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

Now this is really starting to TEE me off,

This MORE than 1 unit to be built is getting out of hand i believe, it only happens when a unit has been built and needs something to be selected, this happens in EVERY game recently, this is a brand new game and it still occurs????

most recent SVN


Fixed by TB
 
i dont want the Civ name to change, but it changes anyways when i start a new game, as you can see in my settings i did NOT select it to do so, so PLEASE can someone find out what the heck is going on here, i hate that feature. pic 1/3

This should be a BUG option on the RevDCM page. "Dynamic Civ Names" or something like that.
 
Now this is really starting to TEE me off,

i dont want the Civ name to change, but it changes anyways when i start a new game, as you can see in my settings i did NOT select it to do so, so PLEASE can someone find out what the heck is going on here, i hate that feature. pic 1/3

Also this MORE than 1 unit to be built is getting out of hand i believe, it only happens when a unit has been built and needs something to be selected, see pic 2, this happens in EVERY game recently, this is a brand new game and it still occurs????

most recent SVN

I have NO idea what's going on with the civ name. Not one clue. I've never messed with anything even remotely related to that segment of the coding.

The second issue there though... yeah, that's a nuissance.

I've identified the cause and am working to identify the exact point this is happening (Koshling and AIAndy and I have narrowed things but have not found the exact coding problem yet). It's all the more strange that some units aren't having this effect at all, such as the Brute.

While its definitely one of my top debug priorities and most likely something I'll be working on this weekend, I can't promise I can find it. I delved into it once before and got totally lost trying to find the issue. So at this point I'm going to have to start flowcharting things to find it I think.

It's also somewhat harmless. It does not set us up for any mistakes. It just adds extra cloning entries that mean the exact same thing to the city. And furthermore it does NOT happen in the city build selection bar when you go into the city itself. It's just... annoying and weird is all. (and a whole lot of baffling from the coding side!)

Side note: I got one of your saves so I can see what's happening with the promo situation you were discussing. THAT is not harmless in any way. It's just not doing what I'm telling it to via the xml and my understanding of what I programmed.
 
This should be a BUG option on the RevDCM page. "Dynamic Civ Names" or something like that.

You are absolutely correct here, i must have checked that box by MIStake:blush::blush: (sorry) DUH!

The second issue there though... yeah, that's a nuisance.

I've identified the cause and am working to identify the exact point this is happening (Koshling and AIAndy and I have narrowed things but have not found the exact coding problem yet). It's all the more strange that some units aren't having this effect at all, such as the Brute.

While its definitely one of my top debug priorities and most likely something I'll be working on this weekend, I can't promise I can find it. I delved into it once before and got totally lost trying to find the issue. So at this point I'm going to have to start flowcharting things to find it I think.

It's just... annoying and weird is all. (and a whole lot of baffling from the coding side!)

Side note: I got one of your saves so I can see what's happening with the promo situation you were discussing. THAT is not harmless in any way. It's just not doing what I'm telling it to via the xml and my understanding of what I programmed.

Yes definitely, but the Brute is also involved as you can see its there twice also??

And thx guys, i think we need a BUG/CTD thread that says what is being currently worked on and then crossed off, and left there for a week so as to everyone can see what the heck is going on, that way WE can reference to that thread for all this confusion going on.
 
Bug woth Strategic Grain Reserve
When I build it, it have no effect and another city can build him, replacing the one in the others city. This National Wonder is still in city Wonder List
I can tell he have no effect because I dont have the free Granary
 
Bug woth Strategic Grain Reserve
When I build it, it have no effect and another city can build him, replacing the one in the others city. This National Wonder is still in city Wonder List
I can tell he have no effect because I dont have the free Granary

This is probably the same as SO's problem (which I cannot reproduce). I need a save game from the turn BEFORE the FIRST copy of the national wonder completes (that is the one that doesn't seem to be having its effect, which is consistent with the ability to build it again, since the same routine applies the effects and prevents future builds). If you have a suitable auto save please post it
 
New machine? UAC issues?

New machine yes, i thought i got the UAC worked, but maybe i dont, what do i need to check to make sure it works properly?

I went into the BtS exe properties and have all check marks for "allowed"
 
Yeah same with me last time I found a CTD bug (which you solved with my savegame). Couldn't produce a minidump although all was set that it should appear.
Phytondump files worked, though.
 
New machine yes, i thought i got the UAC worked, but maybe i dont, what do i need to check to make sure it works properly?

I went into the BtS exe properties and have all check marks for "allowed"

Well - your CTD reproduces ok for me (and I get a minidump)...looking into it now...

Edit - it's an XML bug:

@DH:

Code:
		<UnitInfo>
			<Class>UNITCLASS_TALESOF_TUNA</Class>
			<Type>UNIT_TALESOF_TUNA</Type>
			<UniqueNames/>
			<Special/>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SEA_ANIMAL_TALE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			[B]<DefaultUnitAI>UNITCOMBAT_SEA_ANIMAL_TALE</DefaultUnitAI>[/B]
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
                                         ...

You're specifying an invalid AIType (you've put a unitcombat type in there)
 
Well - your CTD reproduces ok for me (and I get a minidump)...looking into it now...

Edit - it's an XML bug:

@DH:

Code:
		<UnitInfo>
			<Class>UNITCLASS_TALESOF_TUNA</Class>
			<Type>UNIT_TALESOF_TUNA</Type>
			<UniqueNames/>
			<Special/>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_SEA_ANIMAL_TALE</Combat>
			<Domain>DOMAIN_SEA</Domain>
			[B]<DefaultUnitAI>UNITCOMBAT_SEA_ANIMAL_TALE</DefaultUnitAI>[/B]
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
                                         ...

You're specifying an invalid AIType (you've put a unitcombat type in there)

I thought I had caught all those. It happened when I first tried to put outcomes on combat classes. I should have a fix soon.

@AIAndy I have not noticed a note on the SVN thread saying you had made the cost of outcomes accept the Adapt tag. Have I missed it or haven't you gotten round to it yet? Not hassling just asking.

Edit dang - the debug dll doesn't match the latest one!
 
In the Domestic Adviser, there are two listings for Chariot Workshop. The one with the number that is in the 3000 range is actually for a Borax Mine, the one that starts with 4 is the real Chariot Workshop.
 
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