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This is with the dll before the patch B. Playing my favorite Liu Zhang, made some early strikes against Han Sui, Zhang Lu, Li Jue, Yang Feng and Cao Cao. Now against Yuan Shao. Next turn this comes up:

Assert Failed

File: CvPlot.cpp
Line: 7115
Expression: getVisibilityCount(eTeam) >= 0
Message:
 
Good news: I like the new prison screen. This seems like a good way to resolve having a lot of less useful heroes around. I like the idea of the new random hero generation screen, although it isn't clear yet what the different choices mean.

Bad news: I have a repeatable crash. Please see attached save game, version 2.5, patch B, pangaea map, noble difficulty, Liu Chong. I have a crossbow stack attacking Dong Zhuo's city Pen Yang. Select the lowest three crossbows and attack the city. This generates a random hero which appears *inside* the target city. This seems wrong. Now attack with another three crossbows. Crash.

EDIT: seems to happen pretty consistently when I take the last city of a civ.
 
Two on-next-turn crashes. One has the autosaves, the other does not.

As a side note on occasion losing your guardian unit in an army disbands the army (this happened to me with boats); the army hero lives but is not captured and is otherwise inaccessible. The legion hero carries on, unaffected.

Also, I've noticed that sometimes guardian units that leave armies (when the legion invokes "Leave Army" do not properly lose their army promotions. I have three Elite Danyang Armies with the conqueror promotion from it (you can see in the Vince crash save games.)
 

Attachments

Raize, I've seen that before, even before the current version (I think it was the beta). For me it was 9 terrains that was permanent even after you leave an army.
 
David, your bug is the same bug that we've all noticed, I noted the same errors with the debug dll.
File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:
 
@AP

Is this right: the patch B dll still got the catch city CTD problem, but the debug dll I uploaded a bit earlier does not have the CTD problem? (ignore those error messages)
 
No, I still have to do the "ignore always" to go on with the dll before patch B. So essentially neither that dll or patch B didn't fix that problem.
 
What I mean is, after ignoring all the error message, did the game crash? Please confirm this. There's a slight difference between that debug DLL and the DLL in patch B.

I put those messages there to indicate which part of the code has been executed before CTD, if it did eventually crash. They does not imply errors, just indications.
 
Hey ST, for the record I really appreciate the work you're doing on this mod. It's a great game and you're a strong coder.

Another note I forgot about - sometimes you can generate a new random hero during a sea battle. If you happen to be out in the middle of the ocean with no transports, this general is stuck, and can't move until you build a transport and move it over to him.

The quickest fix I can think of is to generate the hero in the capitol instead.
 
No, after ignoring all the messages, I was able to play on fine. Patch B however doesn't have the debug screen and it just goes CTD.
Funny, having an admiral be stuck at sea until he's able to be rescued. Maybe a better solution is to have him be automatically attached to a vessel, or if none is available, have him appear in the closest city.
 
Hey ST, for the record I really appreciate the work you're doing on this mod. It's a great game and you're a strong coder.

Thanks and I apologize for all the bugs that interfere with player experience.

In fact, I don't care whether or not I'm a good coder. I don't know how to code 1 year ago. Now I'm just someone who is willing to spend time coding all these things.

What I really care is whether or not I know what kind of game I want to make, and whether or not I'm making the game according to my own standard.

Since I'm spending time reflecting on this, the existing bugs are not getting fixed as quickly as they used to be.
 
I thought you fixed it when I (Gongsun Zan) was able to capture Yuan Shao and Cao Cao's generals without a crash. Then against a nobody of Yang Feng, it crashed with the same error (I used the debug dll to see what error it was making):

Assert Failed

File: CvUnit.cpp
Line: 18052
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18081
Expression: false
Message:

Assert Failed

File: CvUnit.cpp
Line: 18092
Expression: false
Message:
Spoiler :
attachment.php

BTW this is in monarch, no city small map, normal speed. (I love Gongsun Zan's UP, but it'll be hard to sustain rapid growth with the amount of expenses I have)
 
OK, here's another dll. I guess it's working now. Please try it and tell me if it's work like I supposed. Also in this dll all heroes are able to walk on water.
 

Attachments

As a side note on occasion losing your guardian unit in an army disbands the army (this happened to me with boats); the army hero lives but is not captured and is otherwise inaccessible. The legion hero carries on, unaffected.

Also, I've noticed that sometimes guardian units that leave armies (when the legion invokes "Leave Army" do not properly lose their army promotions. I have three Elite Danyang Armies with the conqueror promotion from it (you can see in the Vince crash save games.)

Tried to replicate these two but no success. If possible, give me save games.
 
Never mind, I was using the other test dll.
BTW, do you know if I can still play on my current game if I got those errors with the previous dll, i.e. is it going to crash later on?
 
I think the most current dll seems good, I haven't had any crashes so far. If I can suggest maybe keeping the debug around even for the next patch so that if it were to crash, you can play on by just ignoring the error.
 
Let explain this a little bit. The error messages do not do nothing to the game, except to remind you there's a check that's failing. So, no matter what your respond is, be it ignore or abort or else, the game will crash if it normally would, and will not crash if it normally wouldn't. (For example, the 'False' messages you get in cvunit work like this: whenever a line of code is executed, the error message will happen. They are not errors. So no matter what you do, it will not crash because of these messages. If it crash, it's because some code after these messages.)

So a debug dll will not help player deal with errors in any way. It just slows down the game twice.
 
One big bug that is somewhat annoying: if you keep your enemy heroes in jail (after you eradicate the faction) and not persuade them until you have enough cash, the AI can sometimes hire a doppelganger (i.e. with the same name and presumably the same skills)! If you execute the hero that is doubled, it crashes the game next turn. Is there anyway you can prevent that from happening?
 
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