Common Errors and/or Crashes Section

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Wanderer is both scout and hunter. It is before they specialise into their different roles. I use them early game to hunt down easy game animals.

Would it be possible then to disallow attacking other civs, only allowing attacks against barbs (or animals if/when we break up the barbs.) I just think that could be unfair if you could use cheap wanderers to pick off valuable gatherers essentially. If we could figure out a way to give workers combat levels that would also fix the issue.
 
Would it be possible then to disallow attacking other civs, only allowing attacks against barbs (or animals if/when we break up the barbs.) I just think that could be unfair if you could use cheap wanderers to pick off valuable gatherers essentially. If we could figure out a way to give workers combat levels that would also fix the issue.

Then what will the barbarian wanderers attack?
 
@ls612

I've never seen that happen where AI Wanders invade my territory and capture workers. Then again, I tend to play large maps, and don't go to war until I'm either very prepared, or there is no avoiding it.

Are you playing on Permanent War or Minor Civs?
 
I get one or two barbarian wanderers try and attack my territory each game but I usually have some (20 or so) dogs patrolling the border and they take care of them.
 
I took out all custom leaders and civilization (Hun), but I still got crash..
 
Don't want to be a bother, but no-one commented on this so I want to make sure it wasn't missed:



Save file attached to previous post: http://forums.civfanatics.com/showpost.php?p=10908025&postcount=317

I am working on it now as it happens. It is a crash in the core engine (not our DLL code), which makes it WAY harder to track down. It's most likely an asset issue of some sort but I don't know yet. It does reproduce reliably though, so I should eventually get there - might take a few days however - these not-in-our-DLL crashes always take ages to pin down.
 
I am working on it now as it happens. It is a crash in the core engine (not our DLL code), which makes it WAY harder to track down. It's most likely an asset issue of some sort but I don't know yet. It does reproduce reliably though, so I should eventually get there - might take a few days however - these not-in-our-DLL crashes always take ages to pin down.

Great, thanks! I assumed it had something to do with your new food wastage system, seeing as how it's city growth and all. Since it's a core code bug, there must be something besides simple city growth, maybe I can get around it in my current game by using the world builder to manually grow the city.
 
I downloaded this mod a couple weeks ago, and have been enjoying it very much. Unfortunately the game I have been playing for the last couple weeks has come to a point where it will only CTD. This game started out as a hotseat 2-player game, but one of the human players was elimated early on. The game played great for a very long time with no errors or crashes, but now seemingly no matter what I do the game crashes on the start of the next turn after all the computer players and the barbarians take their turn. I considered that it might be the tech I was researching and about to get, so I switched up what I was researching once, and turned my science way down so I wouldnt get the tech on the next turn, but in each case the game still CTD at the same point. I considered that maybe it was one of the wonders a city was about to build that could be causing the CTD, so I changed production on all cities about to get a wonder, but that also did not solve the problem. I loaded up an auto save from 3 turns earlier, and made different decisions, but the game still CTD at the start of this same turn.
 

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Great, thanks! I assumed it had something to do with your new food wastage system, seeing as how it's city growth and all. Since it's a core code bug, there must be something besides simple city growth, maybe I can get around it in my current game by using the world builder to manually grow the city.

It is definately down to that city growing, but nothign goes wrong in the code that I can see stepping through it.

Does anyone know if building graphics get changed at city size 5?

Found it! It's an XML bug as I suspected. As a work-around destory the reptile_myth in the growing city and all is well (ctrl-A to demolish)

@DH: problem is a missing art define. In
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_REPTILE_MYTH</BuildingClass>
			<Type>BUILDING_REPTILE_MYTH</Type>
			<AndDependencyTypes>
             	<DependencyType>ERA_PREHISTORIC</DependencyType>
 			</AndDependencyTypes>
			<Description>TXT_KEY_BUILDING_REPTLE_MYTH</Description>
			<Civilopedia>TXT_KEY_BUILDING_ANIMAL_MYTH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_ANIMAL_MYTH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<ArtDefineTag>[B]ART_DEF_BUILDING_LIZARD_MYTH[/B]</ArtDefineTag>
			<PrereqTech>TECH_ORAL_TRADITION</PrereqTech>
the bolded art resource is not defined.
 
It is definately down to that city growing, but nothign goes wrong in the code that I can see stepping through it.

Does anyone know if building graphics get changed at city size 5?

Found it! It's an XML bug as I suspected. As a work-around destory the reptile_myth in the growing city and all is well (ctrl-A to demolish)

@DH: problem is a missing art define. In
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_REPTILE_MYTH</BuildingClass>
			<Type>BUILDING_REPTILE_MYTH</Type>
			<AndDependencyTypes>
             	<DependencyType>ERA_PREHISTORIC</DependencyType>
 			</AndDependencyTypes>
			<Description>TXT_KEY_BUILDING_REPTLE_MYTH</Description>
			<Civilopedia>TXT_KEY_BUILDING_ANIMAL_MYTH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_ANIMAL_MYTH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<ArtDefineTag>[B]ART_DEF_BUILDING_LIZARD_MYTH[/B]</ArtDefineTag>
			<PrereqTech>TECH_ORAL_TRADITION</PrereqTech>
the bolded art resource is not defined.

If you want to change it yourself, just change ART_DEF_BUILDING_LIZARD_MYTH to ART_DEF_BUILDING_REPTILE_MYTH but i believe its been done already in the SVN??
 
Crash occurs using SVN at rev701, haven't been any changes to those XMLs since then. I'll manually fix it, thanks!

Edit: Manually changing the ART_DEF tag fixes the crash for me.
 
Hey guys, I'm playing Version 16 of C2C (My internet lately is so slow that I can't download Version 17) and I want to know how to set it so that the game auto-saves every turn. Sorry if this is in the wrong thread...
 
Reproducible on end turn (or some other definate action)? If so save game + instructions please.

I even can't start a game because it get crash while loading xmls. So no save for that..:crazyeye:
I'll use fresh copy of SVN, instead of current one. Is there no problem with custom civ (Hun)? Since custom leaders make crash, I also suspect it now.
 
I even can't start a game because it get crash while loading xmls. So no save for that..:crazyeye:
I'll use fresh copy of SVN, instead of current one. Is there no problem with custom civ (Hun)? Since custom leaders make crash, I also suspect it now.

No there's nothing wrong with the one i have ingame.:rolleyes:
 
Found it! It's an XML bug as I suspected. As a work-around destroy the reptile_myth in the growing city and all is well (ctrl-A to demolish)

@DH: problem is a missing art define. In
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_REPTILE_MYTH</BuildingClass>
			<Type>BUILDING_REPTILE_MYTH</Type>
			<AndDependencyTypes>
             	<DependencyType>ERA_PREHISTORIC</DependencyType>
 			</AndDependencyTypes>
			<Description>TXT_KEY_BUILDING_REPTLE_MYTH</Description>
			<Civilopedia>TXT_KEY_BUILDING_ANIMAL_MYTH_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_ANIMAL_MYTH_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<ArtDefineTag>[B]ART_DEF_BUILDING_LIZARD_MYTH[/B]</ArtDefineTag>
			<PrereqTech>TECH_ORAL_TRADITION</PrereqTech>
the bolded art resource is not defined.


I thought i got them all, but apparently i missed it someplace?
 
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