Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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As stated that Victory Condition alone will put the AI on war status and Unit build ups.

Perhaps Domination might work better for you for testing.

JosEPh

Never thought of it before :old::coffee:


EDIT:

Another EoT loop, enemy civ took over my Capital *(last city i own), let it run for 1 hour, still in a stall???
 

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No it is not. Perhaps the renaming of the tech prerequisite has caused something funny to take place here... Toffer? Are you able to take a look at this? You changed the tech name to TECH_DUMMY - did you allow the tech to be taken by any civs? Like if they use a start other than prehistoric perhaps or does it automatically now get assigned? The trick is that it should never be something the player can possess nor see.

Pretty sure that issue stems from something else, it should have been noticed a long time ago by now if I made a wild edit that broke that aspect of the tech. I can't really be of further help as I have no insight in the latest SVN at the moment.

When I have more time and am not under the effects of heat stroke/dehydration, I'll look into reverting to old SVNs to see if I can find when this first started happening.

.

This problem appears to have started with Revision 9185. Incidentally, the problem with Native Culture (Neanderthal) being given to "regular" civs (in addition to their normal native culture i.e. (Oceanic) or (European)) also appears with this revision. Presumably the problems are related and the promotions are available because of the same conditions that are incorrectly giving the neanderthal culture to all civs.

(I went through a bunch of older revisions until I found one where they stopped happening, then shrank the gap until settling on 9184, where it didn't appear, and 9185, where it did. Someone else should try confirming as well, in case I made a mistake somewhere.)

Based on the files, if I had to guess, they're getting TECH_DUMMY_NEANDERTHAL, but I don't really know how since I'm not familiar with the intricacies of Civ4's XML, nor am I able to find any reference to that tech in a way that doesn't directly relate to the neanderthal civ.

.

Incidentally, I also noticed the issue about how great people (at least great generals) increased on cost, as was mentioned in a previous post. In my testing games, some of the early revisions (dated around Feb) cost only 25 'experience' for a great general (normal speed, dual map) whereas they currently cost 75 experience. Unfortunately, I didn't think to try tracking this until much later when I was closing on the promotions issue, at which point they were all the same increased cost. I'll try zeroing on this one as well.
 
(9255) You should try starting a game on immortal difficulty with Ragnar of Scandinavia. From my experience, there was nothing I could do to keep the rebelliousness at bay. The earliest law enforcement units (watchers?) do not have the Policing(?) promotion that lowers local rebelliousness. I even tried bribing the rebels, but they were back to rebelling the turn after the next. The same thing (uncontrollable rebelling) happened with the hittites, only a bit later in the game. Maybe their leader isn't as oppressive at Ragnak, I didn't compare their traits yet. As it stands, the rebellion system might need some tweaking.
 
Incidentally, I also noticed the issue about how great people (at least great generals) increased on cost, as was mentioned in a previous post. In my testing games, some of the early revisions (dated around Feb) cost only 25 'experience' for a great general (normal speed, dual map) whereas they currently cost 75 experience. Unfortunately, I didn't think to try tracking this until much later when I was closing on the promotions issue, at which point they were all the same increased cost. I'll try zeroing on this one as well.

This change appears to have been made with 9168: the GreatPeoplePercent in Civ4ErasInfo for Prehistory/Ancient/Classical went from 100 in 9167, to 400/300/200 (these values for other eras were not touched) in 9168

The message attached to this revision indicated that they "changed a few items in EraInfo, mainly events per era" but GreatPeoplePercent isn't mentioned specifically.

(It occurs to me this was never really reported as a bug. I had mistakenly thought it was posted in this thread, but instead it was mentioned in the Help Wanted and Ideas/Discussions threads.)
 
This change appears to have been made with 9168: the GreatPeoplePercent in Civ4ErasInfo for Prehistory/Ancient/Classical went from 100 in 9167, to 400/300/200 (these values for other eras were not touched) in 9168

The message attached to this revision indicated that they "changed a few items in EraInfo, mainly events per era" but GreatPeoplePercent isn't mentioned specifically.

(It occurs to me this was never really reported as a bug. I had mistakenly thought it was posted in this thread, but instead it was mentioned in the Help Wanted and Ideas/Discussions threads.)

Crap!!! thx for pointing this out, DUH!! :crazyeye::hammer2::old:
 
This problem appears to have started with Revision 9185. Incidentally, the problem with Native Culture (Neanderthal) being given to "regular" civs (in addition to their normal native culture i.e. (Oceanic) or (European)) also appears with this revision. Presumably the problems are related and the promotions are available because of the same conditions that are incorrectly giving the neanderthal culture to all civs.

(I went through a bunch of older revisions until I found one where they stopped happening, then shrank the gap until settling on 9184, where it didn't appear, and 9185, where it did. Someone else should try confirming as well, in case I made a mistake somewhere.)

Based on the files, if I had to guess, they're getting TECH_DUMMY_NEANDERTHAL, but I don't really know how since I'm not familiar with the intricacies of Civ4's XML, nor am I able to find any reference to that tech in a way that doesn't directly relate to the neanderthal civ.

I poked around a little closer and the problem appears to be specifically with the <ERA> attribute for TECH_DUMMY and TECH_DUMMY_NEANDERTHAL: These were changed from ERA_FUTURE to ERA_PREHISTORIC.

As I said before, I'm not closely familiar with how Civ4's XML interacts with everything, but changing these back to ERA_FUTURE stops me from selecting the building promotions during levelup, and also prevents civs from getting Native Culture (Neanderthal) when first settling. I don't understand why it works this way, given given <iCost> and especially <bDisable> would more obviously prevent the tech from being "available" but ¯\_(&#12484;)_/¯

I'll leave it to more capable hands than mine to push a fix to SVN for this (especially since I don't know if changing this back might break something else), assuming I could at all (I haven't looked at the rules/restrictions/requirements on updating the SVN).
 
This problem appears to have started with Revision 9185. Incidentally, the problem with Native Culture (Neanderthal) being given to "regular" civs (in addition to their normal native culture i.e. (Oceanic) or (European)) also appears with this revision. Presumably the problems are related and the promotions are available because of the same conditions that are incorrectly giving the neanderthal culture to all civs.

(I went through a bunch of older revisions until I found one where they stopped happening, then shrank the gap until settling on 9184, where it didn't appear, and 9185, where it did. Someone else should try confirming as well, in case I made a mistake somewhere.)

Based on the files, if I had to guess, they're getting TECH_DUMMY_NEANDERTHAL, but I don't really know how since I'm not familiar with the intricacies of Civ4's XML, nor am I able to find any reference to that tech in a way that doesn't directly relate to the neanderthal civ.

.

Incidentally, I also noticed the issue about how great people (at least great generals) increased on cost, as was mentioned in a previous post. In my testing games, some of the early revisions (dated around Feb) cost only 25 'experience' for a great general (normal speed, dual map) whereas they currently cost 75 experience. Unfortunately, I didn't think to try tracking this until much later when I was closing on the promotions issue, at which point they were all the same increased cost. I'll try zeroing on this one as well.
These efforts should be a huge help in figuring out what's going wrong and how to solve it. Thanks!

(9255) You should try starting a game on immortal difficulty with Ragnar of Scandinavia. From my experience, there was nothing I could do to keep the rebelliousness at bay. The earliest law enforcement units (watchers?) do not have the Policing(?) promotion that lowers local rebelliousness. I even tried bribing the rebels, but they were back to rebelling the turn after the next. The same thing (uncontrollable rebelling) happened with the hittites, only a bit later in the game. Maybe their leader isn't as oppressive at Ragnak, I didn't compare their traits yet. As it stands, the rebellion system might need some tweaking.
The rebellion fighting power of law enforcement is not related to the rebellions caused by the revolutions game option. This effect counters the rebellions caused by culture.

It's been noted before recently that there may be some early revolutions imbalances making it difficult to avoid early revolution.

This change appears to have been made with 9168: the GreatPeoplePercent in Civ4ErasInfo for Prehistory/Ancient/Classical went from 100 in 9167, to 400/300/200 (these values for other eras were not touched) in 9168

The message attached to this revision indicated that they "changed a few items in EraInfo, mainly events per era" but GreatPeoplePercent isn't mentioned specifically.

(It occurs to me this was never really reported as a bug. I had mistakenly thought it was posted in this thread, but instead it was mentioned in the Help Wanted and Ideas/Discussions threads.)
Wow... so there was some basis for SO's complaint.

@Joe: was this your adjustment?
 
Wow... so there was some basis for SO's complaint.

@Joe: was this your adjustment?

No that was ALL mine, sorry everyone, when i did something i did it wrong, :hammer2::old::coffee:

Probably when i was on my med, Morphine . .:crazyeye:
 
Hmph. Go figure it was the guy complaining about the change and pressing us to figure out who was responsible for it that had invoked the change originally.

lol

Glad the mystery was solved though.
 
Hmph. Go figure it was the guy complaining about the change and pressing us to figure out who was responsible for it that had invoked the change originally.

lol

Glad the mystery was solved though.

ahahaha smarty pants, lol :p;)
 
The rebellion fighting power of law enforcement is not related to the rebellions caused by the revolutions game option. This effect counters the rebellions caused by culture.

It's been noted before recently that there may be some early revolutions imbalances making it difficult to avoid early revolution.

Oooh, that makes a ton of sense. ALL military units combat rebelliousness, not just law enforcement units.

Today, I started a new game with Charlemagne, he has Protective and Imperialistic traits, both decrease local rebelliousness. Yet still, it takes 7 units to pacify the capital (flat revolt meter), 6 watchers and the tribal guardian. Upkeeping those units is eating into my research somewhat. Do you think that's a fitting amount of rebelliousness or too much? I think it might not be possible to build units fast enough to prevent your capital revolting if your leader does not have those local rebelliousness decreasing traits, I should test it out...

Edit: I managed to build the Venus of Willendorf. Hooray. Everything went to crap after that, "disorder" appeared in the bad category of the revolt meter when I got to 2 pops. Thus the endless revolt cycle began... http://imgur.com/4lBcGai

Edit: That disorder modifier appeared because the city is starving?
 
I have done a bit more delving into the problem where the first to get a tech is not getting the unit it should based on the XML. eg first to discover gathering is only getting one gatherer not two. Since everyone is getting a gatherer when they get gathering it must be the "first to get the tech" one that is missing.

The only python code that works in that area is the Great Person display code and its code is the same as the default where it counts. It adds a check to see if the GP is known, ie we have a picture before displaying the screen. Before it would display a screen anyway but use a default for unknown GP which does include normal units.

Bottom line - I can't see anything in the Python code that would be stopping the first to discover unit being given. Note. the first to discover unit was never actually given by python code.
 
I have done a bit more delving into the problem where the first to get a tech is not getting the unit it should based on the XML. eg first to discover gathering is only getting one gatherer not two. Since everyone is getting a gatherer when they get gathering it must be the "first to get the tech" one that is missing.

The only python code that works in that area is the Great Person display code and its code is the same as the default where it counts. It adds a check to see if the GP is known, ie we have a picture before displaying the screen. Before it would display a screen anyway but use a default for unknown GP which does include normal units.

Bottom line - I can't see anything in the Python code that would be stopping the first to discover unit being given. Note. the first to discover unit was never actually given by python code.

I finally got 2 gatherer's in my last start, its the first time in alooooong time i have played with "Custom Continents", before this i was just like u only 1 gatherer. ??:crazyeye:
 
Nakkimunakas
Chieftain

Join Date: Jan 2012
Location: Finland
Posts: 64

Originally Posted by Thunderbrd
This is our animation problem. Any unit animation that hasn't been disabled sometimes crashes things and I cannot see why. Which is why most of them have been turned off. Unfortunately, this process was done by turning one thing off then another and it's now kinda a mess where there are a few animations remaining.

I don't know if we're looking at file problems with animations or with something much deeper, a flawed interaction with the exe in general perhaps. Possibly stemming from the split of NPC nations as that's when this problem blossomed. It's going to be a nightmare trying to sort out.

Just noticed 'Airbomb defences' on tile improvements crashes 100% of time which seems the case for AI too. However 'Air strike mode' attacking enemy units works fine.

Copied Nakkimunakas' post from A-bomb and Aircraft thread. So it can be logged. Since he reports it CTD's 100% of the time.

JosEPh
 
Copied Nakkimunakas' post from A-bomb and Aircraft thread. So it can be logged. Since he reports it CTD's 100% of the time.

JosEPh
Thanks. And it was the downloaded V36 + Crime patch. Just started to notice skip turn crashes which go away with peace treaty. This was with AIs that have bombers so it seems connected to the 'Airbomb defences' crash. Apparently the AI doesn't do bombardment with fighters since they had fighters way earlier in the game.

Any way to disable the air-bomb options or should I just try to put the bombers range to 0 to avoid crashes?
 
Thanks. And it was the downloaded V36 + Crime patch. Just started to notice skip turn crashes which go away with peace treaty. This was with AIs that have bombers so it seems connected to the 'Airbomb defences' crash. Apparently the AI doesn't do bombardment with fighters since they had fighters way earlier in the game.

Any way to disable the air-bomb options or should I just try to put the bombers range to 0 to avoid crashes?

Disable all unit animations in the menu options. Quick Combat settings - on.
 
I have done a bit more delving into the problem where the first to get a tech is not getting the unit it should based on the XML. eg first to discover gathering is only getting one gatherer not two. Since everyone is getting a gatherer when they get gathering it must be the "first to get the tech" one that is missing.

The only python code that works in that area is the Great Person display code and its code is the same as the default where it counts. It adds a check to see if the GP is known, ie we have a picture before displaying the screen. Before it would display a screen anyway but use a default for unknown GP which does include normal units.

Bottom line - I can't see anything in the Python code that would be stopping the first to discover unit being given. Note. the first to discover unit was never actually given by python code.

I finally got 2 gatherer's in my last start, its the first time in alooooong time i have played with "Custom Continents", before this i was just like u only 1 gatherer. ??:crazyeye:

Sounds like its working and we're just often thinking, incorrectly, that we should be getting the benefit when we haven't actually achieved it.
 
I am also having this error when i airbomb defenses or improvements that the game crashes. just to be clear is there a solution to this problem or does it as of now remain unsolved.
 
Sounds like its working and we're just often thinking, incorrectly, that we should be getting the benefit when we haven't actually achieved it.

I think that why we are thinking we are first is that the Great People mod has been fixed so it does not tell you when that first unit was got by others. After all they aren't GP :lol:
 
I am getting Neanderthals spawning even though I have set NEANDERTHAL_SPAWN_MODIFIER to zero.

I have checked the SpawnInfos and it only uses that modifier when spawning Neanderthals.
 
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