Bug Reports

@Nechrom - Sorry I was think Korea, I can be a bit slow :) . I shall take a look at the Japan issue.

@ bladex(or anyone else getting CTD's with 3g) - could you plese navigate to ....My Games\Sid Meier's Civilization V\ModUserData and see if you have a file called CCTP-1, if you do please clear the whole ModUserData folder. I was getting random CTD's and noticed this file, after clearing the folder it has auto run now for 147 turns.
 
i actually cleared my cache and moduser data before i posted the LUA i always do this before using a new BIG mod.
 
@ bladex - Could you please open your config.ini, edit Debugging so it looks like this:-
Spoiler :

[Debugging]

; Set to 1 to enable the fire tuner to connect to the game.
EnableTuner = 1

; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1

; Set remark log filename; empty for no remark log
RemarkLog = HoremRL

; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 1

; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 1

; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 1

; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 1

; Set to 1 to disable hotloading of objects
DisableHotLoader = 1

; Set to 1 to enable asserts in debug mode
EnableAsserts = 1

; Set to 1 to have loose files override PAK files if the loose file is newer
LooseFilesOverridePAK = 1

; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0

; Enables the use of the standard Lua debug library.
EnableLuaDebugLibrary = 1


And also Debug like this:-
Spoiler :

[Debug]

; Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode)
ThreadingMode = 0

; Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes
TargetJobSize = 100

; Enable message logging
MessageLog = 1

; Rand event logging bitfield. bit 0 = on/off, bit 1 = log callstacks, bit 2 = log pregame calls, bit 3 = log asynchronous RNGs
RandLog = 0

; Enable AI logging
AILog = 1

; Enable Builder AI logging
BuilderAILog = 1

; Enable Tutorial logging
TutorialLog = 0

; Enable Tutorial debug window
TutorialDebug = 0

; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0

; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 1

; Set App on Auto-Run
Autorun = 0

; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0

; Enable the logging system
LoggingEnabled = 1

; upload assert logs and crash dumps to the server
UploadReports = 1

; Delete reports after uploading to the server
MoveReports = 1

; Show combat debugging overlays
CombatDebug = 1

; Use a background thread for asynchronous D3D submission.
ThreadedExecute = 0

; Maximum number of frames to allow D3D to queue up. 0 means default. DX11.1 only
MaxFrameLatency = 0

; Enable AI performance logging
AIPerfLog = 0

; Saves the game after the human player presses 'next turn' but before the game logic advances
PostTurnAutosaves = 0


Post all the log's it generates after a crash ehre please, also is it crashing on your turn or during one of the AI's? If it was during your turn did you by chance set a worker to make an improvement? If it was during the AI's I do not supose you noticed at what point during the AI's turn? Theres a new UI bar at the bottom of the screen during the AI's turn, cycles through all players.
 
it crashed when it was my turn the 1st time i think i was using the route to road option. the 2nd time i selected a worker to build a mine on diamonds.
 
These are taken from another thread, I would like to try and keep bug report here rather than hyjacking other threads:
I had the same comment about techs late int he game.... 40-75 turns to learn one tech seemed extreme, especially when it should be getting easier to learn new tech, not harder.... should be easier to build things in the future, not harder.
Is this with the addition of the Science Wing? If so, about how much do you think the late game techs need reducing?
Here's another problem with v3( for i don't know whether it's fixed in later versions )
the Beef Vat, which provides +40 food and +5 food for merchants in current city, is actually providing +5 food for merchants in ALL CITIES. I have 12 cities and each with a Beef Vat, and merchants in my cities provides +60 FOOD then all of them grows to about 150+ size and is still growing with 1pop/per turn( seems without an terminal. I've activated Republic-Senate so each of them will only cost 1 food ).
How funny it is.
I shall take a look at that asap.
 
So I have finaly managed to reproduce your bug bladex, from my play testing it looks like it its down to manualy ordering a unit to build an improvement(Plantation in my case), after trawling through my log files and them showing me nothing relating to said CTD.

Edit:
@bladex - add an _ to the UI folder of CCTP. Hopefully no more CTD :)
 
Due to the mini fixes breaking more than they are fixing I have decided to update github so it matches exactly my copy of CCTP so the Downloads section is updated to v3.1, my copy of the soultion. I am concidering this to be the Stable version(5, 200 turn Autoplay games succesfull with no CTD, 2 games played for 300 turns no CTD). Major/Game stoping bugs aside, there will be no further updates untill the team has been reasembled :D
 
Hypersonic cruise missile requires 52497 hammers to build?! Upgrading from the regular cruise missile costs 70000 gold...
 
I'll check that out.

It looks like it's a common theme for all the digital era military units. The sudden jump in hammers/unit is immense! Takes 100+ turns to build them (albeit before I have built the digital era buildings (which take around 35 turns per building), but they will only cut the build time in half at best.
 
Well any Info on the last 3 Eras is very very usefull atm, since I cant seem to get past early modern before I have a list of stuff I need to change :)
 
Horem - I can reprogram the XML stuff (I have never really taken a hard look at the lua stuff).... I can at least take somethings off your hands
 
Shouldn't Technocracy give a higher science bonus than the Republic or Ectopia? After all it is a technology based society.
 
Behavioral Mod Chip - +6 happiness is not stackable / accurate for multiple cities....

Built the BMC is 5 cities.

Happiness City #1 = +6 (-1)
Happiness City #2 = 0 (-1)
Happiness City #3 = +4 (3)
Happiness City #4 = +2 (5)
Happiness City #5= +5 (10)

Started out at -7 - ended up with +10 - should have been +24 net.
 
Behavioral Mod Chip - +6 happiness is not stackable / accurate for multiple cities....

Built the BMC is 5 cities.

Happiness City #1 = +6 (-1)
Happiness City #2 = 0 (-1)
Happiness City #3 = +4 (3)
Happiness City #4 = +2 (5)
Happiness City #5= +5 (10)

Started out at -7 - ended up with +10 - should have been +24 net.

Keep in mind that a city can not provide more +happiness from buildings than the amount of pop currently resident. So if a city has 20 pop, it can at most provide +20 happiness to your empire.
 
For the love of god, please move all new code to SQL when possible. It is a pain to write in XML.
:rotfl: Its work in progress :), tech used to be all xml, me and Fires changed them to SQL, Fiers also made a start on the units.
 
Back
Top Bottom