Single Player bugs and crashes - After the 16th of May

Okay, I combined the save and minidump into 1 zip. 1st turn on gigantic map, playing as Olmec svn 5599
 

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Another CTD with savedgame/minidump together in ZIP

SVN 5603

I've taken a very long look at this and I'm really stumped as to what's causing it.

It has to do with a commander being selected but then not being evaluatable. All very strange. Perhaps the commander being selected is dead? Or has changed since being cached? I don't know... I'm finding it impossible to figure out.

The save did illuminate one bug I caught and fixed. And it shows me another that doesn't make a whole lot of sense to me:

I've got a line (int iI = 0; iI < GC.getNumUnitCombatInfos; iI++) sending an iI value beyond the GC.getNumUnitCombatInfos value... doesn't make any sense but it's very visible on loading the game under the debugger. Maybe AIAndy or Koshling can figure out what's wrong with that. And maybe the same sort of thing is causing the problem since it repeats so much I have to ignore it to get past it and it may be then coming up as an indicator of the crash spot before it actually hits the crash location.

Anyhow, I'll be updating with the one bug I could fix but it's not enough to solve the problem in this game.


Now... I know that I just put in those new promotions for Commanders... maybe that has something to do with it - extending the command count after the commander has been cached might be causing an error here? But it's not as if this couldn't have taken place with other existing promos already available to them so if that's the bug, its only been exposed by making extending command counts more prevalently available.

But I wonder if you were to run this game prior with a file set that excludes the commit on the new promos if you were to run into the same problem...
 
Okay, update to SVN 5607 and same thing is happening. Very first turn, I press enter to end turn and CTD, no error message or anything. Viewports are on, gigantic custom continents, Olmec civ.
 

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this is a game breaking bug. I start to build a building and it says 111 production. I start to build a military unit and I get 1729639 production. Yes almost 1.75 MILLION hammers for military units.
V30 no svn

I was told this was fixed on SVN but I do not use that, how do I fix it so I can continue my game, without coming up against a civ that can build 20,000 units in one turn?
 
I was told this was fixed on SVN but I do not use that, how do I fix it so I can continue my game, without coming up against a civ that can build 20,000 units in one turn?

go into Assets/Modules/ls612/PromotionInfos.xml, scroll down to PROMOTION_CHARISMATIC1 and delete the empty production modifier tag there.
 
I was told this was fixed on SVN but I do not use that, how do I fix it so I can continue my game, without coming up against a civ that can build 20,000 units in one turn?
go into Assets/Modules/ls612/PromotionInfos.xml, scroll down to PROMOTION_CHARISMATIC1 and delete the empty production modifier tag there.
Charismatic is a trait, not a promotion.
The file in question is located in Assets/XML/Civilizations/CIV4TraitInfos.xml.
Delete the modifier tag for both traits, charismatic and charismatic1.
 
Repeating crash at end of turn
I included the minidump.dmp and the .sav in the .rar

I played a couple of turns yesterday and it didn't crash, however today I updated to current svn 5608 and adjusted some civ4gamespeedinfos.xml values and now it won't go to the next turn.

Maybe something wrong with 5608?
 

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Charismatic is a trait, not a promotion.
The file in question is located in Assets/XML/Civilizations/CIV4TraitInfos.xml.
Delete the modifier tag for both traits, charismatic and charismatic1.

:hammer2:
Right. Duh.
 
Is there stuff that buildings do that adds to processing when you're looking at a certain city in the domestic screen? It can freeze up if a certain city is selected (most likely capital).
 
If you select some civilian captive and command to "join city", you can bypass the cap of 7 population if you select all and make the command.

example:

I have 4 civilians captive, and a city with six in population. I select my four civilians and order to join city, my new population goes to 10. Bypassing the limit.
 
If you select some civilian captive and command to "join city", you can bypass the cap of 7 population if you select all and make the command.

example:

I have 4 civilians captive, and a city with six in population. I select my four civilians and order to join city, my new population goes to 10. Bypassing the limit.

The limit is only for Immigrants. However I am changing the way captives work at the moment so that they are more like immigrants. I am awaiting a dll fix to the cost on outcomes for a full fix but should be able to do an interim fix before that.

Edit weird, if I play with the debug dll I don't get the Waiting For Civs problem but I do if I play with the normal one. I need to do a bit more testing on this - the debug version is sooooooo sloooow!
 
Not necessarily a bug, probably just an overlook. I'm playing on snail speed, if that has anything to do with it. Currently, freeing a military captive (from Slavery) gives my city 39:food: . However, if I were to butcher the same captive (Cannibalism), it would give 35 :food: and 8 :hammers: . The extra hammers do make that the more attractive choice, IMO, but since the main benefit for cannibalism is butchering, I think its food bonus should be increased, at least by a little bit.
 
if I play with the debug dll I don't get the Waiting For Civs problem but I do if I play with the normal one.
Well, that would:
A)Explain why I could not replicate the problem
and
B)Point towards the new XML loading mechanism as the possible culprit (although in our game, which was analyzed under an attachment to the non-debug dll running in progress, the culprit of the hangs we were getting pointed towards a problem with the found a city action and its use in an analysis of whether to build a settler unit or not - presumably.) Maybe there's a disharmonious blend of things taking place here...
 
Well, that would:
A)Explain why I could not replicate the problem
and
B)Point towards the new XML loading mechanism as the possible culprit (although in our game, which was analyzed under an attachment to the non-debug dll running in progress, the culprit of the hangs we were getting pointed towards a problem with the found a city action and its use in an analysis of whether to build a settler unit or not - presumably.) Maybe there's a disharmonious blend of things taking place here...

Or just something hat is timing dependent. That is quite likely if multiple threads are involved. However, if you have the threading set at 1 then a timing issue is highly unlikely.
 
Not necessarily a bug, probably just an overlook. I'm playing on snail speed, if that has anything to do with it. Currently, freeing a military captive (from Slavery) gives my city 39:food: . However, if I were to butcher the same captive (Cannibalism), it would give 35 :food: and 8 :hammers: . The extra hammers do make that the more attractive choice, IMO, but since the main benefit for cannibalism is butchering, I think its food bonus should be increased, at least by a little bit.

Eating people does not make your population grow as fast as adding the people to your population. Which is what food represents.

Or just something hat is timing dependent. That is quite likely if multiple threads are involved. However, if you have the threading set at 1 then a timing issue is highly unlikely.

I have threading set at 1.
 
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