Single Player bugs and crashes - After the 24th of February 2014

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Please report all single player bugs and crashes from the 24th of February 2014 (v34 = SVN Revision 7080)

SVN users reminder: If you are using the SVN and something strange happens or something that should have been fixed is still causing a problem try deleting the C2C cache files found in Assets/Cche.

To assist us in fixing the problem please include the following in your report:-
The version of C2C you are playing. this would be "the download version" or the "SVN version xxxx". (Note: SVN is the beta version for more information on how to use the SVN version see here.

If the bug involved a repeatable "Crash to Desktop" (CTD) or similar please include
  • a save and description of how to reproduce the crash
  • if your mods folder is not Caveman2Cosmos please state what it is when posting a save to help the modders and save them time when trying to identify the problem.
  • the MiniDump.dmp file. It is found in your Beyond the Sword folder that contains the Mods file containing Caveman2Cosmos. IE the folder that contains the BeyondTheSword.exe file.

If the bug includes error messages then the Python.Err file in the logs folder would be useful also. It can be found in the same location as the the Saves folder containing your save games.

A screen shot.

Basically as much information as you can that will help us find the problem​

If you saw the AI doing something stupid/unoptimal/otherwise bad make sure your BBAI logging is set to 3 in the BUG options. Then, post a savegame exhibiting the behavior as well as the BBAI log, found in the Documents/My Games/Beyond the Sword/Logs folder.

How to turn on logging.

In the Civ 4 INI file, located in Documents/My Games/Beyond the Sword, there are some logging options. Make sure they look like this.
Code:
; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 0 

; Enable message logging
MessageLog = 1

Note: You only need to have RandLogs on if you are playing Multiplayer, otherwise just leave that off (thx Cyrusfan)


How to turn on the AI logging.

The AI logging is turned on in the BUG options screens. It is the BBAI log mentioned on the Logs page. It writes to the same folder as the other logs creating a BBAI.log file there.

Known issues
Forming a Colony may cause you to declare war on everyone including your other vassals.

Killing an animal while you or it are in barbarian territory may not result in capture or food or hammers.

Boats on auto explore will try and heal next to land units that are damaging them. They stay there trying until they sink.

Signs you place on the map disappear if you save.​
 
Perhaps someone could help us by compiling a list of the last Bugs and Crashes thread reports and checking off which ones were addressed and which remain outstanding issues or appear to. I'd do this myself but it's a fairly dedicated project that could take a lot of modding and playtesting time out of the equation.
 
So i started up an old game from november and tried to update the modifiers or whatever it is called to the most recent version, version 7078, and every time i do it, the screen goes black and a popup comes up saying Memory Allocation failure - Exiting program Reason- Bad Allocation, and i mean every single time i try to do it. I cant even do a turn without a CTD, and it is making my game unplayable, and i put over 60 hours on it, any help guys? Here is my log.
 
Um actually i'm having some trouble with the attachments, it doesn't seem to upload my files saying upload failed, any help for a beginner?
 
We have an issue with automated workers. When we have a resource even in the city vicinity they never build the typical improvement that gives the resource, e.g. Farm on Potatoes. They always build a type of Fort.

Of course... all the added benefits on the fort would be accumulating into a 'better build' because its not considering what's really more a benefit here which is getting the additional workable yields as well. I'd bet a tweak in the value of the yields obtained (AI value that is) would be able to fix that but I'm not sure where that's calculated at the moment - I could take a look.
 
There should not be any benefit for forts inside the work area of a city! They do not provide any yields or commerces or at least they should not. I went through and got rid of the last of them. The only benefit is that forts, but not palisades, provide is the resources they are built on. This means they should only be built outside the work radius of a city.
 
I am not sure they are pumping out culture. I have had them overwhelmed by the culture of a city on another continent! Anyway adding any culture in the vicinity of a city should not be considered very important since that is the cities job.
 
I'm certainly not saying I disagree... I'm pointing out the flaw in the evaluation mechanism. I'll see if I can do something about the AI on improvement placement that would affect that process.
 
So here is my log, dump, and savegame, hopes this helps!
 

Attachments

  • C2C.rar
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Neanderthals never say die! This one is born when the first civ researched Alphabet, as the screen shows and most of them is past Copper working.
 

Attachments

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    neanderthal.jpg
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  • Petr IV. BC-13925.zip
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Neanderthals never say die! This one is born when the first civ researched Alphabet, as the screen shows and most of them is past Copper working.

From the xml it looks like they spawn until the year 10000BC.
 
Ah, strategyonly told it is about an era :) OK, thanks, we will find jobs for them in factories by that date.

edit: and from what I found, they became extinct around 30,000 years ago.
 
After updating to SVN 7080 from some other SVN version between v33 and now (not sure which one exactly, was about a month ago I think), I can't load any of my old saves anymore, I just get a CTD without any kind of error report.
But that's not enough, my old saves are also being completely destroyed. A save file that was supposed to be about 4MB is now only 56 bytes and contains nothing but the mod path.
If I did this right all logs and the broken save should be in the attachment.
 

Attachments

  • C2C 20140224.rar
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There is a problem with all map signs. They disappear when a save is done. They use the script data to store the signs. Something has changed in the saving mechanism that is clearing this script data rather than saving it. Has any one on the dll side made changes to the save mechanism that may have caused this?

The script data is the way Python stores information in the save for use in later sessions. There are many new uses we are going to be making of this data if we get time such as the priority for assigning specialists in cities.

From the xml it looks like they spawn until the year 10000BC.

Ah, strategyonly told it is about an era :) OK, thanks, we will find jobs for them in factories by that date.

edit: and from what I found, they became extinct around 30,000 years ago.

We either need to get the years right for early techs or we need to change the Spawn system to use game eras rather than years and switch from showing years to showing turns within era on the screen.
 
There is a problem with all map signs. They disappear when a save is done. They use the script data to store the signs. Something has changed in the saving mechanism that is clearing this script data rather than saving it. Has any one on the dll side made changes to the save mechanism that may have caused this?
Bug reports regarding this started coming in around the time multi-maps were introduced - I'd thought it was a multi-map error. Koshling's looked into it and stated he wasn't sure how it was taking place. You may have just mentioned something he wasn't aware of but I have no idea where this stuff is handled on the dll side myself.
 
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