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

Status
Not open for further replies.
There is no option how to get the ressource "Androids". The Sevopedia says it is revealed and enabled by the technology "Androids" but the ressource simply isn´t there. Therefore I also can´t build the Artificial Child Adoption Agency, the Android Brothel and the Android Servant Store.

I would suggest that you should get the ressource "Androids" by building the Android Factory.
 
Two things:

1.) When I tried to edit my cities for a scenario, the game crashed. Multiple times: If you set the Pop in the city (Worldbuilder) to 75 or 50, the game crashes with no error. ALso, if you change the "food required to grow", the game also crashes.
When this happens please provide a minidump from the crash and/or a save that reproduces it with precise instructions.
2.) @Koshling: I am VERY impressed what you did on the war AI! :goodjob: It was so good that I really had to try new strategies and thereby I found a bug. Sadly, I don't have a Screenshot or Savegame. I hope I can discribe it good enough for you:

I play on the GEM as Babylon while the Zulu took over Egypt. Our Boarder is the Suez Cannel. If you took a Numpad, the 3 north plots (7,8,9) are water. 4,5,6 are land and 1 and 3 are also water. On the 2, I build a Fort on a Hill. Meaning the AI needs to conquer the Fort in order to reach my empire. Now the Zulu declared war on me and entered "4" with an enormous army... Siege Weapons, War Elephants, Maceman, Crossbowman, everything, more than 100 Units. My Fort was only defended by 10 Archers and they would easily kill me. But the next turn, the AI retreated and was never shown up again.
I'll make a Savegame when it happens again.

Yup, I know about this in principal, but I need a save game to work on a fix really. The issue is that the AI stacks are not good at figuring out what to do if all paths to their target have enemy units in them (unless they are already very close to the eventual target city). In broad terms I know how to tackle it, but I need the illustrative case in order to figure and test the details.
 
Here is a savegame. The AI just sits in his city (Tasa) with a giant army but never move out of the city.


As for the WB crash, it happened to me two or three times now on differnent maps. I think you can just recreate it if you open your WB and try to adjust the "need X food to grow" thing.
 
2 days old SVN. Mansa Musa wants to build several Forbidden Palaces :)

[edit] submission token error from forum when i try to upload savegame. Savegame here: http://zalil.ru/34650955 (download of file should automatically begin in 10 seconds after opening page)
 
Dont know what happened, i thought i uploaded a minidump but exited the page before it took, so here it is again:

Can' tell anything useful from the dump - its in the main EXE not the C2C DLL is all I can say, so most likely graphics related.
 
Here is a savegame. The AI just sits in his city (Tasa) with a giant army but never move out of the city.


As for the WB crash, it happened to me two or three times now on differnent maps. I think you can just recreate it if you open your WB and try to adjust the "need X food to grow" thing.

How do I adjust the food to grow in WB? I can't find it anywhere - is it somewhere in player data?

Edit - also - where do I look for 'Tasa' in your save game. I have to load it with viewports active, and I have no idea what part of the map I need to move it to...

Edit 2 - nvm - found it
 
2 days old SVN. Mansa Musa wants to build several Forbidden Palaces :)

[edit] submission token error from forum when i try to upload savegame. Savegame here: http://zalil.ru/34650955 (download of file should automatically begin in 10 seconds after opening page)

I need a save where an AI will decide to START building something it shouldn't be allowed to start in the end turn that follows in order to debug this. Can't tell anything from the fact that it has already happened I'm afraid.
 
How do I adjust the food to grow in WB? I can't find it anywhere - is it somewhere in player data?

Edit - also - where do I look for 'Tasa' in your save game. I have to load it with viewports active, and I have no idea what part of the map I need to move it to...

Edit 2 - nvm - found it

What did you find? The food in the WB or the city? City is near Suez at the Suez Cannel and thr Food to grow is right in the WB, when you edit a city. it's on the lower left part of the pop up.
 
1.) When I tried to edit my cities for a scenario, the game crashed. Multiple times: If you set the Pop in the city (Worldbuilder) to 75 or 50, the game crashes with no error. ALso, if you change the "food required to grow", the game also crashes.

Are you adjusting by increments or by putting a certain number in? It seems to crash the game any time you adjust culture, gold, etc. by putting a specific amount in.
 
Are you adjusting by increments or by putting a certain number in? It seems to crash the game any time you adjust culture, gold, etc. by putting a specific amount in.

Yeah, I put the number in. So it works if I adjust those with increments?
 
There is no option how to get the ressource "Androids". The Sevopedia says it is revealed and enabled by the technology "Androids" but the ressource simply isn´t there. Therefore I also can´t build the Artificial Child Adoption Agency, the Android Brothel and the Android Servant Store.

I would suggest that you should get the ressource "Androids" by building the Android Factory.

Yeah sorry I have been slow. I need to apply new resources to exiting buildings. Such as Androids to the Android Factory.
 
The Ambusher has always used the archer animation and now with V31 has been given the Archer tag. However this lets the Ambusher use archer bombard, and since there is no tag for damage, it will never hit. It needs to be given a percent chance to hit like other archer units.
 
No matter what i do, two turns after loading this savegame, it crashes to desktop. No errors.

Have you download the patch from the patch thread, it should take care of all your problems

btw Welcome to CFC and trying this Great Mod, C2C.
 
The Ambusher has always used the archer animation and now with V31 has been given the Archer tag. However this lets the Ambusher use archer bombard, and since there is no tag for damage, it will never hit. It needs to be given a percent chance to hit like other archer units.

This is actually a cool idea... maybe the Ambusher should be strengthened a bit and made to require archery as well. It crowds the Rogue's usefulness anyhow.
 
This is actually a cool idea... maybe the Ambusher should be strengthened a bit and made to require archery as well. It crowds the Rogue's usefulness anyhow.

You mean, making the ambusher not buildable till archery? That would make it come after the Rogue. But then you could spam lots of ambushers, bombard without declaring war, and wipe out a civ without any war. Maybe if you make the ambusher a national unit, limit of 15?
 
I have another unkillable unit: a German Dromon near Munich/Berlin. This time the unit has a star-sign promotion that gives him 20% chance of survive after battle. But (after many attacks) always survive, although now with minimal HP. Like the Warlord Chief, it cannot be deleted from WB.

SVN 5771, with SVN 5843 DLL. Save attached.
Fixed, thanks once again!

PD: What about this?

Another thing with air pollution: Could you check whether Ordinance - Clean Air Act (-100 air pollution) and CO2 Reservoir (-200 air pollution) really work?

I have calculated all my current air pollution from buildings and it sums up to -119 (including the above). I have looked at the tiles air pollution and it is mostly negative. But displayed in the city is 240 (+56)...

Edit: Interesting: A recalc brought it down to 15 (-169).
Edit edit: Next turn: 159 (+144). After recalc -66 (-81)

There definitely is something wrong.
I have the same problem with these air pollution ordinances. It seems to be a bug in property changes for all cities. Same behaviour than Snofru1: the values only apply when I recalculate, or the turn I finish to build the ordinances (the property drops -100 in the turn). In following turns, the effect disappears (the property reaches previous level in 2-3 turns). If you need a save, I think the one I attached in this post reproduces the wrong calculations. Also, in this save too, I never got a flammability event, with a value of 400+ in some cities. Is this normal?
 

Attachments

1) The "Tales of..." units have a mission associated with the combat class they all belong to. Sometimes this mission just disappears. It also disappears if you save and exit then load. The only way to get them back is to delete the cache before you start. This implies that the information about these missions is not being cached.

2) Ls612 added the adapt tag to the mission costs. The cost is not being shown in the hover over nor is it being subtracted from the treasury. Eg upgrade captives to anything.
 
Status
Not open for further replies.
Back
Top Bottom