Single Player bugs and crashes - After the 13th July 2013

Status
Not open for further replies.
@Faustmouse the problem in the resources LSD appears to be in the game text file. When I delete it I get past your stuff

@StrategyOnly In your latest civilization every leader has a tag iCulturalVictoryWeight but I a getting the error that that is not a valid tag.
 
@StrategyOnly In your latest civilization every leader has a tag iCulturalVictoryWeight but I a getting the error that that is not a valid tag.

Dang i forgot to change the schema's:blush:, Fixed, thx DH ;)
 
Probably because I have not seen a herd event in my last 10 games!

I've started 2 games in v31 (only reached sedentary lifestyle in one of them) at
Eons speed and have had 10 herd events (all Deer btw) amongst the 2 games. Not sure if it matters too much, but in both cases the starting city had lots of forest around it.
 
@StrategyOnly I am getting the following message
Code:
Message:  info type CIVILIZATION_SCOTLAND not found, Current XML file is: modules\Custom_Civilizations\Picts\Picts_CIV4CivilizationInfos.xml
 
Latest commit by Sargon error message??

Wrong name also??

Code:
<TEXT>
		<Tag>TXT_KEY_BUILDING_STRATOSPHERE</Tag>
		<English>Luxor Casino</English>
		<French>Luxor Casino</French>
		<German>Luxor Casino</German>
		<Italian>Luxor Casino</Italian>
		<Spanish>Luxor Casino</Spanish>
	</TEXT>

Game txt off (spacing) ??
Code:
Stratosphere Las Vegas is a tower, hotel, and casino located on Las 

Vegas 
		Boulevard just north of the Las Vegas Strip in Las Vegas, Nevada, United States. 

Its
		tower is also the tallest observation tower, and the 9th-tallest freestanding 

structure
		in the United States,

@Hydro:

I also just checked and they are NOT the current schema's (for ALL the wonders)??
 
V31 (map was created prior to latest 'patch')

Is the following supposed to happen? It looks like a natural wonder (Sugarloaf) was created on a coast/water tile that contains a goody island.

The tile is not accessible to ships and by the looks of it is non-accessible to land units as well.
 
In later games automated work boats do not build fishing boats outside of the city radius (which is important for Sid´s Sushi) but build random sea tunnels. Why I consider this a bad priority I think automated fishing boats shouldn´t build sea tunnels at all.

Added later: OK, I found where I can turn off building tunnels in the BUG settings. I think this should be turned off by default.
 
Python Error in World Builder:

Traceback (most recent call last):

File "CvScreensInterface", line 575, in showWorldBuilderScreen

File "CvWorldBuilderScreen", line 134, in interfaceScreen

File "CvWorldBuilderScreen", line 4783, in refreshPlayerTabCtrl

RuntimeError: unidentifiable C++ exception
ERR: Python function showWorldBuilderScreen failed, module CvScreensInterface

(pic 1)


Also why is the fort still avail when a bunker has a better option for defense? Or is it because a fort can be used for resources?? Not a bunker, if so, why not?? (pic 2/3)
 
Also why is the fort still avail when a bunker has a better option for defense? Or is it because a fort can be used for resources?? Not a bunker, if so, why not?? (pic 2/3)

Because
1) a fort does not upgrade to a bunker mostly because they are built where they can't be worked and worked is how upgrades happen; and
2) improvements don't have an obsolete tech.
 
Because
1) a fort does not upgrade to a bunker mostly because they are built where they can't be worked and worked is how upgrades happen; and
2) improvements don't have an obsolete tech.

So that means that forts should be upgraded to what then, so they can be worked, because in Indust Era afterwards, there really are NO more forts being built???(In RL)
 
An annoying and strange bug:

There is an unkillable Warlord Chief in Pitjantjatjara (the city I'm attacking):

- When I attempt to kill him with an unit, both units fight in battle and the game tells me that I destroyed the Warlord Chief, but he respawns in the city with full health.
- When I try to delete this unit in Worldbuilder (right-clicking and with Kill button in Edit Unit screen), he always respawns in the city.
- When I move him to another plot in WB (correctly) and then try to delete, only disappears the unit's graphic, the flag is still in the plot, and after closing WB... the unit automatically moves to the city!

SVN 5771 (v31 downloadable), with last DLL. Save attached.
Fixed.
 

Attachments

Look for Great Wonders in the Sevopedia and you will find 7 newly added Wonders with pink squares. They don´t show anything if you click on them. And the list ends in the middle with Luxor Casino. The index also stops at "L". The CERN accelerator is also pink.

Edited later: Great Firewall also has no entry (but doesn´t show a pink square).
 
An annoying and strange bug:

There is an unkillable Warlord Chief in Pitjantjatjara (the city I'm attacking):

- When I attempt to kill him with an unit, both units fight in battle and the game tells me that I destroyed the Warlord Chief, but he respawns in the city with full health.
- When I try to delete this unit in Worldbuilder (right-clicking and with Kill button in Edit Unit screen), he always respawns in the city.
- When I move him to another plot in WB (correctly) and then try to delete, only disappears the unit's graphic, the flag is still in the plot, and after closing WB... the unit automatically moves to the city!

SVN 5771 (v31 downloadable), with last DLL. Save attached.

This is a bug in the respawn code TB merged from TheLadiesOgre along with the combat mod changes. Here's the background:

The changes added the capability for promotions to provide auto-evac-to-capital-on-death counts for units earning such a promotion. Any unit that gets the promotion will add the promotions specified count to their 'number of lives' (in effect). When they are killed if that number is greater than 0 they are 'evacuated' from the battle and 'nursed to health' in the capital. Each time this happens the count is reduced by one (so typically a promotion might give one respawn, and once the unit has used that up they cannot respawn again).

Given that, what happens with the warlord COULD be (but isn't - see later) correct, in that if he had such a promotion with unused respawns you would kill him and he would reappear in the capital fully healed.

There are a few issues with this (IMO), especially in regard to your game:

1) He actually doesn't HAVE a spare respawn to use up - it's a bug in he load/save that means he is essentially getting an extra one in his case (fix will b on the SVN shortly - I'm testing currently)

2) Even if he did, evacuating and healing up instantly to the SAME PLOT he was killed on seems a bit weird to say the least

I toyed with simply inhibiting it if you're already in the capital (you die defending the capital, and that's just tough), but that seems a bit draconian (you might reasonably station a great defending unit there for just tis purpose). Instead I have changed the respawn, so that instead of coming back with full health, the respawned unit has 10% health. IMO that better reflects the notion of being emergency evacuated to be nursed back to health back home.

This 10% respawn will now ALWAYS happen, regardless of whether you died in the capital or somewhere else - to me it just seems like a better rendition of the entire mechanic.
 
I have 2 saved games one is normal but the other one the money went up over 20 million $??

I cant upload because i get a security token thing on CFC is missing or something like that, i have the admins looking into it??

I wonder if i sent just the one before, HUH?? I will try one at a time?? OK one before money problem uploaded,
OK separately they worked, HUH??
 
I have 2 saved games one is normal but the other one the money went up over 2 trillion $??

I cant upload because i get a security token thing on CFC is missing or something like that, i have the admins looking into it??

I wonder if i sent just the one before, HUH?? I will try one at a time?? OK one before money problem uploaded,
OK separately they worked, HUH??

Didn't reproduce for me - end turn on the first save gave me a normal result. However, I don't have the very, very latest assets, so (if it's reproducible for you - have you checked?), it's probably a bug with the latest assets.

Edit - in fact the SECOND save looks fine also for me. Where is the extra money showing up for you? Treasury??

Please confirm whether it reproduces for you when you end turn on the first save.

I think this is likely an asset issue since I'm not seeing it from either save
 
This is a bug in the respawn code TB merged from TheLadiesOgre along with the combat mod changes. Here's the background:

The changes added the capability for promotions to provide auto-evac-to-capital-on-death counts for units earning such a promotion. Any unit that gets the promotion will add the promotions specified count to their 'number of lives' (in effect). When they are killed if that number is greater than 0 they are 'evacuated' from the battle and 'nursed to health' in the capital. Each time this happens the count is reduced by one (so typically a promotion might give one respawn, and once the unit has used that up they cannot respawn again).

Given that, what happens with the warlord COULD be (but isn't - see later) correct, in that if he had such a promotion with unused respawns you would kill him and he would reappear in the capital fully healed.

There are a few issues with this (IMO), especially in regard to your game:

1) He actually doesn't HAVE a spare respawn to use up - it's a bug in he load/save that means he is essentially getting an extra one in his case (fix will b on the SVN shortly - I'm testing currently)

2) Even if he did, evacuating and healing up instantly to the SAME PLOT he was killed on seems a bit weird to say the least

I toyed with simply inhibiting it if you're already in the capital (you die defending the capital, and that's just tough), but that seems a bit draconian (you might reasonably station a great defending unit there for just tis purpose). Instead I have changed the respawn, so that instead of coming back with full health, the respawned unit has 10% health. IMO that better reflects the notion of being emergency evacuated to be nursed back to health back home.

This 10% respawn will now ALWAYS happen, regardless of whether you died in the capital or somewhere else - to me it just seems like a better rendition of the entire mechanic.

Yes, I had read about this mechanic long time ago, I forgot to tell you that I revised the unit's promotions and didn't see anything that would explain this behaviour.

But now all works fine, thanks Koshling, you're a God of programming! :D
 
Didn't reproduce for me - end turn on the first save gave me a normal result. However, I don't have the very, very latest assets, so (if it's reproducible for you - have you checked?), it's probably a bug with the latest assets.

Edit - in fact the SECOND save looks fine also for me. Where is the extra money showing up for you? Treasury??

Please confirm whether it reproduces for you when you end turn on the first save.

I think this is likely an asset issue since I'm not seeing it from either save

OK the second one doesn't read, 20 million??:eek: The one before was only 390,00ish:crazyeye:

@ Hydro

Do you do a "dry run" before submitting these commits?? otherwise you'd see the errors before the commit??

I now get 2 error messages STILL stratosphere one and now a kerala one??

EDIT:

I am getting pic 3 now when trying to look at the Great Wonders???
 
Changes with the latest SVN:

  • Sevopedia entries of new Wonders are still pink :thumbsdown: .
  • I can now see all wonders again in the Sevopedia even beyond "L" :thumbsup: .
  • Still the F1 key doesn´t do anything :thumbsdown: . Am I the only one seeing this?

Nope i have the same thing and i HATE also that the key CTRL does not do what it used to also, (put the unit/building at the TOP of the buildable list.
 
Status
Not open for further replies.
Back
Top Bottom