Thanks a lot! So we have 2 different stack attack buttons: One in game options, one in BUG options (RevDCM).
That´s what I see (bad: unit is not active after attack; good: unit is active after attack):
Both buttons turned off: bad
Both turned on: good
Only BUG turned on: good
Only Options turned on: bad
So only the BUG button seems to have an effect.
"You should use the BBAI log too see what the AI does everything else is just quessing."
Is enouth on this problem because you can see one city using meager and the other dont. Logs for coders, WB tricks for real gamers.Both has its advantages... how long to fix that?
Nah, With the current SVN I NEVER experience that units retain selection after attack, (with both stack attack options OFF) no matter the situation.Otherwise, something unique must be happening here... are units withdrawing, being pursued, or what? Are there other units there to defend? (Not that this went without testing.) I also varied tests between units with blitz and units without blitz. Still not finding the problem manifesting here in almost all cases.
What if that city just finished it's last production?
Thanks for the save. I'll take a look tonight.I have produced a savegame where it is easy for me to replicate. Only 2 groups of Corsairs have movement points left. I can attack with them nearby ships as a stack or as a single unit. When I have both buttons turned off I get the bad behaviour in any case.
Maybe we should compare the settings of our games. Where do I find them for the current game?
The other thing I have reported before occurs about once or twice every turn. After a successfull attack the unit can´t move anymore. I also can´t click on any other unit or city. Every option for the current stack is available but nothing else. Only reloading the savegame helps. Unfortunately not reproducible. The SVN from last week doesn´t show this behaviour.
PS: I can also confirm the behaviour reported by Toffer where the unit doesn´t follow when the defender withdraws.
The other thing I have reported before occurs about once or twice every turn. After a successfull attack the unit can´t move anymore. I also can´t click on any other unit or city. Every option for the current stack is available but nothing else. Only reloading the savegame helps. Unfortunately not reproducible. The SVN from last week doesn´t show this behaviour.
In fact I do mean once or twice per turn. And I never observed this before (it started 2 or 3 days ago and when I returned to an older SVN version because of the other issue I didn´t see it, but I have to admit I only played for a short time). But thanks for the advice with the Minimap, I´ll try this.I assume you mean once or twice per game not per turn as that is what I experience.![]()
That's a good point. Could be a non-issue entirely. Not to say its not worth investigating further though. This could explain the civs that seem to get completely frozen (if STRIKE doesn't explain all of those entirely.)What if that city just finished it's last production?
Well... this is frustrating even further still. I carefully reviewed my options and both stack attack options are off. I load your game and ... both grouped and ungrouped corsairs retain selection and readiness to act after attacking.I have produced a savegame where it is easy for me to replicate. Only 2 groups of Corsairs have movement points left. I can attack with them nearby ships as a stack or as a single unit. When I have both buttons turned off I get the bad behaviour in any case.
Maybe we should compare the settings of our games. Where do I find them for the current game?
The other thing I have reported before occurs about once or twice every turn. After a successfull attack the unit can´t move anymore. I also can´t click on any other unit or city. Every option for the current stack is available but nothing else. Only reloading the savegame helps. Unfortunately not reproducible. The SVN from last week doesn´t show this behaviour.
PS: I can also confirm the behaviour reported by Toffer where the unit doesn´t follow when the defender withdraws.
See... that suggests that it must be a setting difference somewhere. Always is a fairly sweeping condition and so far my experience is 'never' so something isn't the same here.Nah, With the current SVN I NEVER experience that units retain selection after attack, (with both stack attack options OFF) no matter the situation.
checkRemoveSelectionAfterAttack() has at least been removing selection on units after capturing 0units since pre v30
Perhaps the new problem is related to that old one as it behaves exactly the same, only now it kicks in after proper combat too.
I thought that was only a bug on the Rom stack attack... hmm... hopefully I can find and catch this issue.I assume you mean once or twice per game not per turn as that is what I experience.
This is a known issue. Clicking anywhere in the minimap allows the game to continue. The problem appears to be that a unit is not finishing its move but since it is not repeatable it is very difficult to find.
Perhaps I can replicate by playing out a turn or two. But it's not promising so far.In fact I do mean once or twice per turn. And I never observed this before (it started 2 or 3 days ago and when I returned to an older SVN version because of the other issue I didn´t see it, but I have to admit I only played for a short time). But thanks for the advice with the Minimap, I´ll try this.
Added later: I had it happen 3 times last turn. And yes, you can continue if you click the minimap, thanks again.
In this game, as soon as I use the Ornithopter to investigate undiscovered territory, the game crashes.
Also, the bug with units that have valid attack moves left (e.g. hero units) is still there - after the first attack, the unit goes into turn skip mode and has to be activated manually.
VOILLA! Quick Attack (Offense) is our offender!I said:Well... this is frustrating even further still. I carefully reviewed my options and both stack attack options are off. I load your game and ... both grouped and ungrouped corsairs retain selection and readiness to act after attacking.
i further reviewed various options and one I wonder about is quick moves and quick combat (offense) and quick combat (defense). I'll further test on those but I'm not seeing any others that could indicate an issue. I have them off at the moment.
Furthermore, reading the code and following much of its processing isn't illuminating any potential problems either. I'm NOT denying there IS a problem but I'm starting to feel like the mechanic that's testing a car for the issue the customer is complaining about and it's always working perfectly when its in the shop.
Again... stay close by because I'm testing further.
Is there a reason why 2 folders in the "my mods (unloaded) area are exactly the same??
EDIT: @ DH current SVN commit i get this error message (pic 2) then it CTD's
Nice!VOILLA! Quick Attack (Offense) is our offender!
Anyhow, I've caught the scent of the rascally rabbit and am on the trail.
I believe you need stack attack (BUG) "ON" for this one to occur.It MAY explain the units not being able to move at all at times but I haven't seen it cause that yet.
(The time to applause would be now.)
Probably true given that I have long heard reports of this symptom on that before I started modding.I believe you need stack attack (BUG) "ON" for this one to occur.
@DH: is it possible to simply disable this option and hide it so it's not obvious the coding is still in place for it to a player who doesn't realize it would be hopelessly bugged? As a 'modderoption' I'm not sure how to go about doing that.