XplosiveLun
A humble village
Would it be related to a corrupted installer, Since most of us use the installer?
Any game I've tried since 11-13 produces it. For testing, I'm just running the CP (alone) on a standard map at quick pace. This particular session, I'm hitting it in 7 turns.
If you're not seeing it on your end, I sort of doubt the save game is going to be helpful, but I can upload that. I would suspect that will confirm that it's a user end problem.
My trouble with the debug session is that I don't know what to look for. I'm stepping through, watching values for m_CurrentTurnUnits, m_pPlayer, pUnit, the loop iterator etc... but I have no clue as to what would be irregular. I guess I could revert to an older version and observe that to gain some perspective.
- Worked on reported CTD in tactical AI
- Cities now only tradeable between players with a DoF
- 3rd Party DOW/DOP only tradeable b/w civs with an embassy
- Adjusted partisan spawn size and health a bit
- Restored 1 happiness from discovering natural wonders
- Bumped unhappiness values up slightly to compensate
- GAP tooltip on top bar now updates with non-happiness values.
- TRs to CS Friends/Allies now give small amounts of science (still testing)
- Reduced Event Tourism to 10% for all Event Tourism things (Caravansary, Palace, etc.), except now it uses Culture from past 10 turns (instead of instant value). Value may need tweaking - we'll see.
- Moved City growth function to end of city turn (no more exploit of growth->production chain in city turn)
Problem is that this is brand new code, and it is 'optimized' so the values may not show up properly (compiler compresses data, making it often impossible to get correct values while live debugging).
Gotcha.
I don't know how well Civ runs in a VM, but I might try that to see what happens in different environments. Or if it comes down to hardware.
Ilteroi on vacation?
Just busy, like me.
Try new version. I'll push new code to github.
G
I am quite skeptical on the "slight" percentage value changes. Last time you did that, the cost of upgrading units was cut by half and more.Bumped unhappiness values up slightly to compensate
Try new version. I'll push new code to github.
What's the rationale behind this change?Cities only tradable between players with a DoF
What's the rationale behind this change?
Also, are all these changes part of the CP as well? Because the change with DoW's requiring an embassy seems to go beyond bugfixing and into what CBP is trying to do.
I agree, what is the rationale behind this change? It makes sense that my past enemies would want their cities back after a bad war by giving me a lump sum of gold, but they have to be my friends also to buy their cities back?
What's the rationale behind this change?
Also, are all these changes part of the CP as well? Because the change with DoW's requiring an embassy seems to go beyond bugfixing and into what CBP is trying to do.
What's the rationale behind this change?
I agree, what is the rationale behind this change?
ok guys, sorry for this strange crash, i've put in some additional logging, maybe that will help to find the root cause.
you can find a new build at https://dl.dropboxusercontent.com/u/16988401/civ/CvGameCore_Expansion2.zip - please place it in your CP folder, let it run and watch the output in TraceSpy.
when it crashes, look at the last lines, it should say something about CurrentTurnUnits. i might add that the very early problems are most probably not related to the range attack crash as you need to fulfill some conditions for that particular piece of code to be called.