Missing production turns

TowerWizard

Warlord
Joined
Aug 6, 2008
Messages
277
Something extremely irritating has been happening in my game today. At random turns, my city is producing nothing towards production. Research is produced normally.

That is, say that the city needs 5 turns to produce a building on turn X. Then, sometimes, it still needs 5 turns on turn X+1, with no hammers contributed towards the building at all. There is no city revolt or any thing like that. I am playing on Deity, but surely that can't be what is causing this?
 
Something extremely irritating has been happening in my game today. At random turns, my city is producing nothing towards production. Research is produced normally.

That is, say that the city needs 5 turns to produce a building on turn X. Then, sometimes, it still needs 5 turns on turn X+1, with no hammers contributed towards the building at all. There is no city revolt or any thing like that. I am playing on Deity, but surely that can't be what is causing this?

No, it's probably a bug in the multi-threading city production code. DH reported that multiple production had stopped working for him (which I'm looking into now) - this could easily be related. If you have a reproducible case where a specific city doesn't accrue any production across a turn end please post I with details of which city to look at.
 
No, it's probably a bug in the multi-threading city production code. DH reported that multiple production had stopped working for him (which I'm looking into now) - this could easily be related. If you have a reproducible case where a specific city doesn't accrue any production across a turn end please post I with details of which city to look at.

It is not reproducible, I just checked. It happens at random. Thanks for the answer, I am sure you can fix it if you think you know the cause!
 
I've found the problem that was causing DH's issue, but it doesn't explain erratic occasional loss of production, so yours is a bit of a mystery.

Would you be able to tell if the problem had gone away over the course of a play session, even though it's not reproducible at the single-turn level? If so could you edit the file:

assets/xml/A_New_Dawn_GlobalDefines.xml

so that the entry (at the end of the file) for NUM_CITY_PIPELINE_THREADS has the value '1' (it's '2' in the current SVN).

This will make things single-threaded again, and eliminate that as a possible cause - knowing it wasn't a thread concurrency issue would be very helpful in trying to pin it down (or indeed that it is, if that turns out to be the case)...
 
@Koshling:
After having played more than a hundred turns with no missing production turns, the change you proposed seemed to have solved the issue. Thus, this indicates that the problem may be related to the multi-threads as you suggested.
 
@Koshling:
After having played more than a hundred turns with no missing production turns, the change you proposed seemed to have solved the issue. Thus, this indicates that the problem may be related to the multi-threads as you suggested.

Ok. I can't quite see the hole as yet, but I'll keep my eye out for it. If you're able to better characterize it (does it seem to occur on anything that will take a while to build, any sort of cities, whatever) let me know...
 
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