Game hangs - savegame attached

Tielby

Prince
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Sep 23, 2007
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Hey there, you wonderful, helpful FfH2 community! I'm having a problem I've never heard of before, and I'm turning to the magic-makers on this forum to ask for help. I'm a few turns away from destroying the Balseraphs led by Sheelba (unrestricted leaders, obvs), and I've already killed Loki, but as soon as I end my turn with units adjacent to Coombe View, it seems like it completes the enemy move phase, I do hear something that sounds like a puppet being summoned (although the adept in the city shouldn't have any summoning spells)... and then I never get back GUI control. No buttons reappear and there doesn't seem to be any unit selected.

One possible hint to what's happening is, if I hit C to center the screen on the active unit, it does center on a different square. Exactly where depends where my units are. If my units are to the south or south-west of the city, the screen centers on a square directly east of the city, but if my units are on the square to the south-east of the city, it centers on my nearest (recently annexed) city. I've backed up and tried a few variations, but no luck. I've also never used Worldbuilder, so I'm not sure how I could use that to fix the problem.

Any help would be appreciated. I'm posting here because the only modmod I'm using is MNAI, although the problem may be more basic than anything in the modmod.
 

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For me it did hang but after about 20-30 secs it did complete the turn. Capria offers open borders and you complete a technology on that turn. During the hang I tried to open a conversation with Ethne the white which didn't process until after I dismissed Capria (not sure if it was before the technology complete popup). Need more testing but it just so happened that exactly when I clicked on the map in the bottom right it completed the turn immediately. Probably coincidence but I thought that was pretty notable. Just from that one one turn I'd say something is slowing down the ai alot during the turn and it just seems like it's hanging because of whatever is taking up so much time during one of the ai's turns. I will update as I test more. How long do turns normally take for you?
 
Thanks for your input. I tried waiting it out, but after about 10 minutes, I thought maybe I'd try clicking on the minimap, as you'd done. For no reason I can think of, that unjammed it. Strange. But fixed! Thanks!

Edit: The plot thickens. So, I put units next to the city, used that "fix" to get to the next turn, wasn't quite able to take over the city in that turn, had the same hang and had to use the same "fix" to get through the next enemy turn, then successfully took the city. Since then, the problem hasn't reappeared. So just saying, it wasn't a one-time thing, it was some circumstance that was, apparently, repeatable.
 
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So I finally got around to going back and testing this out some more (also WTH clicking the minimap actually works consistently????? I was just randomly seeing what still worked) and it does seem like they are casting create puppet (and casting dance of blades too) every single turn but no puppet ever gets created. Another oddity I noticed is that it appears the spell for non loki puppet gets the puppet promotion twice. Once when the spell is cast and another because it's a free promotion for that unit anyway. I opened worldbuilder and looked all around the map and I found nothing odd happening that turn anywhere in the game. This bug seems to only happen when your units get right beside the city and it seems to be the adept that is causing it because when I kill him via worldbuilder this bug does not occur nor do any spell sounds happen.

edit. did you install the mod via the zip file I shared a couple of posts ago? just wanting to double check if it's possible I caused this issue or if it's something unrelated to me.

update. I edited their adept to remove air 1 and chaos 1 so it can only cast create puppet. After several turns I hear the spell effect every turn, sometimes I see the blue swirl sometimes I don't, and I never see the puppet on the map. Sometimes it hangs sometimes it doesn't. I find myself wondering if units that last only one turn get removed at the end of the turn or the beginning.
 
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They are removed at end of turn (ie: before player turn):
the AI gets to attack your elementals
you can only defend vs elementals (unless they have double duration) as they all disappear once it's your turn.

(as far as I remember)
 
I can't find where the game actually removes limited duration units to check the code. I looked at cveventmanager.py but the end turn sections there have nothing in them I see about removing limited duration units and I checked other files but I couldn't find the code. At this point I think it is extremely related to the puppet unit itself somehow. After testing with other limited duration units I think I'm only getting the hangs when something isn't going right with the puppets. Created a fresh game with Keelyn as a leader and gave her several adepts with ice 2. Her ice elementals seem to be working just fine and on turns where she seems to cast that spell (on many turns I'm still hearing the create puppet spell, I don't know if her units are casting it or not) I see the ice elementals still on the map and they say a duration remaining of 2. She does get an extra duration on her summons as a leader trait. I do not see any puppets and when I removed the ice 2 promotion for all but 1 adept that I missed I went back to getting the hang every turn. Then I used worldbuilder to give her puppets. 4 of them permanent, 1 with a duration of 1, 1 with and duration of 2, and 1 with a duration of 3. I ended my turn, got the hang, and after freeing myself there were no puppets at all.
 
Wow! Thanks for all the work you're putting into this!

edit. did you install the mod via the zip file I shared a couple of posts ago? just wanting to double check if it's possible I caused this issue or if it's something unrelated to me.

Of course I don't know if this is happening because of recent changes, but, sorry, yes, the version I'm using was downloaded on Sept. 9th, which I believe is after your most recent update.
 
Wow! Thanks for all the work you're putting into this!



Of course I don't know if this is happening because of recent changes, but, sorry, yes, the version I'm using was downloaded on Sept. 9th, which I believe is after your most recent update.
I'm not the mod author just someone who plays with this mod. Tholal is the mod author. Actually I created my own unreleased modmod of MNAI with a few balances and new features that I like and I play that but since it's based on MNAI I participate here to help out.

The reason I asked if you are using the zip I uploaded to google drive and posted about in https://forums.civfanatics.com/threads/how-to-properly-install-mnai.635247/ is because I'm trying to narrow down where the bug might have come from. That zip is supposed to be the full installation of MNAI to the current version 2.71 (my modmod is unreleased so no one here should have to worry about it). But since mistakes can happen I wanted to confirm whether or not it's possible I messed up when I made that zip file.
 
So then, no. I hadn't seen that thread until you mentioned it. I got the modmod from main page.
It's all THOLAL's fault! Nah nah nah nah naaaaah! :-D
 
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