Single Player bugs and crashes - After the 13th of August 2013

Now here is a weirdness. My subdued cave lion can only move out of a fort to one plot. It can't move to any of the other land plots! All plots are in my territory and have no enemies on them. Other units can move to all valid land plots.

The fort is between Giza and Akhetaten.

Edit same thing happens with other subdued animals coming from the East. Since they can move into the North East plot things coming from the west have no problems.

It looks like a ZoC problem. However having units to the west does not help.

Nothing to do with ZOCs and actually quite a subtle bug, revealed by the super forts changes to visibility!!

The subdued animal cannot move in such a way as to reveal new terrain. The fort adds 2 to the visibility range of units in it.

The bug is that the check for whether you would reveal by making move uses the visibility range at the plot you are moving FROM to assess what is revealed from where you move TO. This is clearly wrong, and is why your subdued lion cannot move west.

In PRINCIPAL it would be possible that the corrected version of this test will prevent a unit moving INTO a fort, but in practice that could only happen if the fort was (and had been historically) unoccupied by any other of your units with at least as much base visibility rang as the subdued animal (highly unlikely)
 
Got last svn rev (6112) - start new game and no interface at all
with this :
21:27:57 DEBUG: BugPath - checking for NoCustomAssets
load_module encodings.utf_8
21:27:57 TRACE: BugPath - failed to parse mod INI file for NoCustomAssets
21:27:57 TRACE: 'utf8' codec can't decode bytes in position 677-680: invalid data
21:27:57 INFO : BugPath - NoCustomAssets is False

and this in tracebacks
Traceback (most recent call last):
File "BugPath", line 460, in initNoCustomAssetsSetting
File "configobj", line 1063, in __init__
File "configobj", line 1154, in _handle_bom
File "configobj", line 1213, in _decode
File "e:/main/civilization4/warlords/assets/python/system\encodings\utf_8.py", line 16, in decode
UnicodeDecodeError: 'utf8' codec can't decode bytes in position 677-680: invalid data
Traceback (most recent call last):

File "CvAppInterface", line 86, in onLoad

File "CvEventInterface", line 30, in onEvent

File "BugEventManager", line 345, in handleEvent

File "BugEventManager", line 350, in _dispatchEvent

File "BugEventManager", line 410, in _handleInitBugEvent

File "BugInit", line 49, in init

File "BugInit", line 99, in loadMod

File "BugConfig", line 88, in parse

File "BugUtil", line 249, in trace

File "BugUtil", line 295, in logToScreen

UnicodeDecodeError: 'ascii' codec can't decode byte 0xf1 in position 68: ordinal not in range(128)
ERR: Python function onLoad failed, module CvAppInterface
Traceback (most recent call last):

File "BugUtil", line 692, in <lambda>

File "BugEventManager", line 577, in preGameStart

File "CvAppInterface", line 105, in preGameStart

File "CvScreensInterface", line 89, in showTechChooser

File "CvTechChooser", line 246, in interfaceScreen

File "CvTechChooser", line 261, in ConstructTabs

File "CvTechChooser", line 307, in DrawTechChooser

File "CvTechChooser", line 359, in placeTechs

AttributeError: type object 'CvPythonExtensions.WidgetTypes' has no attribute 'WIDGET_TECH_CHOOSER_ERA'
ERR: Python function preGameStart failed, module CvAppInterface
 
In addition to dysfunctional gold bonuses for guilds I'm also not getting 10% research bonuses for civic apprenticeship. Could somebody take a look at guilds? They are bugged.
 
According to the SVN changelog Revolution.py has not changed since March

Dont know for sure, i just took the one from version 32, thats the closest (newest) one i could find besides the one that in there.

I am betting it must have been something else then that triggered it, if it goes back that far, it might also be some of the items that have presently been merged:dunno:
 
UnicodeDecodeError: 'ascii' codec can't decode byte 0xf1 in position 68: ordinal not in range(128)

Don't know what is going on, but a character of 0xf1 is ñ, assuming the Latin-1 encoding. Does the path to the mod or the path to Custom Assets have that character in it anywhere?
 
oops..mod name had one nonlatin character...sorry

is such message

02:55:36 WARN : EventSigns.addSign() was passed an invalid plot: <CvPythonExtensions.CyPlot object at 0x0E923530>

have some bad influence?

it showed itself on new game start \ loading of save
 
In that case my best guess would be that its a graphics adapter RAM usage issue, since you're nowhere near the point that the process memory usage would be a problem. As a (fairly radical) experiment try this:

1) Open the file assets/xml/globalDefines.xml and add to it the following define after the ones that are already there (so like last line but one of the file):
Code:
	<Define>
		<DefineName>MAX_DESIRED_MEMORY_USED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
2) Run Civ again and see what happens

OK, tried it. Same behavior. Crashed to desktop with that same graphics message. It was just after I selected a technology, so was probably the first "city build" screen. Would you like me to attach the dump file?

Is there still hope?
 
It is my first post here so hi everyone, this mod is just HUGE, I barely got out of the prehistoric era and so far the gameplay is just great. But before I started playing I was browsing through all the techs, leaders, civics et al. in Sevopedia, when I noticed a strange glitch on the civs screen:

Spoiler :
VtgKN8E.jpg

http://i.imgur.com/VtgKN8E.jpg

All other civs have normal leader miniatures in the form of icons, but not the Haida ? :confused:
 
OK, tried it. Same behavior. Crashed to desktop with that same graphics message. It was just after I selected a technology, so was probably the first "city build" screen. Would you like me to attach the dump file?

Is there still hope?

I'm out of ideas currently. It doesn't seem to be process memory usage (1G used and you have 3.4 or so available), but the message implies it IS memory somewhere, so I think it must be graphics memory. What graphics options do you play with? Try changing to low detail if you are using high and so on...
 
I'm out of ideas currently. It doesn't seem to be process memory usage (1G used and you have 3.4 or so available), but the message implies it IS memory somewhere, so I think it must be graphics memory. What graphics options do you play with? Try changing to low detail if you are using high and so on...

Setting graphics options to low was the first thing I tried after getting that message. Apparently it didn't help, or at least not enough to stop the crashes.


Final questions before I give up:

1) Any other graphics options I should try beyond the 3-4 easily findable ones on the main graphics screen?

2) As mentioned before, my graphics card is a Radeon HD 4770 with 512 MB of memory. SHOULD that be enough memory for this mod?

3) Should I try Viewports again? Do you think that has a hope of succeeding?

4) Are you confident enough that the problem is in my graphics memory, that a new video card would fix it? My card is 3-4 years old, I guess, so even if I don't get a new card right away I'll likely get one before too long.

5) I didn't have this problem until I was quite a while into the game. Would it be worth it to try starting a new game... i.e., could it be that the problem wouldn't show up in a new game? Or do you think it would be likely to show up around the same era again?

6) I do have my video card slightly overclocked. I tested it fairly extensively when I first overclocked it, and it was stable with everything I threw at it. Any chance that THAT could be causing this issue?
 
is such message

02:55:36 WARN : EventSigns.addSign() was passed an invalid plot: <CvPythonExtensions.CyPlot object at 0x0E923530>

have some bad influence?

it showed itself on new game start \ loading of save
 
Setting graphics options to low was the first thing I tried after getting that message. Apparently it didn't help, or at least not enough to stop the crashes.


Final questions before I give up:

1) Any other graphics options I should try beyond the 3-4 easily findable ones on the main graphics screen?

2) As mentioned before, my graphics card is a Radeon HD 4770 with 512 MB of memory. SHOULD that be enough memory for this mod?

3) Should I try Viewports again? Do you think that has a hope of succeeding?

4) Are you confident enough that the problem is in my graphics memory, that a new video card would fix it? My card is 3-4 years old, I guess, so even if I don't get a new card right away I'll likely get one before too long.

5) I didn't have this problem until I was quite a while into the game. Would it be worth it to try starting a new game... i.e., could it be that the problem wouldn't show up in a new game? Or do you think it would be likely to show up around the same era again?

6) I do have my video card slightly overclocked. I tested it fairly extensively when I first overclocked it, and it was stable with everything I threw at it. Any chance that THAT could be causing this issue?

1) No
2) I would have thought so
3) See if it makes any difference
4) Not so confident that you should spend real money on a new one based on that - I just don't see an alternative is all
5) Hard to say - you're not that deep into the game, and I'm not seeing other people with a similar problem, but on the other had I don;t really see anything special about that game
6) Unlikely, but not wholey impossible
 
found such entry in log

RevData: Initializing player object

PY: Loading revolution data
Error! Rebel types not found, no short lists available

are they harmless?
 
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