Post Feb 1st 2013 - bugs - Single Player

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Has anyone else seen the fog-of-war acting funky in the latest SVN versions? Something seems to trigger constant visibility on certain areas, as you can see here:

http://i.imgur.com/CQK7hcY.jpg
http://i.imgur.com/WAfgnsr.jpg

I do have hunters roaming about, but the visible area persists even when there's none of my units close by (it's been like 20+ turns at least for the desert area in the above pic).
So the only units that recently saw the visible area are hunters? Do they have any special promotions?

I assume modifier recalculation fixes the issue (until it happens again) ?
 
Has anyone else seen the fog-of-war acting funky in the latest SVN versions? Something seems to trigger constant visibility on certain areas, as you can see here:

http://i.imgur.com/CQK7hcY.jpg
http://i.imgur.com/WAfgnsr.jpg

I do have hunters roaming about, but the visible area persists even when there's none of my units close by (it's been like 20+ turns at least for the desert area in the above pic).

If you can reproduce a case where visibility is gained (correctly) on one turn but then the SAME tile that was gained correctly is NOT lost when you move away the next turn please post the save of the first turn with instructions on what moves to make in each turn. This is a known (as in ben seen before) issue, but we have never been able to diagnose it. By the time it shows up it's already baked into the data, so a save where you can reproduce an entire sequence from revealing to staying revealed when it shouldn't is needed to pin I down.

Rebuilding modifiers should cure it. If you have a save where a modifier rebuild also doesn't cure it then that save would be useful.
 
Yeah modifier recalculation cleared (or rather, hid) them, I also got a "Unit entities destroyed" message I've never seen before when I did it, is that relevant at all?

I'll keep an eye out should it happen again, I'm autosaving every turn anyway so I should be able to get a save then.
 
Yeah modifier recalculation cleared (or rather, hid) them, I also got a "Unit entities destroyed" message I've never seen before when I did it, is that relevant at all?

I'll keep an eye out should it happen again, I'm autosaving every turn anyway so I should be able to get a save then.

'Unit entities destroyed' as a popup?? It's a debugging message, and quite normal, but it shouldn't ever show up as a popup!
 
OK, this is a save I definitely can´t play on with.

BTW: I have loaded a savegame, finished the turn and saved it again without doing anything with it and it increased in size from 4.9 MB to 6.2 MB (this is the bigger version).

I couldn't load this save without viewports (MAF), but it loaded fine with viewports enabled. I presume you've tried that?
 
@who ever commented that they could build Immigrants in cities with less than 10 population. Did you post a save demonstrating that? The XML and pedia both say that you need more than 10 pop to build the unit so that means there may be something wrong with the Expression System.

I've tried to use the extra leaderheads from SVN, but it threw me a bunch of errors about Slavery and such?

The leader heads there are way out of date. I am looking at the possibility of just having the bare minimum to define the animated leader heads in there. So that we don't have an extra leader head pack only a animated leader head pack. It would be much easier to maintain and I expect more useful since SO adds leaders in as modules.;) I am hoping that it will just be the art, art defines and the minimal leader head XML which contains just the leader ids and the art definition.
 
@who ever commented that they could build Immigrants in cities with less than 10 population. Did you post a save demonstrating that? The XML and pedia both say that you need more than 10 pop to build the unit so that means there may be something wrong with the Expression System.

That was me. No evidence that it can be done in small cities though. One thing that does strike me is that it doesn't tell you in the unit's hover text that building it will reduce the population of the city that builds it. That's rather an important detail which I hadn't realized (which is why I questioned if it was intended that you could build them - just seemed OP, but with the pop reduction it isn't)
 
That was me. No evidence that it can be done in small cities though. One thing that does strike me is that it doesn't tell you in the unit's hover text that building it will reduce the population of the city that builds it. That's rather an important detail which I hadn't realized (which is why I questioned if it was intended that you could build them - just seemed OP, but with the pop reduction it isn't)

The pedia does mention it. I have no idea where I put the text so that the hover over in the build queue would say it.
 
The pedia does mention it. I have no idea where I put the text so that the hover over in the build queue would say it.

I'm not sure there is a place, but we can add one (just a general extra descriptive text field). I'll do it tomorrow (it IS rather an important thing for players to know ;))
 
I couldn't load this save without viewports (MAF), but it loaded fine with viewports enabled. I presume you've tried that?
Thank you for checking this, Koshling!

Yes I tried with viewports and it didn´t work, now I tried again and this time I could load the save with viewports on. I will check if I get into (more) trouble when I proceed with the game.

I am still feeling quite uncomfortable because of the following:

  • Even with viewports turned on I can´t load that old save from January as attached in post #715 in this thread. I get a CTD even before it is loaded. Is612 said in the other thread that this shouldn´t happen. (Added later: OK, this could have to do with the issues with the Books and Scriptures module by Dancing Hoskuld which I used then and don´t use now anymore).
  • The huge increase in savegame size since a few weeks (maybe months) ago.
  • The huge increase in time to save a game compared to a few weeks ago (this is only obvious in late games like the one we are talking about here).
  • I never ever needed viewports before. I have a pretty good computer (16GB RAM, 2600K Core i7, ATI 6870 graphics). I only play on standard size maps. What was introduced recently so that I now need viewports enabled?
 
Thank you for checking this, Koshling!

Yes I tried with viewports and it didn´t work, now I tried again and this time I could load the save with viewports on. I will check if I get into (more) trouble when I proceed with the game.

I am still feeling quite uncomfortable because of the following:

  • Even with viewports turned on I can´t load that old save from January as attached in post #715 in this thread. I get a CTD even before it is loaded. Is612 said in the other thread that this shouldn´t happen. (Added later: OK, this could have to do with the issues with the Books and Scriptures module by Dancing Hoskuld which I used then and don´t use now anymore).
  • The huge increase in savegame size since a few weeks (maybe months) ago.
  • The huge increase in time to save a game compared to a few weeks ago (this is only obvious in late games like the one we are talking about here).
  • I never ever needed viewports before. I have a pretty good computer (16GB RAM, 2600K Core i7, ATI 6870 graphics). I only play on standard size maps. What was introduced recently so that I now need viewports enabled?

2. I wonder if that is the same issue that was afflicting my autosaves a while back. They grew so big that the caused a MAF. That may also partially explain #4 as well, especially considering that you only play on standard maps.
 
If someone can post a save, that when loaded and reserved immediately increase significantly in size, I can look not it...
 
Spoiler :
attachment.php


All but one civic is listed in the Civpedia. This is from SVN v5027.

So I have a working version before SVN v5027. I plugged in the core civic file from that into the current SVN to see if it fixed the error. But it still had them missing. Which means the problem is not the core civic file.

I am wondering if it is a problem with the FPK. Or something else. I wish I could track down what file is causing this. :wallbash:
 
It's probably a programming glitch in the Civics tags somewhere. I've seen this before and that was the problem. I suppose this is another 'mission critical' before release that I could look into if we give it enough time to do so.
 
Well usually when things diseapear from the civpedia it is based on its name. Such as we had both units and buildings that only listed until a specific letter. Only to find that the problem had to do with the unit and/or building that started with that letter.

And according to my working version, the civic that comes next after Agricultural guilds is Anarchism. However as far as I can tell no one has touched that civic. Which is even more puzzling. :crazyeye:
 
Is the Dog Worker supposed to be upgraded to Mule/Oxen Worker, i thought they had the same builds??

Yes because they won't in the future. Dogs are the base and then the others will be able to other stuff better than other workers. Ex. Camels working better in the Desert. But they were just not put in yet.
 
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