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

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Do you think the "throwing" Promo should be made into an upgradeable promo or go obsolete?

I mean i am in the Ren Era, no need for any throwing promo?? I think?

You realize the very Grenadier you have there in that screenshot is a throwing unit himself, right?

It may be best to obsolete the throwing stuff once Rocket Launcher units overtake the Throwing line though. Something to work on soon when I get to a review of those units.
 
latest svn.if i attack that animal even thought my units strenth is lower i have 99% to win

I'd bet anything this is one of your first battles in a game with a somewhat moderate to low difficulty setting? There's a little known anti-barbarian handicap on those settings. Also, the % combat vs animals may be playing a factor, which could enable a 1 str unit to tackle a 50 str animal if the % vs Animals is up high enough and you're attacking. There's some funny math in such an equation that is not exactly a bug but a weakness of the mathematical method originally employed.
 
I'd bet anything this is one of your first battles in a game with a somewhat moderate to low difficulty setting? There's a little known anti-barbarian handicap on those settings. Also, the % combat vs animals may be playing a factor, which could enable a 1 str unit to tackle a 50 str animal if the % vs Animals is up high enough and you're attacking. There's some funny math in such an equation that is not exactly a bug but a weakness of the mathematical method originally employed.
no there is a problem.before i never had this problem playing on the same difficulty(noble). not only with animals but units too. i did this to test it.
congratulations my stone thrower just defeated a gun unit(which i spawned throught the editor.i wonder what kind of stones he used:D
 
On low and medium difficulties you get some free wins vs. barbarian units (including animals), I think it's 2 at Noble difficulty for example (probably 1 more per difficulty lower and 1 less per difficulty higher, so 0 at Monarch and above).
 
On low and medium difficulties you get some free wins vs. barbarian units (including animals), I think it's 2 at Noble difficulty for example (probably 1 more per difficulty lower and 1 less per difficulty higher, so 0 at Monarch and above).

this have never happened before. and even if it happened not in this way.
how can the first unit you have in the game defeat a 26 strenth gun unit.
i just tested a 120 strenth unit and beat it.

edit= you may be right . after few fights the fights are ok now
 
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??

No. The new way the XML is loaded means the less there the better.

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 am running with don't remove forests option on. This has not been a problem before as they would build lumber mills like I want.

Those forests etc have been available for working at least 20 turns ago and my workers have been in that city for quite a few turns. it happened on an island I conquered also. However saving, exiting and loading seems to wake the workers up and they then do the improvements. As does building the 3rd tier building.

The AI is back to chopping all forests again like in default BtS. This causes them problems in the later eras.
 
I am running with don't remove forests option on. This has not been a problem before as they would build lumber mills like I want.

Those forests etc have been available for working at least 20 turns ago and my workers have been in that city for quite a few turns. it happened on an island I conquered also. However saving, exiting and loading seems to wake the workers up and they then do the improvements. As does building the 3rd tier building.

The AI is back to chopping all forests again like in default BtS. This causes them problems in the later eras.

Yup. The workers have always been one of the more annoying things in the game. I sometimes have a bunch just sitting there while work needs to be done.
 
This is with automated worker On right? Since I don't use it I've not seen the problem.

JosEPh
 
Yes, automated worker on.

I don't use automated workers until sometime after I have paved roads connecting all my cities. This is usually 5-20 turns before I build the Via Appia which is why I complain that that wonder is not a wonder.

At that point I don't let them remove forest or change existing improvements. I allow them to do those when I build hybrid forests at which point they become fully automated.
 
Yes, automated worker on.

I don't use automated workers until sometime after I have paved roads connecting all my cities. This is usually 5-20 turns before I build the Via Appia which is why I complain that that wonder is not a wonder.

At that point I don't let them remove forest or change existing improvements. I allow them to do those when I build hybrid forests at which point they become fully automated.

We have hybrid forests? :joke: I have not see the Ren Era or beyond, in at least the last 7 versions! I can never make it there before an New system wrecks the game I'm playing and I start over. :p That's part of the C2C experience.

JosEPh
 
No. The new way the XML is loaded means the less there the better.



I am running with don't remove forests option on. This has not been a problem before as they would build lumber mills like I want.

Those forests etc have been available for working at least 20 turns ago and my workers have been in that city for quite a few turns. it happened on an island I conquered also. However saving, exiting and loading seems to wake the workers up and they then do the improvements. As does building the 3rd tier building.

The AI is back to chopping all forests again like in default BtS. This causes them problems in the later eras.

Having the AI avoid chopping is non-trivial, since it look really good in the early eras. The AI has no visibility of what the future might bring - you only know that not chopping is good because of what future techs bring (and future pollution needs etc.). I'll see if I can do something with an AIWeight or something.
 
1. Koshling:

CTD on waiting next turn, SVN latest, vp 50X50 I deleted cache on both

mini attached

2. Second one CTD uploading with mini (1601)


3. @DH:

Can we do something about the Entertainer, he has no actions btns when in game?? pic 4
Also TXT on Railroad slaves (pic 5)

4. @Hydro:

A few techs have nothing at all in them?? And some only 1 thing?? (pic 1)


5. Anyone:

Farmer doesnt have all the resources at his disposal?? pic 2/3
 
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 have now tested a few things to provide yo with informations:
I have changed the iTrain value from 750 to 749 (a harmless change, only to cause the recalc-popup, because i can't remember the keys).

This is, what happened:
The recalc option appears, and i have choosen "yes". After the recalc i was able to use the great farmer correct. Now i can place Ressources according to the rules for.
Also my netto gold income grows from about 1.700 to about 5.000 Gold.

Now the recalc option appears every time, when i load the game, although i made no new changes. When i choose "yes", then the gerat farmer break his work and i was no longer able to set ressoruces. Also the gold income shrinks.
When i choose "no", then i can play normally.

I hope, this information are useful.

EDIT:
I have undo the change (749 --> 750), and after the recalculation the farmer works normally. By reloading the game, the recalc option no longer appears. My brother means, perhaps is the value 750 (in this exampel) in the savegame enshrined, so the recalc option appears every times, when a other value in the xml contains. Then it dosn't matter, if i made a new change, or not, then the option appears always.

EDIT2:
Strange... After a total restart from the game, the recalc option appears again... :confused:
 
An oddity:
Updated the .dll file and deleted the cache folder
Loaded saved game and did recalc at the pop-up
Played for a while without a problem then saved game (over the old save... that was created with the prior .dll)
When I loaded the save it asked to do a recalc (it shouldn't have but did)
Played the game for a while and then saved game (with a new file name)
Loaded the new save and it didn't ask for a recalc.
 
4. @Hydro:

A few techs have nothing at all in them?? And some only 1 thing?? (pic 1)

Some of those are not quite accurate. For instance all the Art techs give a culture bonus to the Art Gallery. Likewise some buildings require more than one tech and thus are only shown on one of the techs in the tree rather than in all the techs it requires (unless you visit the tech pedia page).

The other day I was writing down the techs that are rather barren. Exloding the very end of the tree which is nearly all empty I had on my list ...

- Scraping
- Pictographs
- Resurrection
- Karma
- Reincarnation
- Cloud Patterns
- Calculus (which should have a Wonder soon)
- Sextant (Which now has Yacht Club)
- Emancipation
- Expressionism
- Cubism
- Surrealism
- Climate Models
- Ion Propusion
- Astro-Environmental Systems
- Lunar Exploration
- Derivatives
- Planetary Exploration
- Cloud Computing
- Bioinformatics

Note that the later Space one should have stuff when we start adding space stuff.

Anywho I will and have been trying to fill these in with stuff. We just had so many empty techs and not every new thing fits well in empty techs.
 
1. Koshling:

CTD on waiting next turn, SVN latest, vp 50X50 I deleted cache on both

mini attached

2. Second one CTD uploading with mini (1601)

3. @DH:

Can we do something about the Entertainer, he has no actions btns when in game?? pic 4
Also TXT on Railroad slaves (pic 5)

4. @Hydro:

A few techs have nothing at all in them?? And some only 1 thing?? (pic 1)

5. Anyone:

Farmer doesnt have all the resources at his disposal?? pic 2/3

Both minidumps are the same, and both are crashing in DirectX somewhere, so indicate a graphics issue. Most likely a bad asset. Chances are something is being built in this turn for the first time that has a bad graphical asset.

EDIT - @SO - it is caused by your Agent in Cheju. UNIT_AGENT is ok most of the time so far as I can see, and if I hack the save to move that one out of Cheju IT is fine too. It's also fine when I move back INTO Cheju. My guess is that something changes when it has 'gathered intel' for long enough to be able to perform espionage. Perhaps a different mission button appears that is broken or something?

This is what I know for sure:

1) It's some sort of crash doing something with graphics in the main game engine, so graphical assets are suspect
2) It's specific to this one agent in your game - placing an agent in WB in a test game is fine. The other agents in your save (there are 4 others owned by other civs) are all fine
3) If I hack the save to move your agent out of the city it's fine
4) Having done (3) if I then move it back INTO the city everything is fine. However, it may well be that after it's been there long enough to perform espionage it causes a crash again (haven't tried)

I don't know much about how available missions for agents are defined so what buttons might appear (or whatever else might happen), so I'm not sure where to look. Anyway - it's definitely something to do with that unit and/or espionage missions, and it's definitely graphical in nature.
 
A few things I have noticed. I don't have screenshots handy, and will add when possible. I apologize in advance, I do NOT have screenshots for most of those. I could try and reproduce a few of them if need be.

- Volcano events pop up even when not in/near my territory. This includes volcano eruption, volcano going dormant, and volcano reactivation. Happened 6 times (2 each) in my current game, I have never seen a volcano.

- Rogues from factions with Right of Passage (not sure if related) are able to enter cities with Wardogs in them
(have screenshot, will attach)

- Foreign Outriggers are able to enter my territory with Right of Passage. I am not able to enter theirs. Even before RoP agreement, signing a peace treaty coming up from Minor Civ status, foreign Outriggers are NOT ejected out of my territory.

- Warlord Chieftain is not able to attack cities, instead entering them in the same manner as rogue/bandit/assassin would. Could be by design, but Warlord Chieftain does NOT produce crime in the tile

- I am fairly certain that crime fighting promotions do not currently work

- You are able to build Judges upon building a Courthouse. At this point, they have absolutely no use.



Also, an older bug I remembered but have not seen mentioned before:
- When using the Workable Mountains, resources spawn in them BUT they are not accessible - at all - to workers, and have no natural resources available. I really want to use that mod, but mountains favour stone/obsidian heavily and make those resources completely unavailable.
 
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