Bug Reports and Technical Issues

Tried to start a roman game with todays newest svn version and got the following message:

unexpected value set buildingyieldchange (palace, commerce, 0?)
akhetaten (69, 33)

Autoplay does not start. :sad:
Yep, sorry. It should work now.
 
Yeah, what I did was really dumb and broke the entire game, so I'd better be fast :)

I cant even get the game to start and I love this version
Was that in reference to the bug I just fixed or do you need help beyond that?
 
I've updated the mod since then so no idea, but if I remember correctly I tried to load the save on win7 and it worked perfectly so yes that was wine-only. But since then I found out that the bug (or at least the python error complaining about collapsed/newly spawned civs) can also happen on windows, albeit it's extremely rare. After playing dozens of games, I've only encountered it once: I was playing with the English, and after an Indian collapse the game crashed. I couldn't get a save before that turn, but I did save the game exactly in that turn (basically that means you open the save and after a bit of loading the game crashes). I'm not sure if you can do anything with it, I'll upload it anyways.

And another bug that I've encountered (while playing on Windows 7) is that after my capital has reached a really high amount of culture, it became a NEGATIVE. I think it's around 200k, I've uploaded that save, too. Megara is my capital in Australia, around Melbourne. Maybe it's because I'm playing on marathon?
I'm playing on commit d5656fe194b17619b5a8f196c3c19406d6300ea6, btw.
Figured out the culture issue. You were right that the culture was too much for the game to handle, I have changed the code to handle it better. Update will come soon,

However the C++ exception does not occur for me when I open the other save.
 
Figured out the culture issue. You were right that the culture was too much for the game to handle, I have changed the code to handle it better. Update will come soon,

However the C++ exception does not occur for me when I open the other save.
Sorry, apparently I've uploaded the wrong save. This is the one that I saved right after I got the python error popup.
 

Attachments

Barbarians don't seem to be spawning. Grabbed this version a couple days ago.

No Barbarians is not activated.

Edit: Of course, the moment I say that, the first scripted spawns appear. Africa's usually a lot less empty, though, I think.

Edit again: And gold values are wrong for capturing cities. Perhaps the Viking UP was missed when writing the new capturing rules? I was told I'd gotten 700 or so gold from Lübeck, but only got about 300.
 

Attachments

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For which problem is the save you attached?
 
Hey, I'm still playing in 1.15, and encountered the bug that if there is a combat on the winning turn, the game freezes and/or crashes.

Don't know if you fixed that bug before, but I have several savefiles, because I delayed the winning turn a few times.
 
Hey, I'm still playing in 1.15, and encountered the bug that if there is a combat on the winning turn, the game freezes and/or crashes.

Don't know if you fixed that bug before, but I have several savefiles, because I delayed the winning turn a few times.
I don't recall dealing with such an issue. Saves would be great.
 
okay.
Playing as Rome, researching Civil Service wins me the game the next turn, I am sending turns 168 and 169. Just end the turn.
Advancing to the next turn is without problem when I research something else; or when I manually edit-remove the various barbarians via World Editor.
This is why I suppose that it is combat-related.

I had a similar issue with Morocco once, so there's that save as well.
To reproduce the issue in the Moor's game, just move a corsair back into England's coastal area, near London. I retreated them all so they wouldn't engage in combat for that turn.
I replayed that bit, and the problem occurs when the first enemy ship sinks. The graphic of the defeated ship freezes, all other graphics continue to move, but "waiting for other civilizations" never stops.
 

Attachments

Sorry, apparently I've uploaded the wrong save. This is the one that I saved right after I got the python error popup.
Hm, as far as I can tell that crash comes from the EXE, and I can't see what might have let to the conditions that led to this.
 
okay.
Playing as Rome, researching Civil Service wins me the game the next turn, I am sending turns 168 and 169. Just end the turn.
Advancing to the next turn is without problem when I research something else; or when I manually edit-remove the various barbarians via World Editor.
This is why I suppose that it is combat-related.

I had a similar issue with Morocco once, so there's that save as well.
To reproduce the issue in the Moor's game, just move a corsair back into England's coastal area, near London. I retreated them all so they wouldn't engage in combat for that turn.
I replayed that bit, and the problem occurs when the first enemy ship sinks. The graphic of the defeated ship freezes, all other graphics continue to move, but "waiting for other civilizations" never stops.
Caught the crash and not only fixed the issue but optimised the affected code along the way. Fix will be pushed to develop though, so unfortunately no way to save your game.
 
unfortunately no way to save your game
No need, once I finish the space race with my Rome or collapse trying, I want to start playtesting anyway. Seeing all the new endgame options, I have sworn not to play all those late game civs in the old 1.15 release.
 
Pedia shows Galleon still upgrades to Transport but now we have Steamship...
 
Hi, guys

I'm playing with the mexicans in the 1.15 version without git and, in the end of the game, after the accomplishment of the UHVs, the display with the score, statistics and timeline don't appear.

It's a minor bug, indeed, but i would like know if i can fix it.

Thanks

P.S. In this game with the mexicans i'm changed for a previosly game with the spanish, game on which i also win for UHV. Will be this cause of the bug?
 
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