Bug Reports and Technical Issues

Every Turn autosave especially in late games can help a lot. Especially if the crash is caused by something small you can clear in the world-builder, like a random seed or a unit doing something weird. As i got the last CTd, still wondering what caused that ctd :S
 
Speaking of which, I'm getting my first CTD, also in the 3000BC China Monarch/Epic game. I'm just about to win UHV with Taj Mahal 1t from completion, and the game crashes in the interturn. I've reproduced the crash twice. Here's saves from the turn of, the turn before, and two dozen turns ago.
 

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A-ha! So that's your game, is it? Always ask for an earlier save!

Well, I'm on to you, mister! I've got an auto-save of Turn 212 and an auto-save of Turn 208!

CtD that didn't crash for you: I'm not surprised. My ghost at work.
Unfortunately the solar plant is already present even in the earlier save. If I play on from the 212 one, the overflow bug never appears for me either.
 
I got a repeating fixed crash it is the turn USA appeared (playing as Rome and expanded into North America). End turn and at the start before the autosave it crashes.

Deleting the Americans through world builder doesn't solve it.

Deleting the city Mascat solves it. Removing the Troops so the German can conquer it also solves it. Removing 1 independent arquebusier also resolves...

the skdDbg varies but shows up:

[276964.031] AI chose conquest: Shouer
[277028.094] AI chose conquest: Mascate
[277035.844] AI chose conquest: Shouer
[277157.719] AI chose spare: Mascate
[277164.656] AI chose conquest: Shouer
[277372.531] AI chose conquest: Mascate

Update 2: Deleting the Defender of Shouer (Japanese hold-Korean city) also resolves it. Suggesting it is related to the random seed?
I didn't get the crash, maybe the issue has been fixed by a recent commit? I have attached next turn's save, maybe you need to check the building queue, I didn't pay much attention to my choices when the turn started.
 

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The "some of our forces are joining the enemy" flips are only supposed to happen on spawn, right? I don't think I've ever experienced them from a random war several centuries after the target civ's spawn.

If you pass turn, the flip will happen. Ignore the extremely historical Babylon...
 

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  • Hammurabi AD-1669 Turn 917 .CivBeyondSwordSave
    Hammurabi AD-1669 Turn 917 .CivBeyondSwordSave
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The "some of our forces are joining the enemy" flips are only supposed to happen on spawn, right? I don't think I've ever experienced them from a random war several centuries after the target civ's spawn.

If you pass turn, the flip will happen. Ignore the extremely historical Babylon...
Is it possible that you disagreed with the Arab flip and then made peace with them or killed them before the flip period ran out? Because in that case it would never really run out and the remaining turns would apply if you'd ever be at war with them again. A fix comes with the next update, I've uploaded a fixed save for your game too.
 

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My attempts to colonize Mars as the Romanized Dutch were foiled once again. This time by a crash to desktop. The crash might have something to do with a collapsing civilization.

The version I played is vanilla 1.16 (no additional mods or patches)
 

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Is it possible that you disagreed with the Arab flip and then made peace with them or killed them before the flip period ran out? Because in that case it would never really run out and the remaining turns would apply if you'd ever be at war with them again. A fix comes with the next update, I've uploaded a fixed save for your game too.

I had that bug too in several games with for example Rome declaring war on the Ottomans to retake Athens (after giving it away 10+ turns earlier).

and always (with Rome, Persia, Byzantium)! When the Arabs spawn (declaring war on you) you also get some troops running of (usually 1-6 each turn for about 4-5 turns) as if you declined it. Retaking or not retaking your cities back doesn't change it.

Issue is Mecca was independent and they can respawn if there is a city. I usually am nasty and counter-attack them before they can even found Mecca ;) Destroying the stack of troops in 620AD and they vanish, then they reaapear and claim the cities in 640 with troops, and I destroy that stack too... Need a bit of pre road building in the desert :p Treacherous Arabs, even stealing troops when you agree to them.
 
My attempts to colonize Mars as the Romanized Dutch were foiled once again. This time by a crash to desktop. The crash might have something to do with a collapsing civilization.

The version I played is vanilla 1.16 (no additional mods or patches)
No crash for me, I assume I have already fixed the crash on git. Patch/new release will come soon.
 
Okay, here's some saves for you to look at.

1. DoC1.16-Solar Plant: This is the one with the Solar Plant. Though I'm sure you won't find one. This is a Harappa save, from just before the Turkmen spawn. The first time through, when I switched to the Turkmen, I found a Solar Plant in Toshkent. When I reloaded this save, and switched again, no Solar Plant.
Toshkent isn't even on the map in that save, are you sure it's the right one?

Last night I downloaded the development version, to see if it was more stable for me. It was, I had no problems, until Turn 237 of my Egyptian game.

2. Ramesses II-Turn 237: I hit return and got Python exceptions. Reloaded Turn 236, advanced to 237, hit return. More Python exceptions, then a CtD. The next three reloads of Turn 237 went straight to CtDs when I ended the turn.

I went back to Turn 232 and took another run at it.

3. Ramesses II-Turn 235: The first time I went through Turn 235, nothing happened until a CtD when ending Turn 237. Then, the second time I reloaded 232 and went forward again, I got a weird message after advancing from Turn 235 to 236, about Byzantine cities wanting to flip and rejoin their empire, should I let them? Weird, because all my cities were Egyptian, and the message didn't specify which cities wanted to go. I said "Yes, let them go." Nothing happened. No flips, no DoW. I proceeded on to a CtD on Turn 237. Another load from 232. This time when I hit Turn 236 I got Python exceptions, apparently related to Byzantium respawning. I reloaded from 232 again, advanced. No problems on Turn 236 -- no message, no Python exceptions, nothing.

I am betting that the Turn 235 problem won't replicate for you, but I do have Turn 232 if you want to look at it.
Does not reproduce for me.
 
Thanks for your time and effort. I will continue my quest for marsdomination unpon the patches arrival!
Would you like me to send you the save from next turn?
 
At 410AD I got this notice of a roman Collapse, when loading my autosave which is provided. I don't find any single\collapses folder

View attachment 541028
There should be something on the path this message mentions. But that's not an indication of an issue, just press OK to overwrite.
 

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One or two turns after this seems to crash. Unsure what the cause is.
 

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Just a question I got a little config file in the Git update named Bug Core in the folder user settings, also showing a red ! instead of the green V. Prolly nothing but what is it :P
 
A red ! means that the file is different that the main branch. Nothing to worry about, because all files in the user settings are used to save your BUG configuration. It just means that your BUG configuration is a little different than the default one from the main branch.

Although it is kinda weird that it is Bug Core.ini. I would expect the other files to be changed for customizing your BUG settings. To see what is changed, you can right-click on the file with the red !, TortoiseGit->diff.
 
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