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

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There are STRONG indications that the crash-on-mod-load-unless-you-delete-cache was a bug in V31 (Thunderbrd's build looks like it was broken for reasons unknown). That version of the DLL (and ONLY that one so far as I can tell) generates an incorrect cache format that it can load, but which later versions cannot. If you clear your cache, apply the patch DLL and continue, then you should be fine. If anyone gets the on-mod-load crash with the patch or later DLL, AFTER clearing any cache that was created when they were running V31 base release (5771) please let me know.

The problem with the whale missions disappearing can also be fixed by deleting the cache. I am about to update from the SVN (and delete the cache) lets see if this fixes the story teller missions.
 
I've attempted two games on Version 31 so far. In both cases, no interface (action buttons for units, etc.) was displayed when the game started, though both times I saved the game, reloaded, and the interface appeared.

Both games crashed during the Classical Era. On the second round, I tried patching the DLL, deleting the cache, and turning off Dynamic Great Wall as suggested elsewhere in this thread, but the game will now not even load.
 
My automated workers are refusing to improve forest, bamboo or savannah. In the north west part of my nation near Kaisun, Cumshewa, Skidegate, and Yan. There are a whole bunch of unemployed workers camped out in Alexandria.
 
2 little bugs :
Mys auto-save games always ask for a recal, even if it's the same version. And when I recalc, my Great Farmer cant build anythin. I have to delete him, save, reload and build another one

French version : Judge have no name (only a .). His french name must be "Juge".
 
2 little bugs :
Mys auto-save games always ask for a recal, even if it's the same version. And when I recalc, my Great Farmer cant build anythin. I have to delete him, save, reload and build another one

Have you tried saving, exiting, then deleting the cache rather than the great farmer? That works when the whales stop being able to do their missions.
 
The problem with the whale missions disappearing can also be fixed by deleting the cache. I am about to update from the SVN (and delete the cache) lets see if this fixes the story teller missions.

Clearing cache doesn't seem to work. Story teller missions are still missing.
 
I've attempted two games on Version 31 so far. In both cases, no interface (action buttons for units, etc.) was displayed when the game started, though both times I saved the game, reloaded, and the interface appeared.

Both games crashed during the Classical Era. On the second round, I tried patching the DLL, deleting the cache, and turning off Dynamic Great Wall as suggested elsewhere in this thread, but the game will now not even load.

Could you post your minidump, and the save please. Also is this a save that did load previously, or a new save that does not load now, but the status of which you're unsure of (i.e. - could the save be corrupt?)
 
My automated workers are refusing to improve forest, bamboo or savannah. In the north west part of my nation near Kaisun, Cumshewa, Skidegate, and Yan. There are a whole bunch of unemployed workers camped out in Alexandria.

I'll take a look at this later today.

@DH - when I run your save the workers do nothing for on turn (because they are still operating on missions [or lack thereof]) set up prior to the save, and then all head out to improve exactly the tiles you talk about (forests etc.). I haven't tried to validate my theory (se below) because on a save of that size it's quit a lot of effort to do so, but I wanted to check the conditions with you first, which I think might explain things:

My theory is that these workers are looking for plots to improve and finding the unimproved ones fine. They then look for the best build, and it comes back with workshop for the most part (we could argue if that is really 'best' but right now that is largely what is happening). Since workshops remove the forest if I were running with BUG options to prevent workers removing forest (I'm not) they could no do this. So my theory is that you ARE running with that option (please confirm or otherwise), and that the code does not look for other options if it's proposed improvement is rejected due to this (and so they wind up with nothing to do).

Does this seem plausible to you?
 
I have the same Problem with the Great Farmer. I have build them, then i have wait a round, but i can not build anything. It dosn't matter, to which Plot i go, i can build nothing.
But i have no Problem with recalc. I become not the Popup, and i have not made changes.
I Play the v31.

I can't upload the save here, because the file is to large. You can download the save here:
https://rapidshare.com/files/384040065/Ollo.CivBeyondSwordSave

I added a screenshot too.
 

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Here is a .rar file containing the game and minidump. I started this game and played it from Prehistoric to Classical Era, whereupon it crashed. I have been unable to load it since, both before and after attempting the patch. Every time, the program quits while trying to load the save.

Al\so, the no-interface problem occurred again; in my latest game, no interface appeared when I first started it. I wonder if there is something that I have set wrong.

Thanks for your diligent work in making sure everything runs well. Bugs are irritating, but given the complexity of the project, I find it amazing that it works as well as it does.
 

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I have the same Problem with the Great Farmer. I have build them, then i have wait a round, but i can not build anything. It dosn't matter, to which Plot i go, i can build nothing.
But i have no Problem with recalc. I become not the Popup, and i have not made changes.
I Play the v31.

I can't upload the save here, because the file is to large. You can download the save here:
https://rapidshare.com/files/384040065/Ollo.CivBeyondSwordSave

I added a screenshot too.

I have pinned this one down. In relation to your save and picture there are two aspects:

1) An outright bug in the caching (which I will fix and push to SVN as well as the patch thread later today)

2) Great farmers can only place bonuses on tiles that:
2.1) Do not already have a resource (INCLUDING ones you may not yet have the tech to see, so sometimes actions will be missing because of a hidden resource)
2.2) Are part of your trade network (i.e. - have a route on them connecting it to a bonus of the type needed for whatever you want to place)

The plot you are trying in the image fails on account of (2.2) above, as well as (1), so even after I fix the bug, you will first need to build a road there to get the great farmer actions enabled for that plot.
 
@Hydro/Faustmouse - there is something odd about the file Assets\Modules\Resources\Faustmouse\LSD\LSD_Civ4GameText.xml - RAPID_XML copes with it fine, but the Civ IV in-built, XML loader crashes when it tries to load it. The net result is that the debug version crashes on load if the cache has to be rebuilt.

I suspect it contains some odd character that the Civ IV parser cannot cope with, but I can't see it - maybe an odd whitespace character or something?

The workaround is to generate the cache with the release version so that the debug version has an already-good cache to work with, but ideally we'd figure out what it is about this file that the older parser doesn't like...

Edit (@DH) - modules\dancing Hoskuld\Captives\Captives_CIV4BuildingInfos.xml has the same problem

Edit 2 (@Hydro/Sargon) - all Sargon's wonders building files generate DTD validation errors if you try to load them debug because they have illegal empty production modifiers:
Code:
			<BonusProductionModifiers>
			<BonusProductionModifier>
			</BonusProductionModifier>
			</BonusProductionModifiers>
This should be just:
Code:
			<BonusProductionModifiers />

Edit 3 (Hydro/Faustmouse) - Assets\Modules\Faustmouse\Buildings\Buildings_CIV4BuildingInfos.xml has a similar problem:
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>									
				</BuildingClassNeeded>
			</BuildingClassNeededs>
 
I have pinned this one down. In relation to your save and picture there are two aspects:

1) An outright bug in the caching (which I will fix and push to SVN as well as the patch thread later today)

2) Great farmers can only place bonuses on tiles that:
2.1) Do not already have a resource (INCLUDING ones you may not yet have the tech to see, so sometimes actions will be missing because of a hidden resource)
2.2) Are part of your trade network (i.e. - have a route on them connecting it to a bonus of the type needed for whatever you want to place)

The plot you are trying in the image fails on account of (2.2) above, as well as (1), so even after I fix the bug, you will first need to build a road there to get the great farmer actions enabled for that plot.

Okay... I know, on plots with a Ressource, although the ressource is not yet visible (tech), the farmer can not place an Bonus.
I would place Bananas, this Ressource is importing at the moment. I have tried it now in every plot at my continent. But with no success. I do not think, that an every plot a ressource is hidden. Although... This would be nice. :D
 
Okay... I know, on plots with a Ressource, although the ressource is not yet visible (tech), the farmer can not place an Bonus.
I would place Bananas, this Ressource is importing at the moment. I have tried it now in every plot at my continent. But with no success. I do not think, that an every plot a ressource is hidden. Although... This would be nice. :D

Correct. You also need a route and the fix I haven't yet made! It will be later today.
 
Edit 2 (@Hydro/Sargon) - all Sargon's wonders building files generate DTD validation errors if you try to load them debug because they have illegal empty production modifiers:
Code:
			<BonusProductionModifiers>
			<BonusProductionModifier>
			</BonusProductionModifier>
			</BonusProductionModifiers>
This should be just:
Code:
			<BonusProductionModifiers />

I have told Sargon this. I tried to remove or /> them as I find them.
 
I have told Sargon this. I tried to remove or /> them as I find them.

Looks like you deleted the whole line, it should not be missing?? Might cause more errors? Do you want me to do it?
 
Looks like you deleted the whole line, it should not be missing?? Might cause more errors? Do you want me to do it?

Deleting the whole line should not cause errors. I have seen DH use much less code for buildings that I usually do. As long as the main required fields are filled in I think it works fine.
 
Deleting the whole line should not cause errors. I have seen DH use much less code for buildings that I usually do. As long as the main required fields are filled in I think it works fine.

Yes but what happen when a person wants to put them into the core, then it needs to be there. Unless you plan on keeping that stuff there??
 
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