not maintance for two but only one unit must be paid... ok... but anyhow I can't exploit the AI this big time, a buffalo worker is not as much worth as an ancient tech, I think.
Sgtslick Feb 14, 2012, 03:12 AM keeps freezing when i end this turn:cry:
I need help..
strategyonly Feb 14, 2012, 04:18 AM I need help..
Please follow protocol and submit a savedgame here, thx.
Sgtslick Feb 14, 2012, 05:03 AM I Did.
#432
strategyonly Feb 14, 2012, 05:23 AM I Did.
#432
Have you gotten the most recent patch dll?
Sgtslick Feb 14, 2012, 05:46 AM well i've been updating like everyday with the svn
strategyonly Feb 14, 2012, 05:58 AM well i've been updating like everyday with the svn
Oh sorry, didnt know you were on the SVN, my bad, anyone figure out the problem here then yet??:mischief:
Killer21334 Feb 14, 2012, 06:26 AM Try downloading the new patch in the Patch Thread by Koshling, that should benefit you alot better, and btw Welcome to CFC and thx for trying C2C:goodjob:
it didnt help the game continues to crash and I still cant start a new game(because it crashes when I try to)
Koshling Feb 14, 2012, 10:46 AM keeps freezing when i end this turn:cry:
Fix just pushed to SVN
Sgtslick Feb 14, 2012, 02:31 PM ♥
Thank-you & thanks for making f1 customization save too!
Dancing Hoskuld Feb 14, 2012, 06:16 PM Whenever I select the Nautalis to be produced (in Heliopolis) I get a CTD. I assume there is an error in its graphics somewhere. Save with mini dump attached.
ls612 Feb 14, 2012, 06:27 PM Whenever I select the Nautalis to be produced (in Heliopolis) I get a CTD. I assume there is an error in its graphics somewhere. Save with mini dump attached.
I don't think it's graphics, I spawned one in the WB and it looks great. You do mean the Nautilus though, the steampunk sub :mischief:?
Dancing Hoskuld Feb 14, 2012, 06:49 PM Text Errors for hydro electricity. See attached.
I don't think it's graphics, I spawned one in the WB and it looks great. You do mean the Nautilus though, the steampunk sub :mischief:?
Yes. Make sure the button is 64x64 if it isn't it causes a CTD if you try and build the unit. I tried 3 times. I will try again after you confirm the size of the button.
Hydromancerx Feb 14, 2012, 07:04 PM The Manhattan Project seems to have broken text as well.
ls612 Feb 14, 2012, 07:13 PM Yes. Make sure the button is 64x64 if it isn't it causes a CTD if you try and build the unit. I tried 3 times. I will try again after you confirm the size of the button.
Oh. You'll have to ask Hydro about that, making/editing buttons is well outside my expertise. It doesn't cause me problems though for some reason.:confused:
strategyonly Feb 14, 2012, 08:34 PM The Manhattan Project seems to have broken text as well.
Dang i keep forgetting to re-do this, thx.:blush:
Hydromancerx Feb 14, 2012, 10:47 PM Oh. You'll have to ask Hydro about that, making/editing buttons is well outside my expertise. It doesn't cause me problems though for some reason.:confused:
The Nautilus button/icon is 64x64, I just checked in DXTBmp. It also has the correct alpha channel too.
strategyonly Feb 15, 2012, 04:19 AM @ DH:
TXT needed in one of the Tales.
EDIT:
I have had this event now 20 times in 300+ turns, dang enough is enough????? pic2 and autosave
Dancing Hoskuld Feb 15, 2012, 04:56 AM As far as I can tell the reason that event happens a great deal at that time in the game is because there are very few events that can happen at that time.
strategyonly Feb 15, 2012, 05:05 AM As far as I can tell the reason that event happens a great deal at that time in the game is because there are very few events that can happen at that time.
Good answer, on the tales above also, is that the one that was pulled because the Tales actually dont do anything at all? And i like the way the Sea Animals go directly to the Closest city.
Hydromancerx Feb 15, 2012, 05:19 AM I just generated a new map using PerfectWorld2f and I got swamps in the Coast/Ocean. I have never encountered this before. Did the map scripts get changed? I don't think they are suppose to generate there.
Dancing Hoskuld Feb 15, 2012, 05:43 AM Good answer, on the tales above also, is that the one that was pulled because the Tales actually dont do anything at all? And i like the way the Sea Animals go directly to the Closest city.
The tales can be converted to buildings and science, depending on what buildings you have in your city. I did have two text messages one for oral and another for written but since they were almost exactly the same I now only have one. I will update the SVN in the morning. I have a couple of other errors that need fixing first.
strategyonly Feb 15, 2012, 06:03 AM I just generated a new map using PerfectWorld2f and I got swamps in the Coast/Ocean. I have never encountered this before. Did the map scripts get changed? I don't think they are suppose to generate there.
Is that Ocean OR Coast? Because in Louisiana there are plenty of swamps like that (of course, as usual i could be wrong).
Hydromancerx Feb 15, 2012, 06:06 AM Is that Ocean OR Coast? Because in Louisiana there are plenty of swamps like that (of course, as usual i could be wrong).
Both coast and ocean. It also turns out to be a salt lake. Meaning its completely surrounded by land but the middle is deep for the ocean. It also has long grass in the sea too. I have never seen a map generate such a large lake before. Note that its not freshwater like normal lakes.
strategyonly Feb 15, 2012, 06:25 AM plot.setFeatureType(featureSwordGrass,0)
elif PRand.random() < 0.5:
plot.setFeatureType(featureSwamp,0)
elif PRand.random() < 0.5:
plot.setFeatureType(featureSwamp,0)
if plot.getFeatureType() == FeatureTypes.NO_FEATURE: Would it be because of this? (no elif after it?)
Sleeeper Feb 15, 2012, 08:32 AM Coast Guard and Dieselpunk techs share same square on tech tree.
strategyonly Feb 15, 2012, 08:56 AM Coast Guard and Dieselpunk techs share same square on tech tree.
HUH, your absolutely true :hmm:
Fixed, changed Diesel to 3 rather than 5, thx.
Sleeeper Feb 15, 2012, 09:07 AM Also, Modern Era Workers can't make Orchard on Fig resource (since Fig is changed to require orchard instead of plantation).
Dancing Hoskuld Feb 15, 2012, 12:25 PM Also, Modern Era Workers can't make Orchard on Fig resource (since Fig is changed to require orchard instead of plantation).
Same error I had with industrial worker. Fix going in SVN.
Dancing Hoskuld Feb 15, 2012, 12:28 PM When I made peace with Greece my navy was inside their borders. It still is and I can't move it out because I haven't got open borders, I assume.
Edit it has fixed itself with the latest SVN updates.
Dancing Hoskuld Feb 15, 2012, 02:11 PM i) Story teller upgrades to celebrity but both are showing in the units list.
ii) the war Wheel (recon) is upgrading to Jeep (wheeled) shouldn't it upgrade to Motorbike (recon)?
strategyonly Feb 15, 2012, 02:17 PM i) Story teller upgrades to celebrity but both are showing in the units list.
ii) the war Wheel (recon) is upgrading to Jeep (wheeled) shouldn't it upgrade to Motorbike (recon)?
How in the HECK did you get 323,000+ :gold: , i can barely make ends meet and alot of times it goes on "strike":sad:
BlueGenie Feb 15, 2012, 02:36 PM How in the HECK did you get 323,000+ :gold: , i can barely make ends meet and alot of times it goes on "strike":sad:
Looks like it's 3 million even.
Cheers
Stormwind Feb 15, 2012, 02:39 PM In the attached savegame, when giving the explore order to the selected Caravel(s) (if not selected, go to Delhi, there are 2 non moved Caravels) the game stops for about 10 secs. Not serious, but annoying when sending them mass exploring, I haven't checked yet if this impedes turn times.
Revision 1759 (may be already fixed, IDK).
313907
Edit: Seems the effect on ones own turn is significant, till all Caravels are moved the game is practically unresponsive.
Dancing Hoskuld Feb 15, 2012, 02:41 PM How in the HECK did you get 323,000+ :gold: , i can barely make ends meet and alot of times it goes on "strike":sad:
When testing I play on noble.:p
JosEPh_II Feb 15, 2012, 02:45 PM Looks like No Money spent on Culture, Constantly being in a Golden Age, Multiple Great Ppl, builds only bldgs that Make money, etc.
And He cheats Too!!! :p :mischief: :lol: :joke:
JosEPh ;)
Stormwind Feb 15, 2012, 02:48 PM Just don't let the gold reach over 2 billion, it will reset to 0 with a strike to boot :lol: (found this with world bank and the rather large interest rate in RoM or AND and chieftain/warlord).
Micael Feb 15, 2012, 03:01 PM Hey,
Is there a particular technology or something which is required to use Subdued Pigs/ Wild Boars?
If not then they're broken in the most recent SVN release (1778), as you can't seem to do anything with them.
Also, Crocodiles (both Large and Small) have a graphical glitch- the whole screen flashes red with their "blood" when you're fighting them.
- Micael
Dancing Hoskuld Feb 15, 2012, 03:27 PM Looks like No Money spent on Culture, Constantly being in a Golden Age, Multiple Great Ppl, builds only bldgs that Make money, etc.
And He cheats Too!!! :p :mischief: :lol: :joke:
JosEPh ;)
All buildings built except the crime ones. 100% income has been spent (85% on science, 15% on espionage) since about Renaissance, all units upgraded to max level, I have nothing to spend my money on. :( I am waiting for a prophet so I can have the last possible GP golden age. ;) I am not getting all the wonders and the only cheat was to use the Great Farmer.:p:mischief: and play on Noble.
@Koshling & AIAndy, this is the furthest I have gotten in C2C in ages. I have had one CTD with no message and two MAF's. Plus the Nautilis problem. :goodjob::goodjob:
Is there a particular technology or something which is required to use Subdued Pigs/ Wild Boars?
If not then they're broken in the most recent SVN release (1778), as you can't seem to do anything with them.
investigating
Also, Crocodiles (both Large and Small) have a graphical glitch- the whole screen flashes red with their "blood" when you're fighting them.
- Micael
It is in teh graphics, nothing I can do about it. Gorilla has te same "problem".
Hydromancerx Feb 15, 2012, 04:06 PM ii) the war Wheel (recon) is upgrading to Jeep (wheeled) shouldn't it upgrade to Motorbike (recon)?
War Wheel is more or less the same thing as the Motorcycle so upgrading to it would do nothing. So it has the same upgrades as the Motorcycle.
@Koshling & AIAndy, this is the furthest I have gotten in C2C in ages. I have had one CTD with no message and two MAF's. Plus the Nautilis problem. :goodjob::goodjob:
Me too. I am actually in the Modern Era and I think I will make it to the Trans-Human Era!!! I have not been to that era since early RoM/AND. I don't think I will get much of a memory error now, I already can see the whole planet and I have defeated the other major super power. Its smooth sailing for me if I want to keep the other lesser civs alive. The most advanced rival has riflemen and I have units like Mechanized Infantry.
strategyonly Feb 15, 2012, 11:35 PM Just got this PYTHON error???
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "FieldGold", line 44, in onBuildingBuilt
NameError: global name 'kTriggeredData' is not defined
Dancing Hoskuld Feb 16, 2012, 12:01 AM Just got this PYTHON error???
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "FieldGold", line 44, in onBuildingBuilt
NameError: global name 'kTriggeredData' is not defined
Fix in SVN
strategyonly Feb 16, 2012, 12:06 AM Fix in SVN
Thx and fast ;)
Time for me to watch Survivor then hit the "hay."
Dancing Hoskuld Feb 16, 2012, 01:39 AM I made it to the Trans-human Era but then my game started shuddering the map while I was waiting for the other players and then it crashed on the start of my turn.
Edit Save and dump attached.
Many of the new wonders from platyping are not working quite right. that is my next task. ;)
strategyonly Feb 16, 2012, 03:07 AM I made it to the Trans-human Era but then my game started shuddering the map while I was waiting for the other players and then it crashed on the start of my turn
Dang if you can make it that far now, on that *"old" (hint hint) PC (jj) then we did something right on the static front.
btw jj is - just joking
*as in PC and person:p
strategyonly Feb 16, 2012, 05:15 AM Just started a new game PerfectWorld2f, and i am 75 turns in and NO animals, whats going on, this is a Huge Map??????
Anyone else getting this on a new game start???
OK after 101 turns i get only Eagles, Neanderthals and some sea creatures (croc and sharks etc), but nothing else yet?
152 turns in same thing yet?
Hydromancerx Feb 16, 2012, 05:46 AM I made it to the Trans-human Era but then my game started shuddering the map while I was waiting for the other players and then it crashed on the start of my turn.
I got to trans-human era too! The splash screen when you enter the era looks lame. I need to whip up a better looking one.
AIAndy Feb 16, 2012, 05:51 AM Just started a new game PerfectWorld2f, and i am 75 turns in and NO animals, whats going on, this is a Huge Map??????
Anyone else getting this on a new game start???
OK after 101 turns i get only Eagles, Neanderthals and some sea creatures (croc and sharks etc), but nothing else yet?
152 turns in same thing yet?
If you have logging activated check ANewDawn.log to see info from the spawning code.
strategyonly Feb 16, 2012, 06:54 AM If you have logging activated check ANewDawn.log to see info from the spawning code.
Almost all of it says 0 spawned?? Log and a savedgame attached.
AIAndy Feb 16, 2012, 07:24 AM Almost all of it says 0 spawned?? Log and a savedgame attached.
It is normal that most entries are 0 given the chances that a single animal type has to spawn per turn.
The mechanism looks like it is working fine.
So if you have too few animals the spawn rules (in the XML) might need adjustment.
strategyonly Feb 16, 2012, 08:37 AM It is normal that most entries are 0 given the chances that a single animal type has to spawn per turn.
The mechanism looks like it is working fine.
So if you have too few animals the spawn rules (in the XML) might need adjustment.
Maybe its a fluke, i'll try another new game and see what happens:crazyeye:
EDIT: Nope its still happening, hardly any animals what so ever, and thats after 25 turns??
Sgtslick Feb 16, 2012, 11:53 AM why do i MAF like every 10-15 turns
strategyonly Feb 16, 2012, 12:21 PM why do i MAF like every 10-15 turns
OK now you have asked close to the same questions quite a bit lately, and always have been informed to POST a savedgame with your comments, so please do so, ok thank you and for trying C2C, ok Mate.:)
Koshling Feb 16, 2012, 12:28 PM why do i MAF like every 10-15 turns
Are you using the show buildings setting at 2 or less? If not see if that helps.
strategyonly Feb 16, 2012, 01:01 PM OK without something being done about the spawning of animals, i cant proceed with v20, sorry:blush:
Killer21334 Feb 16, 2012, 01:04 PM Ok so I got the mod and played a bit as england then the mod started crashing now i cant play due to incredibly freqent crashing and cant start a new game because it crashes when I try that
strategyonly suggested that I download a patch and I did but adding the patch didnt have any diffrences(the save still crashed and I still couldnt start a new game)
is there anything else I can do to fix it?
strategyonly Feb 16, 2012, 03:38 PM Ok so I got the mod and played a bit as England then the mod started crashing now i cant play due to incredibly frequent crashing and cant start a new game because it crashes when I try that
strategyonly suggested that I download a patch and I did but adding the patch didn't have any differences(the save still crashed and I still couldn't start a new game)
is there anything else I can do to fix it?
Post a savedgame here 1 turn before it happens, thx and thx for playing C2C
Koshling Feb 16, 2012, 04:13 PM Post a savedgame here 1 turn before it happens, thx and thx for playing C2C
If it crashes when he tries to start a new game something more fundamental is going on. Broken install or somthing.
Dancing Hoskuld Feb 16, 2012, 05:24 PM Maybe its a fluke, i'll try another new game and see what happens:crazyeye:
EDIT: Nope its still happening, hardly any animals what so ever, and thats after 25 turns??
This happens if you start on the part of the world that equates to the Americas south of Mexico. We just don't have enough of the animals from there.
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