Post Feb 1st 2013 - bugs - Single Player

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After restart my game, the chaser is now visible. Problem solved ;)
 

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A few small issues have come up during playtesting this evening:
1) Apparently there is very little to enable the building of the Master Hunter in the Australian animal spawn region. We suggest the Red Kangaroo should be able to.

2) Where you have a lot of swamp you also commonly have a lot of mud. This can lead to a huge region where a city cannot be built on some maps. Enabling cities to be built on mud would help to curb this problem. This report comes from my wife who states that she can't be absolutely certain that mud was impossible to plant a city on and I didn't personally investigate it further.

3) I was able to confirm that hand rams can bombard cities and that battering rams as well have the proper xml. Thus, I'm inclined, without a save to analyze, to believe that its possible that the cities they were next to where they could not bombard defenses were simply cities that did not HAVE any defenses to bombard (I've been thrown by this at times too...)

4) I lost my Auto-Built Barter Post to a hurricane then had to rebuild it. There's two things wrong here. Perhaps the autobuild mechanism would've put it back. But there's a boolean (and I'd fix it myself but I'm not sure which tag it is and I'm hoping one of you will know) that makes a building indestructable by invasion, nukes, and I think events. Auto-built buildings probably should not be destroyable by such things...
 
3) I was able to confirm that hand rams can bombard cities and that battering rams as well have the proper xml. Thus, I'm inclined, without a save to analyze, to believe that its possible that the cities they were next to where they could not bombard defenses were simply cities that did not HAVE any defenses to bombard (I've been thrown by this at times too...)

In the game I first reported it, the Rams were next to a cities that had 15% to 30% defense. They had no bombard button.

I am about to attack a city again in my game, so I can test again with my rams.
 
Asserts we're still getting:
On loading the mod
Assert2prerelease_zpsa676630e.png


Assert3prerelease_zps0c995eb8.png


Assert4prerelease_zps933ca030.png


Assert5prerelease_zpscb7794b6.png


AssertIprerelease_zps6d342dfe.png


Further in when loading a game I got this one which is xml based - seems we're missing an art reference for an effect:

Assert6prerelease_zps60696e48.png
 
The attached savegame hangs when I finish the turn. No crash, just nothing is happening, without any warning. In the Windows Task Manager there is a slow but constant increase of memory usage by Civ4BeyondSword.exe, starting around 1.2 GB. CPU usage is 13% which means about 90% for one hyper-threaded core.
 
Ok, please get me that save immediately if you find there IS a problem there!

Sorry it took so long. First I had to wait for the peace treaty to wear off. Then when I did declare war 1 city had no defenses, then the next went into rebeling. So here is one with 10% defenses. However to my surprise the Ram had City Bombard button! :eek:

I have no idea why or how its back but thank goodness it is. I would still be on the look out for the bug. But I suspect maybe it was a problem with cities displaying a defense when they really have 0%.

Sorry I could not provide you with a save. But its apparently not broken now. :crazyeye:
 
The attached savegame hangs when I finish the turn. No crash, just nothing is happening, without any warning. In the Windows Task Manager there is a slow but constant increase of memory usage by Civ4BeyondSword.exe, starting around 1.2 GB. CPU usage is 13% which means about 90% for one hyper-threaded core.
Ew... I'll take a look but this might not be one I will find within my skill set.

Sorry it took so long. First I had to wait for the peace treaty to wear off. Then when I did declare war 1 city had no defenses, then the next went into rebeling. So here is one with 10% defenses. However to my surprise the Ram had City Bombard button! :eek:

I have no idea why or how its back but thank goodness it is. I would still be on the look out for the bug. But I suspect maybe it was a problem with cities displaying a defense when they really have 0%.

Sorry I could not provide you with a save. But its apparently not broken now. :crazyeye:
No worries. May have well derived from the read/write bug Koshling fixed earlier. Just glad its not broken :D
 
That makes no sense. The National Aluminum Smelter is in my mod folder, not civplayer8's mod folder.

It's a missing reference TO that building. So perhaps the reference is misspelled?
 
It's a missing reference TO that building. So perhaps the reference is misspelled?

Well if its in civplayer8's mod then I guess he would be the one to ask about it. I am surprised it was referenced since it is such a new building.

EDIT: Yeah I cannot even find the word "smelter" in any of his files. Something is screwy.
 
Yeah... that is a bit odd...


@Koshling and AIAndy:
Ok, I hit a wall on my ability to solve the trade bug but I suspect its pretty horrible. Are any cities in any games getting any trades showing at all? This game does have some interesting factors.

I've been able to trace it here:
void CvPlayer::updateTradeRoutes()
{
PROFILE_FUNC()

CLLNode<int>* pCityNode;
CvCity* pLoopCity;
CvCity* pListCity;
CLinkList<int> cityList;
int iTotalTradeModifier;
int iLoop;

for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
pLoopCity->clearTradeRoutes();
}

cityList.clear();

for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
iTotalTradeModifier = pLoopCity->totalTradeModifier();

pCityNode = cityList.head();

while (pCityNode != NULL)
{
pListCity = getCity(pCityNode->m_data);

if (iTotalTradeModifier > pListCity->totalTradeModifier())
{
cityList.insertBefore(pLoopCity->getID(), pCityNode);
break;
}
else
{
pCityNode = cityList.next(pCityNode);
}
}

if (pCityNode == NULL)
{
cityList.insertAtEnd(pLoopCity->getID());
}
}

pCityNode = cityList.head();

while (pCityNode != NULL)
{
getCity(pCityNode->m_data)->updateTradeRoutes();
pCityNode = cityList.next(pCityNode);
}
}

In italics seems to be where we're not picking up any data where we should. A break on the red line indicates there's a null value coming in for pCityNode, which since I don't understand the programming methods in use here fully is where I lose the trail. So at this point, I've gotta hand this off. Here's the save I was given that's revealing this. It was reported as a problem with perhaps a no foreign trade routes indicator being on despite having adopted no civics that have this setting (and I checked to make sure that all possible trade partners weren't set to not having any foreign trade routes either.) Oddly, this save is illustrative of a nation with only a capital city, and there MAY be a way that's screwing this up somehow.

On another note, there's a ton of asserts showing incorrect calculations that you can find if, when running a debug dll, you mouse over the city screen to reveal all the help pops. It's actually kinda exhausting even considering how many bugs can be found there! Almost all of these are just a touch outside of my skillzone and I figure I should go check the other save reported here tonight before heading off to bed.


Addendum: my wife's game confirms she's not getting any trades in her cities either. And she probably should be by now, especially considering she has the connected to a trade network symbol up on her cities.
 
I just got the quest "The Best Defense" which requires one to build x number of castles (15 in my case). The thing is I also have the tech to build StarForts which replace Castles (but still far away from Economics when Castles go obsolete). Theoretically I could not have completed the quest if I had replaced all castles already.
 
The attached savegame hangs when I finish the turn. No crash, just nothing is happening, without any warning. In the Windows Task Manager there is a slow but constant increase of memory usage by Civ4BeyondSword.exe, starting around 1.2 GB. CPU usage is 13% which means about 90% for one hyper-threaded core.
I got the oddest message when trying to open this:
Assert8prerelease_zpscbb4c9d0.png


However, pushing continue did take me to the game. I'm currently trying to get through a recalc and I figure it's going to take more time than I have to be awake tonight to get through it.

Still, this is by far the latest game save I've ever seen. Simply amazing! Late stage Galactic era... wow. I'm going to hazard a guess and say that the overloaded integers are having a heyday with your game at this point and that could have a lot to do with the bug as reported. Sorry I can't do much more tonight on this one.

EDIT: Actually, the recalc completed and I was able to diagnose the hang. But the fix is going to be tricky and will take more thought than I can quite work out at this time. Apparently you're national culture level (or rather the next expected necessary amount for your leader to level again) has exceeded even the limit of unsigned long long!!! So basically what this means is that we're going to have to use some more breaking down in the math so that we can enable things to progress further in your game and others that reach this point. I was a bit worried this might be possible. I doubt it can be fully addressed before the release but I'll see what I can do tomorrow on the matter. I have given some thought as to how this can be addressed if it becomes a problem but not enough to implement yet ;)



@Koshling: One more assert that seemed like something that might be best not to ignore but it was something that I couldn't diagnose as I wasn't sure what it was even about - never seen this region of code before. It obviously has something to do with AI stuff anyhow, the brokering system if I'm not mistaken.
Assert7prerelease_zps3e800e6b.png
 
Well if its in civplayer8's mod then I guess he would be the one to ask about it. I am surprised it was referenced since it is such a new building.

EDIT: Yeah I cannot even find the word "smelter" in any of his files. Something is screwy.
You misnamed the aluminum national smelter BUILDING_NATIONAL_NATIONAL_SMELTER_ALUMINUM.

The information where the false reference is can be wrong at times when either delayed resolution or read pass 3 are used.
 
That makes no sense. The National Aluminum Smelter is in my mod folder, not civplayer8's mod folder. And it seems to work fine.

Turns out that I had misspelt BUILDING_CANNIBALISM_BAD_II in my building infos file. It did not match the name in the building class file. So make sure the DefaultBuilding in building class matches Type in the infos file.

The fact that it is being reported in a totally different directory is probably just misdirection due to the number of times it hunts for the correct building
 
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