Post Feb 1st 2013 - bugs - Single Player

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Having problem with some unit promotions stopped counting to combat outcome % (you can see on screenshot - poisoned arrows, shock etc. not working)

Also after updating SVN and loading current game, i got message that "promotion is incompatible with current class or unitinfo" (i don't remember exact phrase) - thus i lost sentry for my rogue and hunting sight for my hunter and was offered to choose another promotions.

i tried this both on my laptop and notebook (both have last SVN updated separately) with same result.

attached are screenshot and savegame.
 
Both are noted bugs and will be addressed soon but thank you for the confirmation that others are finding the effects themselves. I wonder when it began to emerge, this combat class vs combat class modifier problem...
 
Both are noted bugs and will be addressed soon but thank you for the confirmation that others are finding the effects themselves. I wonder when it began to emerge, this combat class vs combat class modifier problem...

I noticed that when i came home from work and loaded savegame from work notebook on home laptop. Tried updating SVN, loading older versions of mod - didn't help. Seems i haven't tried fighting anything other that animals in many turns before noticing that - as i tried to load oldest autosave available and it still gives same bug. (I have 20 autosave files in my options, saving each turn).

p.s. btw, tried my previous game with limited religions on and divine prophets on - AI still tries to research every possible religion tech regardless whether is has been researched or not, thus in classical they seriously slow down. This have to be addressed.
 
I noticed that when i came home from work and loaded savegame from work notebook on home laptop. Tried updating SVN, loading older versions of mod - didn't help. Seems i haven't tried fighting anything other that animals in many turns before noticing that - as i tried to load oldest autosave available and it still gives same bug. (I have 20 autosave files in my options, saving each turn).

p.s. btw, tried my previous game with limited religions on and divine prophets on - AI still tries to research every possible religion tech regardless whether is has been researched or not, thus in classical they seriously slow down. This have to be addressed.

Someone needs to provide me with a save game where the AI selects such a technology. It shouldn't be happening...
 
I have a serious problem with the current SVN. When I press "enter" with the attached savegame to proceed to the next turn I get a "Save Error", "Failed to compress game data", probably because of a failed auto saving. When I play the next turn and try to save then I get the save error again, although a savegame file is produced. When I now try to go on to the next turn I get a reproducable CTD. This last savegame (the one produced after the one I have attached) can´t be loaded at all, I get an immediate CTD when I try.

Just to mention: I have played a number of turns without issue before that situation arose. I can attach older savegames, too, if it helps.

I've played on three turns without any issues from this save. My best guess would be that you're running out of memory or something. Try it with viewports active and see if that makes any difference...
 
I have noticed now that the AI workers at attached to "Mounted" units and getting killed along with them, because they are by themselves and standing next to an enemy?? This now has happened quite repeatably.

attached is a before move to enemy and one moved NEXT to the enemy WITH a worker.

SVN: 4950 No VP

I can't see anywhere where a worker is stacked with a mounted unit - can you give me a clue where on the map to look!? Who's worker? Attacked by who? What part of the map?
 
I've played on three turns without any issues from this save. My best guess would be that you're running out of memory or something. Try it with viewports active and see if that makes any difference...

Thank you for looking into this, Koshling!
I have tried it with viewports on (the standard settings) and still get immediate save errors followed by CTD after the 2nd turn. My system is quite strong (core i7 2600K, 16GB RAM, AMD 6870 Graphics) so I doubted performance issues anyhow. Windows Task Manager gives a mere 18% of CPU and 0.8GB RAM for Civ4BeyondSword.exe shortly before the CTD.

So there is a specific issue with my computer and/or my civ settings, who knows. I intended to start a new game anyhow and if have issues with that, too, I will give another report.
 
Thank you for looking into this, Koshling!
I have tried it with viewports on (the standard settings) and still get immediate save errors followed by CTD after the 2nd turn. My system is quite strong (core i7 2600K, 16GB RAM, AMD 6870 Graphics) so I doubted performance issues anyhow. Windows Task Manager gives a mere 18% of CPU and 0.8GB RAM for Civ4BeyondSword.exe shortly before the CTD.

So there is a specific issue with my computer and/or my civ settings, who knows. I intended to start a new game anyhow and if have issues with that, too, I will give another report.

Ok, sorry I couldn't be more helpful. Also I was checking with the latest svn and I forgot to ask if you were also on the svn, or using v28?
 
@DH:

Error when capturing slaves etc??

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "CaptureSlaves", line 112, in onCityRazed
NameError: global name 'ICount' is not defined


@TB:


I keep getting this error (pic1), but i changed it to the MOST recent unitschema (pic2) BUT it still comes back as an error??



EDIT: ALL MODDERS:

I believe i figured out the problem WE have been having lately with the schema's:

You'll have been naming them with YOUR DH/Hydro/ls612 names in the beginning of the SCHEMA's, which modular picks up on the LAST recent in the line, meaning:

Even if you have all current schema's NEW, and the last one modular reads is OLD, because they are all named the same, its only picks up on the last one, and not the new ones, at least that is what i am seeing.

So in oder to get it working correctly, "I suggest" that you rename each file to which it pertains to, ie: see attached Ainu folder(pic4) for each and every folder this way. Just MPO
 
Ok, sorry I couldn't be more helpful. Also I was checking with the latest svn and I forgot to ask if you were also on the svn, or using v28?
I am on current svn (as mentioned in my 1st post on this topic). I had started this game around 4 weeks ago with a post-28-svn and had no issues until I updated the SVN about 5 days ago (sorry that I can´t be more specific on svn version numbers). So there must have been a change that triggered this between February 9th and March 3rd while I was on vacation.
 
I'm on yesterday's SVN, on a BTS Europe map that I'm editing. It appears that viewports are active after I have turned them off.
 
OK, so I get the Save Errors and CTDs even with a new game (current svn). This can happen as soon as 48500 BC (on snail) but it doesn´t come at the same time when I restart. But it does come all the time on my system, usually sooner than later.

You can see the error message in the attached screenshot. This time it was accompanied by another error message: Error in combatResult event handler <function in combatResult at 0x1CFEE8B0>. I don´t know whether there is a connection between the both. I also did a little bit of detective work, maybe that does help:

  • Whenever I get the error I only have one more turn to go, then the error again and CTD. Reloading the save from the 1st error doesn´t help (I have fresh seed on reloading enabled).
  • When I reload an earlier save then I usually don´t get the error at the same turn as before. Could have to do with combats with wild animals but maybe not.
  • I reloaded my initial savegame before the 1st city was founded and did nothing for about 30 turns. No error happened. Coincidence?
  • If I do have no combats it seems that I can play on forever without issue. But not every combat seems to trigger it (if at all).
I´ll try a little bit more testing later on (no time the next 2 hours), and I will also post a savegame that gives the combatResult error (if I can produce one). Just tell what else I could do to help finding the culprit...
 
OK, so I get the Save Errors and CTDs even with a new game (current svn). This can happen as soon as 48500 BC (on snail) but it doesn´t come at the same time when I restart. But it does come all the time on my system, usually sooner than later.

You can see the error message in the attached screenshot. This time it was accompanied by another error message: Error in combatResult event handler <function in combatResult at 0x1CFEE8B0>. I don´t know whether there is a connection between the both. I also did a little bit of detective work, maybe that does help:

  • Whenever I get the error I only have one more turn to go, then the error again and CTD. Reloading the save from the 1st error doesn´t help (I have fresh seed on reloading enabled).
  • When I reload an earlier save then I usually don´t get the error at the same turn as before. Could have to do with combats with wild animals but maybe not.
  • I reloaded my initial savegame before the 1st city was founded and did nothing for about 30 turns. No error happened. Coincidence?
  • If I do have no combats it seems that I can play on forever without issue. But not every combat seems to trigger it (if at all).
I´ll try a little bit more testing later on (no time the next 2 hours), and I will also post a savegame that gives the combatResult error (if I can produce one). Just tell what else I could do to help finding the culprit...

The failed to compress message is a game engine message (not a DLL one), and it's no totally clear what it means. My best guess would be that the save is asking I to compress a badly sized (aka very large) array or something, but th fact that this seems to happen easily, but only to you suggests a local factor. As far as I know the startup errors are not happening widely either. That tends to suggest your assets are somehow broken - do you use an in-place SVN working folder, or do you have your SVN copy somewhere else and then do an explicit export to the location you run from? In either case is it possible you exported, or update over an old copy and there are extra files left behind within your runtime assets?
 
Koshling

ok here is a NEW one then for the worker, but this time a Militia has one and even is walking into hostile territory by itself and the worker??? Also upper left area. If you need the turn before let me know .

SVN 4959, No Vp


btw the new changes to the GG/Warlords/Noble etc is working GREAT:goodjob: They are attaching them left and right, and now some of them are DARN hard to kill because of it, way to go on the AI part!!;)
 
The failed to compress message is a game engine message (not a DLL one), and it's no totally clear what it means. My best guess would be that the save is asking I to compress a badly sized (aka very large) array or something, but th fact that this seems to happen easily, but only to you suggests a local factor. As far as I know the startup errors are not happening widely either. That tends to suggest your assets are somehow broken - do you use an in-place SVN working folder, or do you have your SVN copy somewhere else and then do an explicit export to the location you run from? In either case is it possible you exported, or update over an old copy and there are extra files left behind within your runtime assets?

I always try to do it the safe way: Export the svn to somewhere, copy my user settings on it and then copy this to an empty "Cavemen2Cosmos" folder in the BTS/mods directory.

But I have found new results. I started a game from scratch and proceeded until 40000 BC (snail speed) without issue, except the startup errors. But I did do some details differently:

  • I did not use the "scriptures and books" module by Dancing Hoskuld.
  • I did not use the Pocketmonster module by Vokarya.
  • I did not use the new-seed-on-reload feature.
I strongly doubt that the modules have something to do with it as I used them for a long time now without issue, but the random seed option definitely could have introduced the problem IMHO.
Following the advice from this forum I had reactivated the random seed function by changing <bVisible> from 0 to 1 under GAMEOPTION_NEW_RANDOM_SEED in CIV4GameOptionsInfos.xml. In the new game without issues I just used the original XML file and therefore have no new random seed. And now I can even load the old savegames that had save errors and continue with them without issue.

So it seems like I have found the reason for the errors (unless I have overlooked something), but I definitely don´t understand how changing this setting in the XML can have this effect. But then I am not a modder :) ...
 
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