Common Errors and/or Crashes Section

Status
Not open for further replies.
As of playing right now with the latest svn, great commanders seem to be damaged. I was playing a game in which great commanders were working fine. I updated to the latest svn, and now commanders give their bonuses, but they don't lose their command points and they also gain no experience. Any way to fix this? (note: I do not have stack attack turned on)

I think I've just twigged what might have caused this. Save game with an example would still be helpful however if possible.
 
V16 and animals becoming resources; again they replace any existing resource on the plot (just saw a Gold become an Ivory, would rather have kept the gold TBH).
 
V16 and animals becoming resources; again they replace any existing resource on the plot (just saw a Gold become an Ivory, would rather have kept the gold TBH).

You must have gotten LUCKY then, cause i have now played over 50 games and NOT once have i had a animal to become a resource lately??:confused::p
 
V16 and animals becoming resources; again they replace any existing resource on the plot (just saw a Gold become an Ivory, would rather have kept the gold TBH).

You must have gotten LUCKY then, cause i have now played over 50 games and NOT once have i had a animal to become a resource lately??:confused::p

That is because I had it exactly backward. It should be right in the SVN now.
 
I think I've just twigged what might have caused this. Save game with an example would still be helpful however if possible.

Sure, here y'ar. End of turn, slinger at hill of akkad will probably attack. The great commander has 16 exp. The tomahawk thrower will definitely kill the slinger if it attacks. Next turn, attack akkad with the tomahawks. Every time a tomahawk attacks, it should reduce the commander's cp by 1. A kill should increase its exp by 1. However, neither numbers change.
 

Attachments

Animals now become resources? :confused:

I still only get 1 or 2 animals captured per game. Current game I can't build Hunters or Ranger because I never got an animal to make Master Hunter with Hunters Lodge. :p

But I still had plenty of Neanders to fight. Not overwhelming like previous versions but still attention demanding (as it should be).

But animals giving resources? Where have I been to miss this? <shrug> :p

JosEPh :)
 
I thought that had to be broken. Glad it's working now.
 
@Koshling:

Couple of things:

1. There are way to many NON-fighting units proceeding against a city.

2. Screenie: I have Flamethrowers on a ship BUT they will NOT automatically unload when i press on the land area i want them to go? I have to manually take each one out myself:(
I have the max comp attached zipped. I believe i have the other one if you need it, but i am not for sure, sure:crazyeye:



EDIT: Also, have been noticing that when a unit is done attacking, the RED circle does not appear anymore saying it cant be dont what you want it to do, instead, it has the same thing as the ship has, a white arrow saying it can move, when in all actuality it cant? Same max comp.


EDIT EDIT: Also noticed that the Hidden Nationality units will NOT enter a newly attacked city (when you win the battle) if you have them in a STACK, the others will enter but not them?
 
@Koshling:

Couple of things:

1. There are way to many NON-fighting units proceeding against a city.

2. Screenie: I have Flamethrowers on a ship BUT they will NOT automatically unload when i press on the land area i want them to go? I have to manually take each one out myself:(
I have the max comp attached zipped. I believe i have the other one if you need it, but i am not for sure, sure:crazyeye:

I have been having the same problem.
 
It is just a static picture. I can drop it for now or use the dds instead of the bik.

Maybe just best to disable it for the time being. I know you have a lot on your plate. I'm especially looking forward to your disease mod :mischief:
 
Earlier in the thread, it was mentioned there's a bug where the food to grow drops unnaturally, and that a pre-bug savegame was needed. I think I have one for you.

Included are a before and (7 turns later) after save. Load the pre-save, and switch into the following civics: Republic, Bureaucracy, Bourgeois, Guilds, Vassalage, Church (Welfare Civic), Agricultural Guilds, and Apprenticeship. Right away you'll see the food for each city is X/1. The anarchy lasts for 7 turns, the cities all grow, and even when it ends, they all remain at X/1.

The After save is just there in case you don't really want to go through 7 turns.

Hope this helps.
 

Attachments

I have been having the same problem.

It's not due to an AI change. The BTS AI has units with the city defender AI join attack stacks in time of war if they are not deemed aboslutely necessary to their defense duties. The problem is that the AI doesn't distinguish defend-only units from any other units with the city defense AI. Currently in C2C (at least in some eras) we have very attractive defend-only units so the AI tends to build a lot of them and then mishandle them like this, so it's really an old problem that has been highlighted by the current set of units defs in the XML.

However, it's obviously not a PROBLEM, per se, in the XML. I will look to tweaking the AI to handle these units better sometime next week. I don't think it will be too hard to do.
 
Ok first off I love your mod, its the shizz.

But I do have a bug that keeps happening when I go into revolution and anarchy. The thing is when I come out of anarchy my espionage points drop down to minus a hundred and something thousand points per turn. Quite strange and I see no way of getting back into the positive figures from this.

I have attached a zip with 2 save files in it. One before I even touched the civics for revolution. Then one about 4 turns after once I came out of anarchy.

Another thing I noticed is that some graphics for civ leaders have pitch black textures like black blemishes on their face. Or bits of clothes are just completely black. I could give a few screen shots if you like some time or simply point out which leaders I have problems with. But the problem seems to me like there's certain textures missing or something so it just displays black instead.

Oh and keep up the good work, great job so far! :)

EDIT:
I'm currently using mod version 15.1

Upon further investigation with the civics switching and the bug, the problem seems to happen when switching from Junta to Patrician. I also just now tried switching from Nobility to Patrician and again I have the same bug, my espionage points just went down to minus 500 and something thousand per turn! Looks like the Patrician civic is off limits for me which is a shame as its one of my favourite early civics.

The first time I experienced this bug occurred whilst switching from Chiefdom to Despotism. Chiefdom has a 7 city limit and I think the bug occurred because I used my settler to found a city in the middle of the anarchy period. Hence maybe going over the 7 city limit before Despotism was fully introduced. The reason I say that is because I did resolve this issue by loading a previous save and setting my settler on idle until Despotism came in after the anarchy had finished.

BTW the second time around with the patrician problem I never had a single settler in play so that may have solved it the first time but certainly not the second time around.
 

Attachments

@Koshling

Can you take a look at my capital city of Rome in this save? It's in the upper 70s of population and growing by 1 every turn, even though my food surplus is only about 10-15 :food:

I'm wondering if the Granary and Modern Granary are stacking their storage bonuses. That would be 80%. Coupled with my Civic of cities requiring -25% to Grow, that might be about right. Just a theory though.

This game was started on v15, then removed it and put in v16. So all files are new except the saves. Brought over my current save via max compat at the time.

I've taken a look at this, and your assumption was correct that it was the way building %food stacks (its addative as a percentage), and you have a total of 96% in Rome! This comes from:

Modern granary: 50
Granary: 30
Warehouse: 10
Shanty Town: 2
Commons: 2
Cottages: 1
Shacks: 1

I think a couple of changes are in order:

1) Modern granary should replace granary, not coexists and stack with it

2) These percentages should be addative but multiplicative (so 50% reduction then another 50% reduction is a total of 75% of the original)

Not hard changes to make, but I'll leave a few hours for comment before I try to do anything on these...
 
I started a game as Zulu on a huge map, with the starting options start as minor and with revolutions (like I usually do).

In the beginning everything went fine but then the AI simply does not grow anymore. Maybe because of the Anarchist 3 City limit? Almost all enemies only built 3 cities only, than one of them revolutes but they don't expand further. Even the enemies that did not split (like the French) stopped expanding having 3 cities.

However, the AI has plentiful troops but does not attack (me). Maybe they are having financial trouble and stop growing? But hey, this mod rewards expanding from some certain point (because of too many valueable goods).

I remember C2C as the mod where the AI used to make me struggle. Maybe you can fix this soon back to the AI cleverness of v14? The attached game is my second attempt on a huge map; in both games the AI has some kind of "hang" some time before reaching writing etc. They started actually quite fine.

Ah yea, I also have the unnatural change in the required food to grow since I switched to coinage I think! But the AI problem probably started before.

(Sorry, not having older savegames than the attached now)
 

Attachments

Ah, I forgot, is there something wrong with the in-game-year? In 19th century players and AIs fight with spearmen. However, there are several hundred turns left to play.
 
Earlier in the thread, it was mentioned there's a bug where the food to grow drops unnaturally, and that a pre-bug savegame was needed. I think I have one for you.

Included are a before and (7 turns later) after save. Load the pre-save, and switch into the following civics: Republic, Bureaucracy, Bourgeois, Guilds, Vassalage, Church (Welfare Civic), Agricultural Guilds, and Apprenticeship. Right away you'll see the food for each city is X/1. The anarchy lasts for 7 turns, the cities all grow, and even when it ends, they all remain at X/1.

The After save is just there in case you don't really want to go through 7 turns.

Hope this helps.

Two issues here.

Firstly, the same as Eldrin's with the way building modifiers to food kept on growth stack. The civic food percentage modifiers stack addatively and (IMO) they should stack multiplicatively. Easy change - will do it after allowing a while for comments.

Secondly, your starting state is anomolous and already buggy - BEFORE the pre save you already have -65% food required even though with the civis in force you SHOULD have +35%! There's really no way to tell where this discrepency arose I'm afraid, but my best guess is that you've run this game across several civic asset changes as you went through various SVN versions. If that ever removed a civic you were running (or an entire civic category) that provided some food-required reduction, the removal of the civic would effectively 'lock in' the benefit it was providing and could lead to this state.

I'm certainly going to be adding code that runs at load time as you upgrade to the new save format that will be required to handle the multiplicative method (for both this and food stored), which will recalculate the correct modifiers from first principles, based on your civics and buildings. I **COULD** have this code run on EVERY load, and thus provide a correction mechanism if things go wrong in this way. HOWEVER, this is against the general philosophy of the way the data is constructed and saved, because (for everything really) the game only stores aggregate values, and as things change it adds or subtracts to/from them. This means that things like events (or indeed any Python code) can provide additional modifiers which the game cannot track the source of. Net result is that any from-first-principles calculation would wipe out one-off contributions like events. That probably isn't an issue for the quantities we are discussing here, but obviously it would be for some.

When I get time I may rework the way it does this (for everything) so that it separates contributions from known factors (civics, buildings, etc.) from contributions from unspecified sources (essentially what Python tells it to add). That way I can always recalculate from first principles on any game load for the known factors, and then just add in the saved extra from unknown sources. This would provide a degree of self-repair in the face of bugs, and also prevent asset changes that remove the sources of contributions from 'locking in' distortions.
 
I started a game as Zulu on a huge map, with the starting options start as minor and with revolutions (like I usually do).

In the beginning everything went fine but then the AI simply does not grow anymore. Maybe because of the Anarchist 3 City limit? Almost all enemies only built 3 cities only, than one of them revolutes but they don't expand further. Even the enemies that did not split (like the French) stopped expanding having 3 cities.

However, the AI has plentiful troops but does not attack (me). Maybe they are having financial trouble and stop growing? But hey, this mod rewards expanding from some certain point (because of too many valueable goods).

I remember C2C as the mod where the AI used to make me struggle. Maybe you can fix this soon back to the AI cleverness of v14? The attached game is my second attempt on a huge map; in both games the AI has some kind of "hang" some time before reaching writing etc. They started actually quite fine.

Ah yea, I also have the unnatural change in the required food to grow since I switched to coinage I think! But the AI problem probably started before.

(Sorry, not having older savegames than the attached now)

Vanilla V16 or latest SVN? There is a known issue with V16 whereby the AI incorrectly evaluates Anarchism and never switches out of it, thus locking itself down to 3 cities. This is easily rectified with a one line change in the XML. See http://forums.civfanatics.com/showpost.php?p=10833784&postcount=81
 
Not sure if a common error, but after updating to 15.1 and tried to load a previous version save, Civ4BeyondSword.exe returned me a runtime error forcing app to stop running. Afterwards, everytime I run the C2C mod, although successfully loaded, text on menu, submenu and ingame options is missing. Error, bug, glitch or simply a XML mess? :confused:
 
Status
Not open for further replies.
Back
Top Bottom