Bug Report

Which version was it saved at? It crashes when I try to load it in the latest release.
I think it's on the latest stable/big release listed on civfanatics, since I tried updating to the latest ver and found I'd already done so, so maybe it was fixed in a SVN -- haven't set that up for realism yet, was unsure of it's stability/types of updates
 
Well, that save didn't work with the latest release for me, so it was probably some other version. I did fix an infinite loop from another posted save in the latest SVN though. These days, SVNs should be more or less rock solid, as I only fix bugs and update artwork.
 
Love the mod, found a visual bug. Check out hungarian shock troop's guns. Something is wrong with textures or alpha channel I guess.

Spoiler image :

GLO1.jpg

 
An error has been found, which was also mentioned earlier - https://forums.civfanatics.com/threads/realism-invictus.411799/post-16575805
the game crashes to the desktop when adding a Russian advanced fighter from the editor. crashes also occur when selecting multiple advanced fighters during the game. crashes do not occur during construction.
reinstalling the modification, clearing the cache, and reinstalling the game itself could not solve this problem.
But! replacing fpk-files from the previous version of the modification (ri-3.6) (ri_36_units_russia1.fpk) solved the problem.
this information may be useful.
 
Hello,

I'm getting a CTD at end of turn, but can't find a relevant stacktrace/log. The only information I can see comes from PythonDbg.log:

21:23:44 DEBUG: BugEventManager - event EndPlayerTurn: (1208, 7)
21:23:44 DEBUG: BugEventManager - event BeginPlayerTurn: (1208, 8)
21:23:44 DEBUG: BugEventManager - event cityDoTurn: (<CvPythonExtensions.CyCity object at 0x5BC0FCE0>, 8)
21:23:44 DEBUG: BugEventManager - event vassalState: (0, 8, 0)
PY:Team 8 revolts and is no longer a Vassal State of Team 0

I got this earlier in that same save and I "worked around" by loading an earlier save (just one turn before really) and playing again. The same workaround works for this one, as long as I go back one turn it will be enough. I did tick the "new random seed on reload" on that save but it will still always CTD when I reload that save.
Last time I got this, the last thing logged by Python was also the same civ trying to break away from its vassal state.

The main thing is : this particular civ is not a vassal by choice, but had capitulated to me. It shouldn't be able to simply "break away", so that might be what breaks the game here?

I'm not familiar with the civ innards so I'm not sure where to look for in order to understand what happens there, python or cpp? any pointer?
 
I'm using additional XML changes and art changes (leaderheads, civilizations and difficulty) above realism invictus so I'm not sure the save game will be useful to you?

Edit: I realize I didn't keep the save, sorry. For now I've changed the 3 "return true" in cvTeam::canVassalRevolt(TeamTypes) into "return !isCapitulated()", which apparently solved the issue. This looks like the same code as the base game and I don't think I've ever faced that in BTS itself so not sure what the real trigger is, as I'm not sure if RI has any changes related to vassal revolts.
 
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Then I cannot really help you, unfortunately. CTD generally can't be resolved simply by reading logs. The only relevant thing is that it happens during player 8's turn, but I guess you figured that out without me already. Try messing with that player in WorldBuilder.
 
Just so you know, I just conquered a civ (China) that had a vassal (Russia). Russia had capitulated to China after a war, not willingly. If I get China to capitulate to me, the same CTD happens. Once again, last thing loggued was "PY:Team 6 revolts and is no longer a Vassal State of Team 4". Basically, a CTD happens whenever a "vassal through conquest" tries to break free of its conqueror.

I created a similar scenario through world builder : 3 civs (mine included), AI 2 capitulated to AI 1. give them 3 cities each, and spawn a few arquebusier of mine in their territory to subdue them. You can reproduce the CTD with the attached save : load, talk to abd al-rahman, capitulation -> what do you want for this -> accept capitulation -> CTD.
This seems to be related to the presence of "my" units inside the territory of the "revolting vassal" : if you move the arquebusier that's beside Mascara (South-west of map) outside of Armenian territory before you get the Bedouins to capitulate, this crash will not occur.
 

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I have copied this from my recent other post because it may be better served here.

In my current game I have improved my fertile land plots and initially they reflect the yield and commerce increases. Next turn, bonuses disappear even tho I built a mech farm. I haven't recalled this ever happening before. Looked in the Civilopedia for the descriptions of the various different crop cultivations and they are showing they receive bonuses of MINUS gold and commerce. The game is a SVN build, but, I checked back at the last full build, and the are the same negative values.

Below shows the negative effect Bonus Yields. The is from the current SVN build and also include the newer unique cultivations. Again, the last major release in Jan shows the same values. Also once again, this not just a Civilopedia issue, it is affecting game play.

I have created a WorldBuilder test game for you (under SVN 5417) to run that will better demonstrate the issue/Bug. Use the workers on the fertile soil tile to build a Corn Cultivation. Run a couple of turns to see how the Cultivation initially shows the expected bonuses and then they disappear. Then when a mechanized farm is built the corn crop is created without the Cultivation bonuses.

EDIT ADDITION STRANGE OBSERVATION. MY IN GAME PEDIA NOW ONLY SHOWS BASIC CULTIVATION CROPS,(NO UNIQUE). THE REALISM INVICTUS PEDIA DOES SHOW THESE. THIS LEADS ME TO BELIEVE THE WHOLE STEAM GAME IS SOMEHOW CORRUPT ON MY PC. I AM GOING REINSTALL THE ENTIRE GAME.

PLEASE DISREGARD THIS POST
 

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Cultivation "improvements" are supposed to have those negative yields. They only exist to spawn the resources; IIRC, they will disappear on their own anyway, but this is there so that AI doesn't keep them if for some reason they don't despawn after the resource is spawned.
 
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