Common Errors and/or Crashes Section

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The crash on the Ibex chariot is a pure graphical issue. It occurs in the main game engine, not the DLL. I don't know the eact cause, but I do know that if I change:
Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>[B]ART_DEF_UNIT_IBEX_CHARIOT[/B]</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
to
Code:
			<UnitMeshGroups>
				<iGroupSize>2</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>[B]ART_DEF_UNIT_CHARIOT[/B]</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
it goes away.

Sorry DH - you'll have to fiddle to solve this one.

Thanks for that. At least we know where it is happening and I can hunt from there.
 
The eggs and especially the thing its on, does look "alittle" big, dont you say?


EDIT: Has anyone tried to put like a "new" cow KFM in one of the new animals and see if the animations work, stuff like that, cave bear kfm etc??
 
The eggs and especially the thing its on, does look "alittle" big, dont you say?


EDIT: Has anyone tried to put like a "new" cow KFM in one of the new animals and see if the animations work, stuff like that, cave bear kfm etc??

1) yes, but I can't get my machine to play BtS at the moment so I can't fix it.

2) yes, I tried the horse and cow to no avail.
 
Never mind. I have just reached the limit of my graphics card.:( Leaderheads are just floating dentures in the diplomacy screen and units are laser light shows, even on lowest graphics settings.
 
Never mind. I have just reached the limit of my graphics card.:( Leaderheads are just floating dentures in the diplomacy screen and units are laser light shows, even on lowest graphics settings.

Yeah the resources have slowed down turn times also. (taking into mind i made a Gigantic map with almost everything turned one, Rev/barb World, Barb Civ etc) just trying to find errors.

Also its looks alittle weird seeing an alligator in the desert area?
Plus i believe there needs to be a reduction of the Okapi, they are every where, infact i have NEVER even heard of them before?

Also the Great General in the screenie just moved into an area by itself, just wondering if the AI still know how to use them?
 
When I do a recalculation with ctrl-shift-r then always my Temple of Osiris, Isis and Set get lost (Kemetism is my current religion if that matters). I have to rebuilt them...

PS: I have to correct myself: The temples aren´t gone, in fact I can built them once more (remember, those are National Wonders).
 
When I do a recalculation with ctrl-shift-r then always my Temple of Osiris, Isis and Set get lost (Kemetism is my current religion if that matters). I have to rebuilt them...

PS: I have to correct myself: The temples aren´t gone, in fact I can built them once more (remember, those are National Wonders).

Post a save game please
 
Yeah the resources have slowed down turn times also. (taking into mind i made a Gigantic map with almost everything turned one, Rev/barb World, Barb Civ etc) just trying to find errors.

Also its looks alittle weird seeing an alligator in the desert area?
Plus i believe there needs to be a reduction of the Okapi, they are every where, infact i have NEVER even heard of them before?

Also the Great General in the screenie just moved into an area by itself, just wondering if the AI still know how to use them?

River Crocs - There is no way yet to restrict them to river and lake shores. The alternative is not to have them until we can.

Okapi - but they are one of the most useful animals :mischief: In my latest game I have had them everywhere, but in my previous games I did not see them at all. It depends on where you start on the planet. I will adjust their spawn rate.
 
please let me know if you are still seeing modifier rebuild issues after this.
When I do a recalculation with ctrl-shift-r then always my Temple of Osiris, Isis and Set get lost (Kemetism is my current religion if that matters). I have to rebuilt them...
PS: I have to correct myself: The temples aren´t gone, in fact I can built them once more (remember, those are National Wonders).
I have Kemetism too as state religion, and same thing in my game too.
Also something wrong with religious wonders counter. (normal wonders are counted ok as "0 left").
Also after recalc it starts spamming about someone builds wonders which cause golden age like those wonders were just built right now.
Seems like recalculation actually rebuilds all religious world and national wonders (same year-built info for all of them), changing counter for world wonders to -1 from 0 and to 1 from 0 for national (allowing to make more of them)... And applying golden ages if some wonder has it in stats.
 
When I do a recalculation with ctrl-shift-r then always my Temple of Osiris, Isis and Set get lost (Kemetism is my current religion if that matters). I have to rebuilt them...

PS: I have to correct myself: The temples aren´t gone, in fact I can built them once more (remember, those are National Wonders).

Here is the save game. You can see that you can´t build the temples currently - they are already built (e.g. in Ica). When I now press ctrl-shift-r I can immedately build the temples again - in cities where they haven´t been built yet (I already built several of them).

Maybe it is also helpful that after the recalculation I get the message that the Temples of Ptah and Thot have been built (also they have been built ages ago).

Maybe I should also mention that I have removed the limit for National Wonders in Globaldefines.xml.
 
Because the promotions for the health care units have the same names as the regular ones, only the ones for the health care units are showing up. This means that ONLY the health care units can get Medic 1, 2, and 3, March, and heal, because those for the health care units have the promotion Herbal Cures as a prerequisit, which is available ONLY to the health care units. So that means no combat units will ever be able to have the March promotion and no lead by warlord unit will ever be able to get the Medic 3 promotion. The promotions in the Health Care Module need to have the names changed so as to make a seperate promotion line just for them.
 
Because the promotions for the health care units have the same names as the regular ones, only the ones for the health care units are showing up. This means that ONLY the health care units can get Medic 1, 2, and 3, March, and heal, because those for the health care units have the promotion Herbal Cures as a prerequisit, which is available ONLY to the health care units. So that means no combat units will ever be able to have the March promotion and no lead by warlord unit will ever be able to get the Medic 3 promotion. The promotions in the Health Care Module need to have the names changed so as to make a seperate promotion line just for them.

That is as is intended. Also all promotions have now been moved out of the health care mod and into the core files.

Just noticed in the NEW SVN that when i put two or more units together to be moved (Alt_left button click) ONLY one moves to the spot i want it to and the other(s) Detach itself and can only be moved manually??

EDIT: Also just noticed that the food line STOPS with a . but does NOT tell where it went now??

EDIT EDIT: Also just noticed on that savedgame also, it MIGHT be because of the terrain that one of the subdued animals can travel, but it doesnt make sense because i can move it to the spot manually, i say this because i just got another subdued animals and stuck them together and they BOTH moved to the same spot:crazyeye:


Subdued animals can no longer move to a space where they would reveal map. Therefore if you move a stack with a subdued animal in it to a plot which would have revealed a plot the subdued animal will detach and the other unit(s) move. Because the plot(s) have now been revealed the subdued animal can move there.
 
I have noticed that although this myth is built by a subdued gorilla or orangutan, it looks like the button for it has a picture of an Orca?
 
I have Kemetism too as state religion, and same thing in my game too.
Also something wrong with religious wonders counter. (normal wonders are counted ok as "0 left").
Also after recalc it starts spamming about someone builds wonders which cause golden age like those wonders were just built right now.
Seems like recalculation actually rebuilds all religious world and national wonders (same year-built info for all of them), changing counter for world wonders to -1 from 0 and to 1 from 0 for national (allowing to make more of them)... And applying golden ages if some wonder has it in stats.

These were all a symptom of what I believe is a wider pre-existing bug. During modifer rebuild all previous modifier and effects are zeroed, and then actual ones put back. As part of this it removes all religions and corporations from the city (to undo their modifiers) during the clearing down phase, and then adds them back later. Removing a religion can disable buildings that require that religion, and the general mechanism that was being used to disable (and re-enable) buildings was (IMO) a bit over-the-top. Rather than just disabling their effects, it was physically removing (and more importantly, on re-enable physically ADDing) the building from/to the city. The re-add triggered the counts getting screwed up (global building class count is incremented on the addition), and alo the new built dates, as well as the messages about wonders being built (and golden age triggering that results from that).

Because this is a feature of the way the game performed disabling/re-enabling generally, it appies to anything that causes this. So losing corporations/religions from cities, would do it without any modifier rebuild. Similarly, and more prosaically, simply losing a resource disabled various buildings, and getting it back will re-enable them (e.g. - butcheries etc.). This was resetting the built date to the re-enabling year - not a big deal, but still a symptom of the same underlying issue.

There was also a bug in the modifier recalculation code order of processing, one symptom of which was the large negative espoionage you wound up with in this save game.

All of the above are now fixed in the current SVN. Thanks very much for your diligent testing - please keep it coming.
 
These were all a symptom of what I believe is a wider pre-existing bug. During modifer rebuild all previous modifier and effects are zeroed, and then actual ones put back. As part of this it removes all religions and corporations from the city (to undo their modifiers) during the clearing down phase, and then adds them back later. Removing a religion can disable buildings that require that religion, and the general mechanism that was being used to disable (and re-enable) buildings was (IMO) a bit over-the-top. Rather than just disabling their effects, it was physically removing (and more importantly, on re-enable physically ADDing) the building from/to the city. The re-add triggered the counts getting screwed up (global building class count is incremented on the addition), and alo the new built dates, as well as the messages about wonders being built (and golden age triggering that results from that).

Because this is a feature of the way the game performed disabling/re-enabling generally, it appies to anything that causes this. So losing corporations/religions from cities, would do it without any modifier rebuild. Similarly, and more prosaically, simply losing a resource disabled various buildings, and getting it back will re-enable them (e.g. - butcheries etc.). This was resetting the built date to the re-enabling year - not a big deal, but still a symptom of the same underlying issue.

There was also a bug in the modifier recalculation code order of processing, one symptom of which was the large negative espoionage you wound up with in this save game.

All of the above are now fixed in the current SVN. Thanks very much for your diligent testing - please keep it coming.

So the issue that I am having with obsolete buildings not going fully obsolete, ie can't build new ones but still get the benefits (xp etc) from existing ones is also a symptom of this?
 
So the issue that I am having with obsolete buildings not going fully obsolete, ie can't build new ones but still get the benefits (xp etc) from existing ones is also a symptom of this?

I don't know. Can you post a save game with a detailed description of the issue and which it's happening in, and I'll take a look at some point soonish.
 
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