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

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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.


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.

Yes volcanoes do occur anywhere. You should only get a notice about it if you can already see the plot either with a unit or via espionage or religion.

Mountaineering is required to use those plots.
 
- 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.

IIRC, outrigger can enter foreign territory.
 
Yes volcanoes do occur anywhere. You should only get a notice about it if you can already see the plot either with a unit or via espionage or religion.

Mountaineering is required to use those plots.

- For Volcanoes, does this include volcanoes I have visited some time before? The phrasing of the event entails that it's happening in owned territory

- How would the workers acquire Mountaineering? Given that Stone and Obsidian frequently get moved to those tiles, that makes those resources unavailable in early play - where they are very important
 
Mountaineering is a Tech. You must research them (in the Era middle ages), then all Units can reach the Plots. Worker can build Roads, Mines and Co then.
Do not confuse this with the Promotion for military Units.

EDIT:
To the Outriggers:
Outriggers can normally not cross Ocean plots. But they can cross ocean plots, when their cultural radius wide enough is. So it can be, that a foreign Outrigger can reach your coast, because the cultural influence wide enough to your coast. But you can not enter his Territory, because your outrigger are not able to use his cultural area.

I hope, you can understand, what i mean. *g*
 
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.

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

Just spent an hour or so looking into this, and I'm pretty sure it's fine. I did two tests:

1) Ran through the property modification code for a city and verified in the debugger that each promotion was provided the correct crime per turn decrease

2) In worldbuilder gave a town watchman lots of xp then saved the game as a start point and ended turn, recording the resulting crime levels. I then reloaded the test save and promoted the TW through 2 more levels of crime fighting and again ended the turn. Verified that the resulting crime levels were indeed lower as they should have been with the more promoted TW. Since NOTHING else changed the only thing this can be attributed to is the extra crime fighting promotions.
 
Mountaineering is a Tech. You must research them (in the Era middle ages), then all Units can reach the Plots. Worker can build Roads, Mines and Co then.
Do not confuse this with the Promotion for military Units.

EDIT:
To the Outriggers:
Outriggers can normally not cross Ocean plots. But they can cross ocean plots, when their cultural radius wide enough is. So it can be, that a foreign Outrigger can reach your coast, because the cultural influence wide enough to your coast. But you can not enter his Territory, because your outrigger are not able to use his cultural area.

I hope, you can understand, what i mean. *g*

@Dissonance this would explain if your Outriggers appear not to be able to enter their territory. Boats in their own culture can enter Ocean before the necessary tech, but no-one else's boats can.

Apart from this, Outriggers can enter anyone's territory anytime (Coast only obviously).

One small addendum re mountains, prior to Mountaineering tech, Workers can reach mountains if led by a unit with Mountain Leader promo. I think only Heroes and GG-led units can get it. And they can only build roads on them till Mountaineering.

Interestingly I have found that, once a mountain has a path of any kind on it, all your units can use that tile.
 
- Rogues from factions with Right of Passage (not sure if related) are able to enter cities with Wardogs in them
(have screenshot, will attach)

- 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

This is a known behaviour. Nothing short of war (or being killed beforehand lol) prevents any Hidden Nationality unit from entering your city and remaining there unharmed. The AI ones often pop out every turn (to fogbust???!!!), but return by the end of their move.

At war, I know they can't enter your cities, but I don't know what happens to ones that are already there.

I'm not sure there is complete agreement among the team as to whether this is a bug (and at least one player vociferously doesn't think so), but there has been some discussion as to what to do about it, so I'm hopeful it may be addressed within a version or three.

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

Given the lack of response to this point, I would guess you are absolutely right. ;)
 
I'm not sure there is complete agreement among the team as to whether this is a bug (and at least one player vociferously doesn't think so), but there has been some discussion as to what to do about it, so I'm hopeful it may be addressed within a version or three. ;)

Nope NOT a bug, how do you know who lives next door to YOU?? Heck it might have been Osama? :lol::p
Or just like back in the 60's of America and Russia, might have been sleeper cells??
 
This error exists for a long time. If you are using viewports and your capital is not on the actual one, you can get a ctd with spies.
After a successfully spy mission the spy is sent back to your captial which is not on the actual viewport.
If there is no other unit with movement points left in the capital than everything is fine. But if there is an other unit with movement point in the capital civ switches to this unit. after doing any action with this unit you get a ctd.
 
I think this CTD is my own fault, but here is the mini anyways. mini11

I loaded the latest SVn, but it has ERRORS in it and then i tried loading my game ands it came back and told me where the errors were, so i deleted them, and tried my game again and poof CTD while loading??

AM now trying to delete cache ?? EDIT: Nope didnt work still CTD??? mini111

EDIT EDIT: OK Now games crashes WHEN i do a Compat Check acceptance. (Cherokee game)



Plus i am now getting this error:

EDIT EDIT EDIT: OK i went back a savedgame and tried again, and now No python errors, and game loaded fine, then tried CRTL Shift T and it worked:crazyeye:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 748, in onBeginActivePlayerTurn
File "Civ4lerts", line 766, in _getMaxGoldTrade
AttributeError: GoldTrade instance has no attribute 'maxGoldTrade'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 786, in onBeginActivePlayerTurn
File "Civ4lerts", line 805, in _getMaxGoldPerTurnTrade
AttributeError: GoldPerTurnTrade instance has no attribute 'maxGoldPerTurnTrade'
 
This error exists for a long time. If you are using viewports and your capital is not on the actual one, you can get a ctd with spies.
After a successfully spy mission the spy is sent back to your captial which is not on the actual viewport.
If there is no other unit with movement points left in the capital than everything is fine. But if there is an other unit with movement point in the capital civ switches to this unit. after doing any action with this unit you get a ctd.

Ah, interesting. That gives me a direction to look into - thanks for this.
 
I think this CTD is my own fault, but here is the mini anyways. mini11

I loaded the latest SVn, but it has ERRORS in it and then i tried loading my game ands it came back and told me where the errors were, so i deleted them, and tried my game again and poof CTD while loading??

AM now trying to delete cache ?? EDIT: Nope didnt work still CTD??? mini111

EDIT EDIT: OK Now games crashes WHEN i do a Compat Check acceptance. (Cherokee game)



Plus i am now getting this error:

EDIT EDIT EDIT: OK i went back a savedgame and tried again, and now No python errors, and game loaded fine, then tried CRTL Shift T and it worked:crazyeye:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 748, in onBeginActivePlayerTurn
File "Civ4lerts", line 766, in _getMaxGoldTrade
AttributeError: GoldTrade instance has no attribute 'maxGoldTrade'
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Civ4lerts", line 786, in onBeginActivePlayerTurn
File "Civ4lerts", line 805, in _getMaxGoldPerTurnTrade
AttributeError: GoldPerTurnTrade instance has no attribute 'maxGoldPerTurnTrade'

They are all the same crash. Minidump pins it down exactly. Fix will be pushed later today.
 
Version 31 (the download version): Got a repeatable CTD. As soon as I hit the enter button for next round, I'm on the Desktop. I tried a save a couple of rounds before, it is still the same round the crash occurs.

By the way, there is a single-tile island with sea lion and seal ressource right down under the city of Ur. It's got a mud path and a camp. But in my list of ressources I cannot find sea lion and seal.
 

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Version 31 (the download version): Got a repeatable CTD. As soon as I hit the enter button for next round, I'm on the Desktop. I tried a save a couple of rounds before, it is still the same round the crash occurs.

By the way, there is a single-tile island with sea lion and seal ressource right down under the city of Ur. It's got a mud path and a camp. But in my list of ressources I cannot find sea lion and seal.

Please try with the DLL from the patch thread.
 
@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

I have been trying to track this down. Now I see that I miss read the post and I had not removed Faustmouse's stuff before trying to find the problem in mine :cry:. No wonder removing each building and testing did not work. I even turned off captives and it still failed. All because I forgot o turn off the other source of the problem.
 
the problem in mine :cry:. No wonder removing each building and testing did not work. I even turned off captives and it still failed. All because I forgot to turn off the other source of the problem.

You crack me up:lol:, thx i needed that;)
 
Not sure if this is a bug or just an oddity:

I had a quicksand event, but the unit (a tracker) had apparently already moved through the dune tile onto a rough hill. The tile highlighter is on the dune and clicking on the event in the log centers on the dune.


*Additionally, I think there are too many herd events happening now. Sorry, I did mentioned this in another, but got no response so am bringing it up here.
 
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