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

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

Sorry, dont have...
But even the second, third.... have no effects

I have no time this morning, but look like I have the same bug with Royal Tomb, I will try to have a save just before the completion and post it this evening

I already build other National Wonder, but they worked fine

Edit
Finally, I had time....
The Royal Tomb will be in Turfan and all my big cities are still able to build Royal Tomb after that
 

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@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.
ls612 is on it as a training case for how to make a tag into an expression tag.
 
I also hit a bug with wonders today, but a slightly different one. I didn't see it mentioned on the last several pages, so here goes:

I completed building the Sioux Culture wonder, but it didn't give me any Sioux culture resources and I can't build the Dog Soldiers, etc. (Using rev 5549)
 
I also hit a bug with wonders today, but a slightly different one. I didn't see it mentioned on the last several pages, so here goes:

I completed building the Sioux Culture wonder, but it didn't give me any Sioux culture resources and I can't build the Dog Soldiers, etc. (Using rev 5549)

Getting the same bug and also with some other building made resources like Grains, Rope, and Pottery.
 
I started getting the repeating National Wonders but not anything else that I could see. Also I was not getting the third ring from the Metro Admin buildings. Unfortunately I have no save.
 
V30

I have a coastal desert city that built a 2nd healer (1st was built many turns/techs ago) to help against disease. When built that healer had 2 additional free promotions (Bushman & Sand Devil). I have no idea how or why those promotions appeared for the healer, there are no wonders in the city that provide such. Experimenting, I then built a Light Swordsman in the same city. The Light Swordsman did not receive the Bushman & Sand Devil free promos.

I admit I'm not sure if this is a bug or just some mechanic I don't understand. If the later then I couldn't find a 'pedia entry explaining 'why'.
 
RE: Taxman66 and unexpected promotions

If you are running the Military Tradition or Volunteer Army civic there is a small random chance that a unit will get free environment based promotions. Workers and heroes can't get them.

In essence it checks the plot the city is on and all adjacent plots and counts the number of various things like hills, desert plots, forests and such and then multiplies the counts by values which vary from 1.25 to 2. It generates a random number from 0 to 99 for each and applies each promotion for which the random number is less than the modified count.

There are 6 different promotions, and you could, in theory, get them all although it would require a city with at least 1 each of coast, hill or peak, desert/dunes, forest/jungle/bamboo, barren/rocky/scrub/salt flat/marsh, and tundra/snow/permafrost since those are the categories it counts.

There is something similar that also happens for sea based units. They can get coastal assault if there is at least one reef nearby, or coastal guard if there is at least one ice.

It is a very random effect tied to those two civics. It is done entirely in Python.
 
I am running Military Tradition, so that is good to know. However, this is the frist time I've ever seen the bonus promotions and I'm not sure how many units I've built since I switched to M.T., but it is a large number. Odd that it just shows up (or maybe I just noticed it on the) Healer.
 
When a great general borns, the little indicator circle of unit shows an engineer, not a general.

Still have a dark bald guy in the resources list.
 
Sorry, dont have...
But even the second, third.... have no effects

I have no time this morning, but look like I have the same bug with Royal Tomb, I will try to have a save just before the completion and post it this evening

I already build other National Wonder, but they worked fine

Edit
Finally, I had time....
The Royal Tomb will be in Turfan and all my big cities are still able to build Royal Tomb after that

Rev 5549:

A savegame before the National Sports League is build, in the next turn it can be build again in some cities (not all).

View attachment 352420

A visual bug that when the number of specialists is very high, leaving a city remains some of the specialists on the main screen. See screenshots.

View attachment 352421View attachment 352422

Thanks both of you. Found and fixed. Lexotan's game was also afflicted with the corrupt UnitAI from the tales of tuna bug that DH fixed, which means it was crashing anyway. Because several people seem to have this issue embedded in their games now (from running with the buggy version of the assets a day or two ago), I have also modified the loading to scrub any such units from the game at load time (which allows you to continue). Fixes will be on the SVN shortly.
 
Cuban leaders are perfect for Developing Leaders option. No Positive Traits option isn't needed for them. :p
This problem occurs because they don't have "Developing Leaders Option traits" like Aggressive1 in xml.

Fixed thx.

I have also modified the loading to scrub any such units from the game at load time (which allows you to continue). Fixes will be on the SVN shortly.

Which unit was messed up or was it more than one?
 
Which unit was messed up or was it more than one?

I didn't fix any particular unit - I fixed the general condition of ANY unit in a save having an invalid UnitAI on it (by removing the unit). It was the tales of tuna in this case, which DH has already fixed in the XML.
 
Let me see if i get this correct? If a unit as in before, just up and CTD's the game, now in the new requirements or fixes it will "bypass" this particular unit, and keep the game going??
Yes

Same as before, no minidump, and just plain CTD

SVN 5554 )Next turn)
Will look at it now...

Edit - your save works fine for me. I just picked random buildings in the 2 cities that asked what to build and hit end turn. My XML is about 2 days out of date though - I'll update it and see if that makes any difference...

Edit 2 - it still works fine for me with the very latest XML and DLL (both from the SVN)
 
Let me see if i get this correct? If a unit as in before, just up and CTD's the game, now in the new requirements or fixes it will "bypass" this particular unit, and keep the game going??

No. If a mistake is made in the UnitAI then when you load a game all units with a mistake in their UnitAI will be deleted and then you can continue but without that unit in the game.

In the future what will happen is that when people are editing units and they make such an error they will see that they have and can fix it before putting in on the SVN.
 
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