Bug Reports and Technical Issues

What I mean if you have say 3 towns and 4 mines you get 1 or 4 or whatever strange inconsistent number of unhealthiness. I will upload save from India game when I was testing new mechanics.
What revision is this game from? If you are using Tortoise, please right click the mod folder and choose "git log" and post the checksum next to "SHA-1" here.
 
Okay, I got a fun one for you. I'll explain the fun in a moment.

Basics: Attached is a Turn 256 save. For me it doesn't load -- the game crashes to desktop when trying to load from the game menu. Turn 255 should load, and I've also got saves of Turns 254, 253 and 252, and even earlier ones if you need them.

The fun part. I think the problem is an attempted Chinese respawn. I say that, because I went back and loaded up Turn 252 and played forward, saving at 253, etc., as I went. When I ended Turn 255, the game paused and thunk real hard. Then it told me, "Chinese cities have declared their independence, shall we let them go?"

Why is that fun? Because I'm playing Egypt, and I don't have any cities east of Sinai, and the Chinese never even got an emissary over to me. I said yes, and the game proceeded.

It probably won't happen to you if load up Turn 255. After that weird announcement, I loaded Turn 255 again. Again, I got the long pause while the game did some calculations, but then it proceeded into Turn 256 without any kind of announcement.
Okay, I did not get that popup from turn 255. Do you know what to do to reproduce it? Do I need an earlier save?
 
Haha, okay I will change that.
 
Okay, I did not get that popup from turn 255. Do you know what to do to reproduce it? Do I need an earlier save?

I think I still have earlier saves, but I will have to check. I do know that it doesn't always happen. Before reporting that weirdness, I reloaded an earlier save and got through without that message or a crash.

This happens quite a bit with me. I will get a CTD, will reload the last autosave, and the game will proceed without crashing. In those cases, I ignore the crash since even I can't reproduce it. The one I posted was so weird I thought there might be something in the save you could track down, so I reported it. I will look for earlier saves.

BTW, I don't think you've griefed Babylon enough. They only have to deal with Hittite chariots, Assyrian vultures, crazy Greeks, pissy Persians, Macedonian conqueror events, the occasional megalomaniacal Roman or Byzantine, and mad Arabs, Seljuks, Turks, and respawning Iranians. I think you also need to trouble them with hostile early/mid-game spawns by Ur, Assur, Ninevah, Eridu, Harran, Palmyra, and Ctesiphon, as well as later hostile spawns by Wahhabists, Kurds, Hashemites, Transjordanians, resurgent Assyrians, marsh Arabs, Ba'athists, displaced Alawites, nine 20-unit stacks of French/English conquerors representing Messrs. Sykes and Picot, and a Tourist Civilization, whose UU would be an elderly Florida woman driving the wrong way down a one-way street through downtown Babilu with her left blinker on.
 
Okay. It's hard to find something in saves only from a description of symptoms, actually seeing the error or crash is usually necessary. It's also the only way to verify if my fix was actually effective. Civ4 is pretty deterministic, so if an error is not reproducible given the same initial conditions there is often another cause. For instance, your computer may not have been able to handle the load of the Chinese respawn calculations.
 
When running the slavery civic, it's possible to get slaves from defeating barb animals :lol:
Haha, okay I will change that.
Looked at the code and it already excludes animals. I also set the capture chance to 100% and tried attacking a couple of lions, no slaves. Do you have a setup where this happens?
 
Last edited:
What revision is this game from? If you are using Tortoise, please right click the mod folder and choose "git log" and post the checksum next to "SHA-1" here.
Sorry wholesale download here. It was version dated to Jun 4 from git update log thread. But this error was also present in previous versions.
 
Okay. My issue right now is to find a version of the mod that is able to load your save.
 
Alright, found a compatible revision. Looks like I know what went wrong here, let me investigate this further.
 
Looked at the code and it already excludes animals. I also set the capture chance to 100% and tried attacking a couple of lions, no slaves. Do you have a setup where this happens?

It happened when an animal attacked my scout, could the issue be that it's different who is the agressor?
 
If so then there is more wrong with the code than I thought (it divides between winning and losing unit), but I can check.
 
Alright, found a compatible revision. Looks like I know what went wrong here, let me investigate this further.
Yep, turned out the required code to fix this was already there, only commented out. No idea what I was thinking.
 
Upon the collapse of Indonesia, one of their cities got razed (2S1E of Thai capital) and now they have 339% culture on that tile, while they aren't even alive. I think it was gone the next turn, but I'm not really sure. Playing on the latest revision by the way.
 

Attachments

Okay. It's hard to find something in saves only from a description of symptoms, actually seeing the error or crash is usually necessary. It's also the only way to verify if my fix was actually effective. Civ4 is pretty deterministic, so if an error is not reproducible given the same initial conditions there is often another cause. For instance, your computer may not have been able to handle the load of the Chinese respawn calculations.

That makes sense, and It's why I try to reproduce the crashes myself before popping up here with them. Since I'm onto the most recent version of the mod, I'll go back to forgetting about it.

My most recent China game (using most recent mod version) has some weird relocation behavior. (1) I had ships in London. England collapsed. My ships were relocated to off the coast of Calcutta. (2) I had Pagan. Khmer cities declared independence. My fleet of cruisers was relocated to Lake Baikal. Do these count as bugs, and if so do you want saves?
 
Upon the collapse of Indonesia, one of their cities got razed (2S1E of Thai capital) and now they have 339% culture on that tile, while they aren't even alive. I think it was gone the next turn, but I'm not really sure. Playing on the latest revision by the way.
Cities that are only two tiles apart may be razed on collapse, unless they are large enough or already have some culture. However, the leftover culture and cultural control is not intended. Thanks for the save, I will look into it.

My most recent China game (using most recent mod version) has some weird relocation behavior. (1) I had ships in London. England collapsed. My ships were relocated to off the coast of Calcutta. (2) I had Pagan. Khmer cities declared independence. My fleet of cruisers was relocated to Lake Baikal. Do these count as bugs, and if so do you want saves?
At least it's not the intended scenario. I might get something done by investigating the code but saves are useful as always.
 
Sigh. Couldn't get the Khmer to respawn after reloading the last autosave. Well, they did, MANY turns later, but they didn't take Pagan with them.

The next time I get a weird ship relocation that I can reproduce, I'll bring it here. Would the following count (it's happened to me twice before): Galley parked in Parsa relocates (on Persia collapse) either to Lake Van or the Caspian Sea?
 
Yeah.
 
One of these days I'm going to get you an honest-to-goodness bug you can look at. I feel like a character in an old '60s sitcom -- "I Dream of Jeannie" or "Bewitched" -- who's always seeing something weird but it's gone when I get someone else to look.

How about this one: Galley in Parsa. Hit "End Turn." Persia should collapse the next turn (it collapsed all three times when I tested the load), and the galley should relocate to the eastern Mediterranean. I have an autosave of Turn 204 saved back if you need that one too.
 

Attachments

Back
Top Bottom