Post Feb 1st 2013 - bugs - Single Player

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The barbarian AI update of svn 4757, solve this issue?

Unlikely, though not impossible. It's not intended to address this problem, and although it touches some common code I think it's unlikely to have fixed it. I still plan to look at your latest save to see if it reproduces for m, but I haven't got round to it yet I'm afraid.
 
Great work on that fix Koshling. Sounds like it could have a major impact! :banana:

ETA: On the subject of AI evaluating danger, I would just like to mention invisible units. I have had neighbours who just don't build camo or dog units, and my rogues and ambushers (didn't have assassins yet) have an absolute picnic with their workers. In such cases, it makes evaluating the danger for AI workers much much harder (I suppose)...

It already takes account of it implicitly, in that having workers inexplicably die (to units it cannot see, and similarly for pillages) adds to the local danger count, which then decays slowly over time. The fix I mentioned yesterday (which I have not yet pushed to SVN) means hat workers finding themselves in danger didn't always retreat though, so the overall combination wasn't quit working correctly. Once that is pushed to SVN the AI should 'learn' about danger due to units it can't actually see, so that aft an attack or two it starts escorting its workers in the area, at least until there have been no attacks for some time.
 
svn 4757 / no viewports

CTD on end of turn.

Edit: no crash when DLL is reverted to 4756

Great catch! This is actually an old bug in city capture where (it turns out based on your minidump, which pinpointed the cause nicely) it accesses data through a freed pointer. This can cause heap corruption and other crashes, but its effect is variable depending on exactly where things happen to be in memory, which is likely why it doesn't occur in a different SVN (that or the city attack never takes place in the earlier SVN). Anyway, the broken code isn't in the 5757 change, but your minidump HAS located it, so I'll be pushing a fix to SVN later today.

Thanks again.
 
The same problem with ambushers, can you see Koshling?

In egypt again. I suggest the creation of a option in bug options where the auto hunt dont enter the borders of another civs, its possible?

Below, the save of turn.

I've played through a dozen or so turns from this save without seeing any problems. Can you upgrade to the latest SVN and let me know if that seems to cure the issues you've been seeing?
 
Workers still acting stupid!!

I have lost 8 workers now going from my Capitals area, trying to go DOWN to the next city waaay out of my safe tile area?? (See attached screenie and savedgame.)

Yeh - I haven't addressed the human worker automation not going out of your on territory yet. That issue was one that was raised a few days ago if you recall. Only affects HUMAN automation. I'll do that later today so it makes it easier for you to filter other problems. Hopefully you haven't seen the AI do this also?
 
Yeh - I haven't addressed the human worker automation not going out of your on territory yet. That issue was one that was raised a few days ago if you recall. Only affects HUMAN automation. I'll do that later today so it makes it easier for you to filter other problems. Hopefully you haven't seen the AI do this also?

Nope, with your latest few AI improvements, there have been GREAT improvements made to the AI, as i said in another thread, the Barbarians i believe are almost perfect now, except for the few very minor stuff, the AI are settling their cities fast (again) and near your borders (again) all to great positive effects the way they used to be :goodjob:

No rush on this worker stuff, ok, i am not so concerned about it for another week or so, i want to at lest get to the Industrial Era, before i start over again.:blush:
 
Playing as Egypt, Hatshepsut, I need more exp to get a promotion, which is good. However if I do a recalc I get an extra promotion on some units. I think it goes back to requiring the normal number of exp per promotion.
 
CTD upon alt-tabbing into C2C. It is crashing in d3d9.dll!CPackedBitArray::IsBitSet(), but it is not a bad allocation exception. I suspect we have some bad graphical asset. Dump attached.
 

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Playing as Egypt, Hatshepsut, I need more exp to get a promotion, which is good. However if I do a recalc I get an extra promotion on some units. I think it goes back to requiring the normal number of exp per promotion.

hmm... @Koshling: the order of recalculation would make a difference here. I presume that traits would process back in before any promotion or leveling calculations for units take place but:
a) Am I wrong on that initial presumption
OR
b) Am I incidentally causing this by running a free promo check on all units too early?

There is also another theory:
@DH: can you check the message log and see if any of those units asking for a promotion selection are actually doing so because they had lost a promo due to the recalc catching an obsoletion condition for an existing promotion and now, having lost a promotion, you now have a retrain selection available?


@LS: you may want to check your ini file to make sure you haven't got the memory saver on. If it is, that would explain the crash right there - it warns that will happen if the setting is on and it does indeed crash when you try to go BACK into the game with shift-alt.
 
@DH: can you check the message log and see if any of those units asking for a promotion selection are actually doing so because they had lost a promo due to the recalc catching an obsoletion condition for an existing promotion and now, having lost a promotion, you now have a retrain selection available?
The last occurrence was all trackers who now could get the next "hunter" level promotion. They still had the same number of exp it was just now bigger than they needed for a new promotion.
 
So by the end of the recalculation, the experience required modifier from the trait was simply flat out not applied then? Is that right? That I can probably locate and fix pretty easily.

Oh... one more thing to verify before I go looking into the code... is the modifier ON the actual trait that was giving it still showing on the trait display if you, in the game, go into the pedia and take a look at the trait? Just want to make sure the trait itself didn't change and that's the reason for the difference after the recalc.
 
There is long-standing slavery promotion bug:
94s5ZQ4.jpg

u0EXP33.jpg

I'm on V28.
 
1. The wonder "Famen Temple" makes your missionaries always successfull. A small bug in the text messages, when a religion spread would fail, then it is first showed "Your missionary failed.." and afterwards "Hinduism has spread..."
2. AI workers with the same cycles from the normal civ IV: first farm, then workshop, then farm on the same tile... My example has one building a cottage over some grains, another farming a forest nearby, and the third burning a second forest without ressources (no hammers from burning, right?)
3. When using viewpoints, occasionally the resources and improvements are drawn higher on the map.
4. Not a bug, but is there any reason not to build all the religions I get in my capital, since the prophets create holy cities?
Save and screenshot for No. 2 attached if someone's interested.
 

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It's prince difficulty, only the zulus keep up somewhat in research, most of them are still 2-3 techs away from writing. Only the australians are a barbarian civ (I think).
 
1. The wonder "Famen Temple" makes your missionaries always successfull. A small bug in the text messages, when a religion spread would fail, then it is first showed "Your missionary failed.." and afterwards "Hinduism has spread..."
2. AI workers with the same cycles from the normal civ IV: first farm, then workshop, then farm on the same tile... My example has one building a cottage over some grains, another farming a forest nearby, and the third burning a second forest without ressources (no hammers from burning, right?)
3. When using viewpoints, occasionally the resources and improvements are drawn higher on the map.
4. Not a bug, but is there any reason not to build all the religions I get in my capital, since the prophets create holy cities?
Save and screenshot for No. 2 attached if someone's interested.

Thanks for save - I'll look at the worker behaviour.

The height issue with viewports is a known issue, but seems to be intractable given the game engine so far as I have been able to tell.
 
Not a bug, but is there any reason not to build all the religions I get in my capital, since the prophets create holy cities?
If you're attempting to specialize your cities rather than using your capital as the one supercity approach, then yes, according to what the shrine for that religion provides. You may want to put a Hellenism origincity in your 'research best' etc...
 
I have been struggling with this mod for the last 16 hours, nearly straight, trying to get it to run without constant crashing, often simply upon booting the mod. I have reinstalled not just the mod, but the whole of CIV4:BTS&Patch 'and' DirectX. I have my graphics settings at the lowest possible settings, even though my graphics card was built years 'after' Civ4 was released. I am running a decent quad core processor with 8 gigs of ram. The only thing that 'might' be sufficiently substandard is my 32 bit OS of Vista.

Note I can run the basic CIV4:BTS game without issue. Most of the crashes do so without any error message, but the one error message that does upon occassion pop up is consistent:

"
Failed to allocate video memory. Please try reducing your graphics settings.

File:\main\civilization\SDKs\gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp, Line:321
"

Note that my graphics is already at the minimum settings. Oh, and this particular crash with an actual error message leaves my desktop wonky, requiring a reboot to fix.
 
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