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

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There is one case where you wont get the culture of a conquered city and that is when you conquer it with Hidden Nationality units, I think this is because the city becomes barbarian and looses its original culture.
 
OK this is the 3rd mapscript lately that i can hardly find any COPPER or IRON anyplace, in the attached map (LARGE), there is only 1 copper on the entire map and NO iron??

The XML for the Bonus is supposed to determine how much of each bonus appears on a map. Each mapscript should be using the values from there. Part of the problem in tracking down these problems is that some of the map stuff is done in Python and some in the dll. The placement of Bonuses is mostly done in the dll.
 
There is one case where you wont get the culture of a conquered city and that is when you conquer it with Hidden Nationality units, I think this is because the city becomes barbarian and looses its original culture.
This is not that case. I use regular army. The city immediately becomes my city.
 
The XML for the Bonus is supposed to determine how much of each bonus appears on a map. Each mapscript should be using the values from there. Part of the problem in tracking down these problems is that some of the map stuff is done in Python and some in the dll. The placement of Bonuses is mostly done in the dll.

I just went back and looked at 3 more mapscripts (Large Maps), and in 1 it only had 1 iron and no copper , 1 had 2 copper one on a mountain top and the other on regular land and NO iron, and the 3rd one 1 iron and NO cooper . Kind of doesnt make sense if on a LARGE map?? Course these were Toffers mapscripts?? But on the other one i listed before was on the Planet Generator one . //
 
Built my first Mars Colony... then most of my earth based civ cities experienced a massive loss in buildings ie, Harbors, Police Station, Granary, etc.

Is this what is intended? To go backwards Millennium? I understand the loss of 1 pop point per city but going from 35 to 34 should not result in buildings suddenly missing. it could be I am missing some vital info.

Went back to a saved game a turn before and then moved forward 3 turns w/o building a Mars Colony and all seems fine.

SVN 9228
 
Too much deprecated/disabled things it seems. It intends to not use normal workers on mars colony, but it somehow disables much things on earth (as if it were another mars). definately a bug. (if it was not a bug anyway, there would be first postapo then mars colony).
 
Fixes bad caching which was causing assassination attempts to only be possible when you first hovered over the icon, then once pressed, the mission would not find a valid target thereafter. Removing the caching may have a horrible side effect on slowing down turn times and I may therefore need to redesign the caching. However, the caching, albeit not working properly, was Alberts2's design and I could see where he was going with it but I don't know maps well enough to have debugged it and he may see the easier way to debug it so I've just left it commented out until he can take a look.

You added the bAssassinate parameter to CvPlot::getBestDefender did you try to add the parameter to the checksum like
Code:
checksum.add((int)pLoopUnit->getOwnerINLINE());
checksum.add(pLoopUnit->getID());
checksum.add(bTestAtWar);
checksum.add(bTestPotentialEnemy);
checksum.add(bTestCanMove);
[B][COLOR="Red"]checksum.add(bAssassinate);[/COLOR][/B]
checksum.add((int)eAttackingPlayer);
checksum.add((int)eOwner);

That new parameter doesn't affect the defenderValue itself but maybe this helps. I can't imagine C2C in it's current state without that cache because that would mean huge turn time delays in more advanced games.
 
You added the bAssassinate parameter to CvPlot::getBestDefender did you try to add the parameter to the checksum like
Code:
checksum.add((int)pLoopUnit->getOwnerINLINE());
checksum.add(pLoopUnit->getID());
checksum.add(bTestAtWar);
checksum.add(bTestPotentialEnemy);
checksum.add(bTestCanMove);
[B][COLOR="Red"]checksum.add(bAssassinate);[/COLOR][/B]
checksum.add((int)eAttackingPlayer);
checksum.add((int)eOwner);

That new parameter doesn't affect the defenderValue itself but maybe this helps. I can't imagine C2C in it's current state without that cache because that would mean huge turn time delays in more advanced games.
I did not try that but I can't see how it would make a difference.

In my opinion, all it should be checking is if its the same unit doing the evaluation for the same plot and a battle or move to or from that plot hasn't taken place since the last check. Maybe you're right though that this would be a potential fix. The problem is that my understanding of maps are pretty terrible. It didn't seem like any cached values were actually being saved in the map as all results it had mapped out were 0.
 
What is the reason for the "Failed to compress game data" bug I get when try to save my game? And is there something I can do to help you find this bug?

Edit: reload from the turn before the bug showed up I could continue playing and the bug didn't show up again so far.
 
Since SVN 9220 or 9221 the Civilopedia seems to be buggy. Only the first few Great Wonders and National Wonders are listed, and if you click on one, it's not shown.
 
CTD, i was going to do an "attack unit on plot" from the ornithopter i have it click, then clicked on the enemy and poof CRASH.

I think we need 1 of the Graphic experts to RE-DO this unit, this seems to be a HUGE violator of CTD's . .

went back into the game and this time it worked, so there must be something wrong with this unit??
 

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Since SVN 9220 or 9221 the Civilopedia seems to be buggy. Only the first few Great Wonders and National Wonders are listed, and if you click on one, it's not shown.

Hmm tested, and everything is ok with pedia.
 
Since SVN 9220 or 9221 the Civilopedia seems to be buggy. Only the first few Great Wonders and National Wonders are listed, and if you click on one, it's not shown.

Hmm tested, and everything is ok with pedia.

This can happen if your art defines are not quite correct. I am assuming you are using your mod, I have not looked at the pedia directly with your mod in yet.

edit just checked it with your mod and it is working fine for me.
 
1) I can now confirm that the tag FirstFreeUnitClass does not appear to be working. I was first to get TECH_GATHERING but did not get the extra free gatherer.

This could be because the free unit is considered to be a Great Person as far as the code is concerned. You used to get the GP popup if you got it and a message if someone else got it.

This free unit is not always a GP so we need to trap this. It is not always a gatherer either, we used to get a free archer if you were first to discover Archery and I want to give free diplomats and spies at some stage.

2) I am not sure that the city governor AI and non-player AI have been made aware of the extra effects that have been added to the city specialists (both population ones and settled ones). We have added
  • happiness and health tags (from another mod)
  • property conditions

Eg the AI seems to use the slave specialists even though it will cause huge unhappiness in the city.
 
1) I can now confirm that the tag FirstFreeUnitClass does not appear to be working. I was first to get TECH_GATHERING but did not get the extra free gatherer.
Spoiler :


This could be because the free unit is considered to be a Great Person as far as the code is concerned. You used to get the GP popup if you got it and a message if someone else got it.

This free unit is not always a GP so we need to trap this. It is not always a gatherer either, we used to get a free archer if you were first to discover Archery and I want to give free diplomats and spies at some stage.

2) I am not sure that the city governor AI and non-player AI have been made aware of the extra effects that have been added to the city specialists (both population ones and settled ones). We have added
  • happiness and health tags (from another mod)
  • property conditions

Eg the AI seems to use the slave specialists even though it will cause huge unhappiness in the city
.

See i said that about a month ago, i asked that about the extra gatherer not working?? PHEW thought i was going MORE :crazyeye::p;)
 
1) I can now confirm that the tag FirstFreeUnitClass does not appear to be working. I was first to get TECH_GATHERING but did not get the extra free gatherer.

This could be because the free unit is considered to be a Great Person as far as the code is concerned. You used to get the GP popup if you got it and a message if someone else got it.

This free unit is not always a GP so we need to trap this. It is not always a gatherer either, we used to get a free archer if you were first to discover Archery and I want to give free diplomats and spies at some stage.
I started my current game with the latest SVN and I got a free Gatherer when I was the second to research the tech. I also got the message that a gatherer born in a far away land a couple of turns earlier.
 
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