FfH2 0.31 Bug Thread

In a Test game of Sheaim 0.31 c im having problems with constant ctds between turns (sometimes by making a full reboot i get on but its annoying. Have this problems for about 3 or 4 Turns now).

Savegame attatched.
Whould be grateful if someone with coding experience could pin down the source of those constant ctds and ideally fix it (vassalizing everyone but one small civ in Worldbuilder seems to work and get me to the next turn (but thats hardly regular playing experience and not fit for testing anything :p), so a possible source is the many battles going on i guess (deity Game with more or less world war going on). Couldn't find an enraged settler anywhere But thats not more then a guess. Not really experienced with coding. Dont have debug messages enabled. )
Whould hate to abandon this game at that stage. Whould be a lot of fun finishing if not for those problems.

Perhaps a bug that is worth fixing not just for that game but some general bug. Could be just an exeptional thing though. (don't usually experience those kind of problems although sometimes ctd at loading a save. Could be related.)

Thanks for trying. :)

Its a Map with creation.py. Mapscript, so that may be required. And its a large map mid to lategame so not recommended on a slow system.

Edit 1: Seeing the above post i reallized something: The problems have started apearing about the time Hyborem entered so maybe its also somehow related to Hell terrain or anything simmilar. (Hes not arround anymore since i finished him the the turn before this save bottom left corner. Will try to erase the hell terrein. Maybe...)
 

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In a Test game of Sheaim 0.31 c im having problems with constant ctds between turns (sometimes by making a full reboot i get on but its annoying. Have this problems for about 3 or 4 Turns now).

Savegame attatched.
Whould be grateful if someone with coding experience could pin down the source of those constant ctds and ideally fix it (vassalizing everyone but one small civ in Worldbuilder seems to work and get me to the next turn (but thats hardly regular playing experience and not fit for testing anything :p), so a possible source is the many battles going on i guess (deity Game with more or less world war going on). Couldn't find an enraged settler anywhere But thats not more then a guess. Not really experienced with coding. Dont have debug messages enabled. )
Whould hate to abandon this game at that stage. Whould be a lot of fun finishing if not for those problems.

Perhaps a bug that is worth fixing not just for that game but some general bug. Could be just an exeptional thing though. (don't usually experience those kind of problems although sometimes ctd at loading a save. Could be related.)

Thanks for trying. :)

Its a Map with creation.py. Mapscript, so that may be required. And its a large map mid to lategame so not recommended on a slow system.

Edit 1: Seeing the above post i reallized something: The problems have started apearing about the time Hyborem entered so maybe its also somehow related to Hell terrain or anything simmilar. (Hes not arround anymore since i finished him the the turn before this save bottom left corner. Will try to erase the hell terrein. Maybe...)

yep, I got a crash during the end of turn thing, so it looks like there is a link here.
 
Fawns seem to be making scouts obsolete. I don't know if this is a bug or not, but if it's intended it doesn't make any sense. (Scouts can upgrade to Horsemen, Fawns do not.)
 
I"VE NARROWED DOWN THE CRASH ISSUE!

(this is for that crash with hyborem I keep having)

It looks like the blaze terrain feature is somehow causing the crash. I tested this by removing all desert tiles which turned into burning sands terrain and I had no issues at all, but when I put down a patch of desert and then when the blaze came on, the turn after that, crash!

It's either the burning sands terrain or the blaze that goes on top of it that is causing the crash. I don't know anything about python or much about xml to know just why it is crashing, but we should take a close look at this. I don't know why others aren't experiencing this as often as it should seem to, but looks like I've narrowed this thing down to at least two causes.

edit: look at the second post on this thread of mine: http://forums.civfanatics.com/showthread.php?t=270401
 
I have a crash bug on my first game. On this save, it repeatably crashes every time I go to next turn. It seems to perhaps be triggered by a privateer coming out of unexplored territory into my sighting range. Thought a workaround might be turning "Show Enemy Moves" off, but that didn't help.

I changed the .ini file to show Python exceptions, but nothing showed.
 

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Back to report. Sanctifying all the hell terrain worked. :) (wasnt much to do with placing a few adepts and giving them Life 1 + deleting them afterwards and wanted to use dispell on one of my nodes + had a leveled caster near to sanctify anyways (hell in creation-desert sucks big time and obsidian planes have been broken sadly if i remember correctly) so not much cheating here. :))
3 hours playing without a crash.
Thanks for the clues.

The saves should give enough material for the team to pin down the bug if its really that one. (if it is a general bug and gets fixed, it whould be nice if obsidian plains whould be fixed as well.)
 
Order vs Veil event seems to be triggering on FoL and Order cities, rather than Veil and Order cities. Just had it trigger on an AI city with RoK, Order, and FoL. The CIV4EventTriggerInfos.xml seems correct though:
<ReligionsRequired>
<ReligionType>RELIGION_THE_ORDER</ReligionType>
<ReligionType>RELIGION_THE_ASHEN_VEIL</ReligionType>
</ReligionsRequired>
 
Acheron never used Meteor Swarm. Dragons summons a meteor with a different spell, Breath Fire, which was not changed when meteor swarm was remoed. I have seen him use this .31d, and he still spreads fire.

while there was a small forest fire,indicating he probably still uses the spell, thats not the point, he had 5-6 turns to hit my advancing forces with a meteor, fireball, whatever, while my forces were slowly working their way over to him, he casted something, wasn't fireball though(showed the casted promotion) as a result my stacks walked up unmolested and kicked his scaley red butt with barely any loss, very disappointing considering the time i invested in preparing for that fight.

This is a BtS thing. It gives a peace treaty whenever one party accepts the demands or requests of another.

hmm, you may be right. have to see if it occurs again when i can be more certain.

Are they supposed to?

why wouldn't they, everyone else can? maybe i'm not being clear, when i say neutral roads i am talking about roads in unclaimed lands. no cultural influence of any kind. i am not talking about roads in nations you aren't at war with, but roads not in a nation at all.
 
in 0.31a it works, I can assure you!

The issue, perpentach's traits not changing, is being generated in a game in .31d, not .31a.
 
I played a game in d, about 350 turns, and he did change twice. However, the second time he changed to the same traits he just had. (Although I got the change message, he did not change)
 
The brewery seems to give the +1 happy without the pre req of wheat, rice, or corn being met.

EDIT: Now I'm not too sure. I will have to test further. I think something else happened at the same time that may have given me the extra happy. Apologies if this is a red herring.
 
I played a game in d, about 350 turns, and he did change twice. However, the second time he changed to the same traits he just had. (Although I got the change message, he did not change)

Huh, so it isn't completely defunct, I'll have to try him out again. Maybe I just rolled REALLY LOW on his random change effect, so that it just randomly never occurred. I *thought* it was bounded though (I.E. it happens every 75-125 turns, average of 100, but ALWAYS in that period).

Also, I don't see a reason he couldn't go insane, and retain the same traits, but the event never fired once for me. Perhaps some other random little thing I did had caused it to not happen (For instance, I may have checked 'living world' which effects the event system, so might have messed him up).
 
Really annoying bug, but possibly hard to fix: Whenever you switch control of your civ to the Infernals or Mercurials, the game starts automatically ending your turn once all your units have moved (i.e., when the little green light would turn red, the turn ends instead). Haven't tested if this happens in multiplayer, but it definately happens in single player and is very frustrating.
 
Really annoying bug, but possibly hard to fix: Whenever you switch control of your civ to the Infernals or Mercurials, the game starts automatically ending your turn once all your units have moved (i.e., when the little green light would turn red, the turn ends instead). Haven't tested if this happens in multiplayer, but it definately happens in single player and is very frustrating.


You can easily fix this by going into options and turning off 'wait at the end of turn' option, then turning it back on.
 
Really annoying bug, but possibly hard to fix: Whenever you switch control of your civ to the Infernals or Mercurials, the game starts automatically ending your turn once all your units have moved (i.e., when the little green light would turn red, the turn ends instead). Haven't tested if this happens in multiplayer, but it definately happens in single player and is very frustrating.


It seems to 'reset' you options when you switch, and the default option is to not wait at the end of turn. You'll also notice it does the normal animations et cetera if you had those turned off or changed. I didn't play around with it much, but you may be able to just toggle the check box in the settings again.
 
Here's a fun bug,by the way. If you have a unit with Command capture an enemy worker, there's a chance he'll 'command' one as well as 'capture' one. Netting two workers where he should have gotten one. (One on the tile he moved to, and one on the tile he moved from).
 
Order vs Veil event seems to be triggering on FoL and Order cities, rather than Veil and Order cities. Just had it trigger on an AI city with RoK, Order, and FoL. The CIV4EventTriggerInfos.xml seems correct though:

had the same several times with different religions... seems that neither orders nor veil need to be in the city to trigger the event
 
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