I'm on turn 701, and when I end my turn, game endlessly processes the AI turns and never ends the turn.
Do you use unit tile limit ? It is known to freeze the turns frequently under 5, but it pretty much never freeze with 20 or higher.
I'm on turn 701, and when I end my turn, game endlessly processes the AI turns and never ends the turn.
Do you use unit tile limit ? It is known to freeze the turns frequently under 5, but it pretty much never freeze with 20 or higher.
Same here, but in fact the functionnality isn't well implemented as the AI try to move units on a tile no matter how many there are already. Somehow, the code seems to prevent that, but sometimes it don't and the game freeze.I dont like having deathstacks roaming around though so I keep it low
About TechDiffusion I have an idea with a different aproach:
Givepoints to every unlearned techs of civs every turn by the following formula:
(Cont + TR) x HCL x BUG /turn
Cont = Civ's number of contacts that already know that tech
TR = Civ's traderoutes leading to civs that already know that tech
HCL = variable depending on handicap level (since the AI can use flex.dif. too)
BUG = editable variable in BUG options, to give the players some hands on it
This way civs that are very behind would learn slowly but simultaniusly many techs, all that they don't know at the moment, while the ones not so behind still learn all they don't know at the moment, but that is still less.
I dont know how memory consuming would it be, to check every tech every turn and calculate how muchto add to them. If it is stressful for the memory, than it could be done only every N turns and multiply the whole formula by N, which could be also editable in BUG.
Do you think it would work?
Yeah I had some similar thoughts on the matter. I don't really want trade routes to affect it because:
Trade routes are complicated, and players don't actively control who they have trade routes with, it's chosen for them. It's not good to use an automated feature to control another automated feature.
The number of civs in contact are already checked. I do think, that there should be a threshold number of civs that have researched the tech before diffusion kicks in. It seems silly that if 1 civ you know has researched it, suddenly everyone gets it cheap. I think at least 1/3 should have to know it. If there was a threshold for the number of civs with the tech before it kicked in too, we could raise the amount of tech diffusion higher.
I argued Handicap adjustment was redundant because Handicap already adjusts how much the base tech costs anyway. It's in the XML.
45°38'N-13°47'E;13197336 said:Has someone tried rev700? I'm getting frequent repeatable CTD while testing with autoplay but I can't get anything from minidump. I fear there's something with the art changes, but I can't be sure. Vokarya, have you experienced crashes?
Edit: I can't get past classical/medieval era
I ran through the Civilopedia with every art style and didn't have anything crash. Do you still have the old RoM FPK files in your folder? Both RoMPak0.fpk and RoMPak1.fpk should be gone. Or could you post a save and I can try it?
45°38'N-13°47'E;13197894 said:There's ony RoMPak.fpk, ANDPak0.fpk,ANDPak1.fpk, Vokarya.fpk and RevDCM.fpk, it was a fresh install. Here's the save (I've tried with autosave too). Minidump is also attached if Afforess wants to see it, rev700. You might need to recalc because I've also tried with another dll which should be the same as the one in rev700 (I haven't changed anything, simply recompiled). I've been able to pass 1 turn a couple of times, mostly by playing it through; but if I autorun, either this turn or the next one I get a CTD.
Edit: In order to load the save, you have to rename your AND folder to "Rise of Mankind - A New Dawn EXP", that's the folder I use for experiments and you can't load the save if your folder is different. Simply renaming it for the test should be enough to let you load the game.
I was able to load the save, and it does crash the turn after the current one. Is there anything we can do with logging? The Autolog shows that the game finishes processing everything for you for turn 206. If you look in WorldBuilder, the next player is Suppiluliuma, and he doesn't have anything new coming up, so I doubt that it is a unit artwork issue. The only real artwork changes I made in rev700 were to take out the GP glow on the Adventurer, which you are not at yet, and put in a new Middle Eastern Mounted Infantry, which I tested myself to make sure that it worked (both on attack and defense) and it didn't crash then. So I don't know where the problem is.
45°38'N-13°47'E;13198945 said:I've made some other attempts and to me it looks like the problem is some art file you've updated. I've tried again my saves with rev699 and I have no problem at all. I can play on both of them as long as I want without CTD. Retried with rev700 and bam! CTD again, always at the same turn.
Could it be something related to terrain or some effect? I've noticed that when I start the latest revision downloaded with SVN I start with default terrain. I usually play with Blue Marble textures but now if I want to play with it I need the full installer and select Blue Marble when I install the game.
45°38'N-13°47'E;13198945 said:I've made some other attempts and to me it looks like the problem is some art file you've updated. I've tried again my saves with rev699 and I have no problem at all. I can play on both of them as long as I want without CTD. Retried with rev700 and bam! CTD again, always at the same turn.
Could it be something related to terrain or some effect? I've noticed that when I start the latest revision downloaded with SVN I start with default terrain. I usually play with Blue Marble textures but now if I want to play with it I need the full installer and select Blue Marble when I install the game.
I'll keep digging on this. It will probably take some time to pin down. Here's what I have tried so far:
- Empty all the art definitions from Civ4UnitArtStyleTypeInfos.xml so that only default unit art types are included. That did not work - it still crashed.
- Use WorldBuilder to erase every AI city from the map. That prevents the crash. I think this points to a unit just being built in a city that is causing the crash.
I have just discovered that if I use WB and erase just Inca from the map, the game continues for at least 2 more turns without crashing. I'll have to work on this in more detail and see what happens.
Even more detail: open WorldBuilder and find Burgundian. It's a Barbarian city southwest of the main Incan landmass. There is a Heavy Horseman and an Elite Quechua right next to it. Erase both those units in WB and the turn continues without a problem.
Revision 700, giant earth map.
I see several CTDs when attacking a city. Save attached.