v22 bugs and crashes

Yeah it's a fort. :p Need better glasses nowadays. :(

JosEPh

Edit: But doesn't ZOC for forts have to be activated under an Option somewhere? Or is it now an automatic feature?
 
Problem with newest, well, almost, SVN (rev2281); AI are not expanding in the same way as before. 700 turns in I've met 2 civs (one from turn 2) and one of them has 1 city, the other one has 2.
So, again I'm getting to catch up way before I should in research.
Shall I provide a saved game?

Cheers
 
With latest SVN i get these errors??

Traceback (most recent call last):
File "BugInit", line 93, in callInits
File "UnitUtil", line 67, in init
AttributeError: 'NoneType' object has no attribute 'getDefaultUnitIndex'

Taken care of, thx.
 
Problem with newest, well, almost, SVN (rev2281); AI are not expanding in the same way as before. 700 turns in I've met 2 civs (one from turn 2) and one of them has 1 city, the other one has 2.
So, again I'm getting to catch up way before I should in research.
Shall I provide a saved game?

Cheers

You could, but I think sgslick has better saves judging by his postings (ones where he has gifted them settlers and they dont use them, so probably closer to the heart of the matter)
 
2 items:
1st: Sloop of War can not attack Beluga
2nd: City Guard positioned on coast to guard a quarry exerts a ZOC.

Screenshots attached for both. I saved as soon as I tried to attack the beluga. The ZOC for City Guard happened before savegame though. I do not remember activating anything in game options to allow ZOC's. Even though the screenie say I must destroy the Bldg to get normal movement back. Didn't know that you all had given quarries defensive capabilities.

I have not updated my SVN version for several days now, so these things may be fixed. Reading through the SVN thread I don't see anything associated with these 2 strange behaviors. Game says version 2269 build.

JosEPh

According to the data in the save that unit has already atacked in this trun, which is why it cannot make this attack.
 
I didn't remember it had attacked. I thought it had Been attacked at the start of the turn though.

Too much frustration and it's clouding my memory and emotions. This game is supposed to help me relax after a "hard" day. But here lately it's just adding to the frustration. Sorry for wasting your time then.

JosEPh
 
I didn't remember it had attacked. I thought it had Been attacked at the start of the turn though.

Too much frustration and it's clouding my memory and emotions. This game is supposed to help me relax after a "hard" day. But here lately it's just adding to the frustration. Sorry for wasting your time then.

JosEPh

At the risk of sounding horribly Californian: Chillax dude ;)
 
Have latest SVN. But I keep getting dozens of XML tag errors whenever I try to start a custom game. Games start fine whenever I just use the "play now" means to start.
 
Have latest SVN. But I keep getting dozens of XML tag errors whenever I try to start a custom game. Games start fine whenever I just use the "play now" means to start.

try and get a few screen shots of the errors so "we" know which of us did it and can fix it. ;)
 
Here is a screenshots of the XML error. fyi I was able to start a custom game when i didn't bother to change any of the settings. But when I went to my typical settings even without selecting a Civ, I got the errors.
 
There is something wrong with auto routing for units, especially , in my case and only recently after latest SVN update, my Colonists takes auto path which before would take 6-7 moves almost 100 where there is no obstacle, flat ground some desert or barren.The automatic calculation of the best route is broken. I can manually get there in 6 moves when in "go to" mod takes over 100 and some wired around the globe route.

Edit: I got same problem with the next unit, Great General, I wanted to move on my own territory from the city next to another. Didn't want to go straight and seems to "see" some unpassable conditions where all I have are flats , hills and worker's upgrades. All after latest SVN update.
 

Attachments

  • autorouterr.jpg
    autorouterr.jpg
    344.5 KB · Views: 89
  • Krushyn AD-1320.rar
    Krushyn AD-1320.rar
    2.9 MB · Views: 40
There is something wrong with auto routing for units, especially , in my case and only recently after latest SVN update, my Colonists takes auto path which before would take 6-7 moves almost 100 where there is no obstacle, flat ground some desert or barren.The automatic calculation of the best route is broken. I can manually get there in 6 moves when in "go to" mod takes over 100 and some wired around the globe route.

Edit: I got same problem with the next unit, Great General, I wanted to move on my own territory from the city next to another. Didn't want to go straight and seems to "see" some unpassable conditions where all I have are flats , hills and worker's upgrades. All after latest SVN update.

Need save game and instructions on what to move where to go with it...
 
Does it occur when you reload the save game? Also do you have AI pathing turned on?

Initially I did recalculation for the update and that was the game I got those issues. Now I reloaded the same save i put on the board and it seems to cure the disease. I have original settings. with mostly all on. Where is initially AI pathing option available, at initial settings or in BUG?
 
Tracker (0.67% victory chance) about to suicide against Neandertal.

This is with the latest SVN by the way.

I cant reproduce this. When I run the turn the tracker doesn't attack, and you still have all 4 trackers on the next turn. It reproduces from the save for you? If so can you tell me PRECISELY what you do from loading teh save to the time the tracker attacks (I told the unit that selects first to heal, the gatherer that selects next to build a lumber camp, then hit enter on the end turn). I presume it's the SE tracker (that is one tile north of a neaderthal-occupied gooy hut) that is attacking for you??

Edit - I have now stepped through the code to see exactly what the tracker's 'thought processes' are - it considers the attack but rejects it due to low odds as expected. Are you certain you have the latest SVN running?
 
Initially I did recalculation for the update and that was the game I got those issues. Now I reloaded the same save i put on the board and it seems to cure the disease. I have original settings. with mostly all on. Where is initially AI pathing option available, at initial settings or in BUG?

Its a BUG option, on the BUG general screen. If that save doesn't reproduce it there's not much I can do apart fropm go away and try to find a bug in the code by reading the code again I'm afraid. I've seen this symptom before (paths through water when it shouldn't) but I can't see how it can happen. Sadly all previous cases have also not reproduced from save games :(

Edit - BTW did it actually try to follow that path, or just DISPLAY that path? What happened when you executed the goto?

Edit 2 - actually I CAN see soemthing in the code that might be implicated. I have no reproducible test case but I'll fix what I can see in the hope that i might be the underlyin issue
 
Its a BUG option, on the BUG general screen. If that save doesn't reproduce it there's not much I can do apart fropm go away and try to find a bug in the code by reading the code again I'm afraid. I've seen this symptom before (paths through water when it shouldn't) but I can't see how it can happen. Sadly all previous cases have also not reproduced from save games :(

Edit - BTW did it actually try to follow that path, or just DISPLAY that path? What happened when you executed the goto?

Edit 2 - actually I CAN see soemthing in the code that might be implicated. I have no reproducible test case but I'll fix what I can see in the hope that i might be the underlyin issue

Sadly I have to say I cannot reproduce situation either after reload from the save. I didn't execute "goto' also , just switched to manual move to avoid lost of time;). Thanks for looking into.
 
Back
Top Bottom