Single Player bugs and crashes - After the 16th of May

Erm, no, I'm playing the originally downloaded v30
I'm not a programmer, I'm just a social worker :p
The whole SVN thing confuses me
Ah...

If you must do it yourself, go into the ls612 traits infos file, go to TRAIT_CHARISMATIC1 and delete the military production modifier line there.

Do NOT delete the line from the schema!
 
Started new game on GEM map as Russia. Latest SVN (updated today 12 hrs ago).

1. Repeatable CTD at end of turn - savegame attached

2. At start of the game (i started on immortal diff.) all AIs had 2 *Andean workers* at their capitals, not sure if this is current version problem or just GEM scenario. - savegame at turn 1 attached
 
I'm using SVN. Didn't pay attention to version but I think it's 5414. I updated it about an hour ago. At any rate, in the sevopedia in the routes section they all link to animals. I wanted to get info on railroad and when I clicked it, it brought up Barbary macaque.
 
I'm using SVN. Didn't pay attention to version but I think it's 5414. I updated it about an hour ago. At any rate, in the sevopedia in the routes section they all link to animals. I wanted to get info on railroad and when I clicked it, it brought up Barbary macaque.
Yep... known bug and something on my very near to address list. At least, my portion anyhow. The rest will be in DH's hands.
 
I have an oddity here:

I am presently trying a NEW map and has Biogas implemented. But now it has taken over 1/2 of the world. So i went into the game while playing in the WB and "tried" a savedgame from there, BUT it only reads to X=56 and does NOT read anything further down??? I have now tried 4 times and same result??

SVN: see last pic.
 
Started new game on GEM map as Russia. Latest SVN (updated today 12 hrs ago).

1. Repeatable CTD at end of turn - savegame attached

Almost certainly the same issue DRJ reported, which I fixed a couple of hours before your post. Anyway - your save runs fine for me in the latest SVN
 
Not a heavy bug maybe more a flaw or maybe even a feature:
(I think) I found out that after constructing a dogbreeders hut (or how that building is called) using a subdued wolf or direwolf your city has the ability to see hidden units without a dog or any other hidden unit in it. The last time I recognized this odd behaviour I suddenly saw a rogue pop up next to a city where I know I built the dogbreeder with a subdued animal but had no crime spotting units in it whatsoever.

This time, however, the enemy rogue can even be seen near the borders of a city (where I am pretty sure I built the dogbreeder by sacrificing an animal as well) as you can see on the attached screenshot. Also different this time: I do have a dog in the city but it has no promotions for line of sight so it shouldn't be able to spot the enemy Rogue where it is located. Maybe the wolf-built dogbreeder mystically increases my dogs line of sight?


Another flaw/bug: the conquered cities borders expand too broad if you have realistic border expansion on btw
 

Attachments

  • wolf used for dogbreader huts bug.7z
    2.7 MB · Views: 53
Hi

i like to report a CTD during end turn.
my version is SVN 5428
 
SVN 5428: Automated workers keep trying to leave my territory without escorts and I cannot seem to stop them.

https://dl.dropboxusercontent.com/u/25874166/Reardon%20BC-7077.CivBeyondSwordSave

Correct - there is currently no way to prevent this apart from not automating. The reason for this is that the AI has an escort mechanism, but it cannot be used by automation (because the automation is not in control of other units to press into service as escorts), so it currently is turned off for humans.

I'll look at adding a BUG option for automation behaviour that simply restricts it always to only pathing inside owned territory (for workers). The problem with that is that you mind find workers doing very low priority work in one area when there is high priority stuff to do elsewhere but they cannot get to it due to 1 tiles of un-owned territory or something.
 
Hi

i like to report a CTD during end turn.
my version is SVN 5428

I'll look into this shortly. Do I just need to end the turn immediately upon loading?

Edit - Ok, reproduced it. Is this with Raging Barbarians on or something? The problem is that the barbarians have 8191 units, which is the limit the game can handle for any one player, so when it tries to spawn or upgrade one (upgrade works by creating a new unit before it destroys the old one) it fails, and the code following doesn't cope, resulting in the crash.

What I am going to do right now, is add code to the load that will cull some animals at load time if it detects the barbarian player is dangerously close to the limit. That should rescue your game.

What I think is really needed (which I'll have a go at sometime soon, but not today), is to separate the animals into their own 'player' separate from the barbarian player. This will have all sorts of other benefits also:

1) Will be able to turn barbarians off independently of animals

2) Barbarians will be able to hunt!

3) Creates a sufficient precedent that we will subsequently easily be able to split the animals into multiple sub-'players' so that predators can kill their prey and so on (if we wish to)
 
I'll look at adding a BUG option for automation behaviour that simply restricts it always to only pathing inside owned territory (for workers). The problem with that is that you mind find workers doing very low priority work in one area when there is high priority stuff to do elsewhere but they cannot get to it due to 1 tiles of un-owned territory or something.

I'd be fine with this as long as it means my works don't wonder 30 tiles into the fog of war to get to a colony.
 
Not sure where to post this there is a bug but I also what to know how something works;)

Currently there are buildings that provide points to Great Generals but these points are going into the general pool rather than Great General pool. This means that sometimes a city will produce a GG. This does not seem right to me, GG's should only come from the GG pool not the general great person pool. Can the two pools be adjusted to only have those points appear in the GG pool every turn?

Some buildings increase the chance of GG's appearing after combat. What does this mean and how does interact with the GG pool?
 
Attached save and minidump. Instant crash on start of player turn happens when loading save as well.

rev. 5410

View attachment 351088

Edit: CTD went away in rev 5432, but now every tile is black.

Edit2: Fixed black tile with the info from "black tile fix" thread.
 
I founded a new city in year 3514 BC and it had an android worker by default.
Something is clearly wrong.

View attachment 351096

Edit: I used a captured civilian turned into a settler to found the city. he was standing over the ruins of a barbarian city when made a settler.

Edit2: Tried to found the city again, this time it was a doctor instead, if a random free specialists is a part of the captive civilian feature I must say that it is really unnecessary. (Edit3: it was only a one time occurrence...)
 
Using v30 + SVN54xx

I have the Archer bombard option enabled.

However it appears that only foot units can bombard / conduct ranged attacks , not Mounted units .

I have Archers , upgraded to Light Crossbowmen that can conduct ranged attacks, however Mounted Archers / Crossbowmen etc do not have this Movement / Action button shown although their abilities include the action "can conduct ranged attacks ".

Is this a known bug?

DavidR
 
Updated to SVN 5434 this morning, during Caveman2Cosmos Init XML (uncached) mod creates 2 instances of the game and then CTD's or exits. We have a problem Houston!

Edit: Reverted to SVN 5430 and still would not load.

Had SVN 5424 saved (last working version for me) so swapped Sources Folder from 5430 (koshling's last changes) to 5424 build and game loaded. Problem somewhere outside of Sources Folder after 5424.

JosEPh
 
Updated to SVN 5434 this morning. Problem somewhere outside of Sources Folder after 5424.

JosEPh

Mine did a double retake also, but tried again and worked:confused: Do a "clean Up" and see if that helps.
At least i hope it did, here is what it says(attached)

Also TXT error in the Neander Capture?? (pic 2)
 
Top Bottom