Common Errors and/or Crashes Section

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Does this stuff work or is it just eye candy, right now i am over 12 techs behind the AI?

Heck he's at Archery, and i haven't even made it to Barter yet? They are back to bee-lining for the religious techs again?
 
Does this stuff work or is it just eye candy, right now i am over 12 techs behind the AI?

Heck he's at Archery, and i haven't even made it to Barter yet? They are back to bee-lining for the religious techs again?

I have no idea about diffusion. Do you know what the setting aer supposed to do exactly? (I just understand the general concept that techs can be learnt by diffusion, not what governs when)
 
[svn]
Getting non-repeatable WfoC freeze (not after latest dll, had same thing when used old r824 dll before last critical fix in r853).
It happens every 10-15 turns (in renaissance and industrial era) while eating CPU constantly like there is infinite loop somewhere.
Though i use "New random seed on reload" option which might cause wfoc freeze to not repeat at same point.

Freeze starts always in the middle of AI activity (some AI movements always proceed before freeze).

Savefile attached if needed.
 
I have no idea about diffusion. Do you know what the setting are supposed to do exactly? (I just understand the general concept that techs can be learnt by diffusion, not what governs when)

TechDiffusion Description

The goal:

With this component, civs who fall behind in tech but have lots of friends will receive some free research.

How it works:

When a civ falls behind by several techs, they qualify for tech "welfare." Each turn that they are significantly behind, they will receive some free beakers towards techs they can research. The amount of free beakers depends on how many civs they know who already have the tech and what there relationships are, although the rate for powerful military techs is lowered since civs try harder to keep them secret. If a civ is behind by a handful of techs, they will get fractions of a percent of the research per turn. If they are behind by a dozen or more, the rate increases.

The diffusion of tech is capped so that civs don't receive techs for free but have to do the final research push themselves. The cap is low in the early eras, and moves up as the eras go on. If a civ is very far behind, the cap is ignored to try and keep them somewhat in the game.
 
TechDiffusion Description

The goal:

With this component, civs who fall behind in tech but have lots of friends will receive some free research.

How it works:

When a civ falls behind by several techs, they qualify for tech "welfare." Each turn that they are significantly behind, they will receive some free beakers towards techs they can research. The amount of free beakers depends on how many civs they know who already have the tech and what there relationships are, although the rate for powerful military techs is lowered since civs try harder to keep them secret. If a civ is behind by a handful of techs, they will get fractions of a percent of the research per turn. If they are behind by a dozen or more, the rate increases.

The diffusion of tech is capped so that civs don't receive techs for free but have to do the final research push themselves. The cap is low in the early eras, and moves up as the eras go on. If a civ is very far behind, the cap is ignored to try and keep them somewhat in the game.

So do you know what the 3 adjustable values in your screenshot individually mean?
 
[svn]
Getting non-repeatable WfoC freeze (not after latest dll, had same thing when used old r824 dll before last critical fix in r853).
It happens every 10-15 turns (in renaissance and industrial era) while eating CPU constantly like there is infinite loop somewhere.
Though i use "New random seed on reload" option which might cause wfoc freeze to not repeat at same point.

Freeze starts always in the middle of AI activity (some AI movements always proceed before freeze).

Savefile attached if needed.

This **MIGHT** be a consequence of animals that spawned in your game with the wriong AI type prior to DH's fix. I know for a fact that in your previous save game it caused 'unit stuck in loop' asserts, though the code gives up and just sleeps the unit after trying a few times, so althoug that would cause a performance issue I don't think it would hang totally.

I'll give your save game a go, but the fact that you use new rand seed on load means that your games tend not to reproduce prioblems very reliably. I STRONGLY discourage this setting for games that will be played with SVN updates, and therefore are likely to be needed in problem diagnosis.
 
This **MIGHT** be a consequence of animals that spawned in your game with the wriong AI type prior to DH's fix. I know for a fact that in your previous save game it caused 'unit stuck in loop' asserts, though the code gives up and just sleeps the unit after trying a few times, so althoug that would cause a performance issue I don't think it would hang totally.
I once waited for 10 mins and gave up (wondering if it would pass through at 11th min :lol: ). Seems that a lot of units were passing through that stuck.

I'll give your save game a go, but the fact that you use new rand seed on load means that your games tend not to reproduce prioblems very reliably. I STRONGLY discourage this setting for games that will be played with SVN updates, and therefore are likely to be needed in problem diagnosis.
I agree, unfortunately it can't be disabled in midgame. However that wfoc freeze will reoccur after some turns.
 
I once waited for 10 mins and gave up.

I agree, unfortunately it can't be disabled in midgame. However that wfoc freeze will reoccur after some turns.

Just ran it and it didn't reproduce for me. Unfortunately I cannot run for a number of turns since the DEBUG version (which I need to be running to track it down when it fails) is approximately 20 tiems slower than the release version, so each turn is 10s of minutes. I'll have a go at hacking it to turn off the seed randomization, then running THAT save release until it fails, then use the autosave from THAT to reproduce it DEBUG...

Edit - better yet, you can do that part! As a general solution to the seed randomization issue I have just pushed a small change to SVN. If you update the DLL and then modify your assets/Xml/A_New_Dawn_GlobalDefines.xml to include:

Code:
	<Define>
		<DefineName>DISABLE_RAND_SEED_ON_LOAD</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>

Then seed randomization will be inhibitted for so long as that global define is present.

Run like that until it happens again then post the preceding save game (make sure you save every turn).
 

Are you running a clean copy of the SVN (as opposed to an over-imported old copy that might still have assets subsequently deleted from the SVN)? Also are you using the global defines (A-New_Dawn_GlobalDefines.xml) from SVN or do you have a modified version?
 
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