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

This was possible to do in AND as well... I don't see a problem with it. Most Mountains have quite a bit of forest surrounding their base and I don't feel a tile is really quite the width of the base so I see it as the Forest has been planted in that tile as much as a forest can be. Unless it's been changed, forests could be on peak tiles all along can they not?

The problem is the graphic really. Planting trees on a peak makes them float in the air above the peak. And from a scientific point of view a peaks could represent the treeline where no trees can grow.
 
The problem is the graphic really. Planting trees on a peak makes them float in the air above the peak. And from a scientific point of view a peaks could represent the treeline where no trees can grow.

The trees always used to stay at the base of the mountain in AND graphics... wonder what made them adhere to the mountain height map since. It'd be better, in this case, if they didn't.

And from that scientific point of view, the treeline on a mountain is really quite high up where there's usually not much mountain left - not usually enough to call anywhere near a plot-wide amount of space unless we're talking about a serious range like the Himalayas or something... The Great Divide region is fairly heavily forested...
 
Whenever I add a captive-military as a slave specialist to a city I get the attached assert. The slave is added OK.

First of all... you'd have to be running the debug dll to get that and I just want to confirm you know that you're running the debug dll - it won't send up that assert otherwise.

Second, it is currently still setup to expect that the total specialist happiness value in the city will never go negative and sends this up as a warning if that assumption has been violated for some reason. This is only helpful if the designers continue to keep this as an internally consistent design rule. I believe this one is harmless but an indicator of a little code cleanup to remove this previous stopgap indicator of a potential problem that is no longer useful for us as we now violate the rule intentionally. It was probably put in place by the Vanilla Civ programmers.
 
V30:

I ran into this the other day:

At some point the tar gatherer(? i.e. the tile improvement for the tar feature) becomes unbuildable, even though the improvement gets additional bonuses up through the modern era.

Apologizes, if this was corrected post v30 and I missed the notification.
 
First of all... you'd have to be running the debug dll to get that and I just want to confirm you know that you're running the debug dll - it won't send up that assert otherwise.

Second, it is currently still setup to expect that the total specialist happiness value in the city will never go negative and sends this up as a warning if that assumption has been violated for some reason. This is only helpful if the designers continue to keep this as an internally consistent design rule. I believe this one is harmless but an indicator of a little code cleanup to remove this previous stopgap indicator of a potential problem that is no longer useful for us as we now violate the rule intentionally. It was probably put in place by the Vanilla Civ programmers.


Debug running. The happiness in the city is still positive after adding the specialist.

V30:

I ran into this the other day:

At some point the tar gatherer(? i.e. the tile improvement for the tar feature) becomes unbuildable, even though the improvement gets additional bonuses up through the modern era.

Apologizes, if this was corrected post v30 and I missed the notification.

Thanks, I have a look. Edit I have had a look and it seems fine, all worker units can build it and it does not expire, perhaps it has been foxed post v30.
 
Debug running. The happiness in the city is still positive after adding the specialist.
I'm sure it still could be. It's only the total of the specialist happiness that's dipping into unhappiness land. Seriously, this isn't an issue at all. We do have some needed analysis in that realm where there's some things that are going on that probably shouldn't be. But this one you showed is harmless and natural as we purposely violate a vanilla assumed rule.
 
No such dds file??

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_COMMAND</Type>
			<Description>TXT_KEY_PROMOTIONLINE_COMMAND</Description>
			<Button>[U]ART/Buttons/Promotions/CommanderCommand1Promotion[/U].dds</Button>
			<UnitCombatPrereqTypes>
				<UnitCombatPrereqType>UNITCOMBAT_COMMANDER</UnitCombatPrereqType>
			</UnitCombatPrereqTypes>
		</PromotionLineInfo>
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_GENERAL_STAFF</Type>
			<Description>TXT_KEY_PROMOTIONLINE_GENERAL_STAFF</Description>
			<Button>[U]ART/Buttons/Promotions/CommanderGeneralStaff1Promotion[/U].dds</Button>
			<UnitCombatPrereqTypes>

I believe it should be:

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_COMMAND</Type>
			<Description>TXT_KEY_PROMOTIONLINE_COMMAND</Description>
			[B]<Button>[/B]ART/Buttons/Promotions/CommanderCommand1.dds</Button>
			<UnitCombatPrereqTypes>
				<UnitCombatPrereqType>UNITCOMBAT_COMMANDER</UnitCombatPrereqType>
			</UnitCombatPrereqTypes>
		</PromotionLineInfo>
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_GENERAL_STAFF</Type>
			<Description>TXT_KEY_PROMOTIONLINE_GENERAL_STAFF</Description>
			[B]<Button>[/B]ART/Buttons/Promotions/CommanderGeneralStaff1.dds</Button>
			<UnitCombatPrereqTypes>


ALSO:

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_NOMAD</Type>
			<Description>TXT_KEY_PROMOTIONLINE_NOMAD</Description>
			<Button>[U]ART/Buttons/Traits/TraitNomad[/U].dds</Button>
			<PrereqTech/>
			<ObsoleteTech/>
		</PromotionLineInfo>

Should be:

Code:
         <PromotionLineInfo>
			<Type>PROMOTIONLINE_NOMAD</Type>
			<Description>TXT_KEY_PROMOTIONLINE_NOMAD</Description>
			[B]<Button>[/B]ART/Buttons/Traits/traitnomadic.dds</Button>
			<PrereqTech/>
			<ObsoleteTech/>
		</PromotionLineInfo>

a few others errors i found:


MissingArt: Art/Units/Unique/Japan/pikeman_nagisam/nagisam.fx.nif

<SHADERNIF>Art/Units/Unique/Roman/roman horse archer/horse_archer_roman.nif</SHADERNIF>

MissingArt: Art/Interface/Buttons/Units/AT_Infantry.dds

MissingArt: Art/Interface/Buttons/Units/Paratrooper.dds

<SHADERNIF>Art/Units/Unique/Roman/roman worker/legionary1.nif</SHADERNIF>
fixed
 
I'm sure it still could be. It's only the total of the specialist happiness that's dipping into unhappiness land. Seriously, this isn't an issue at all. We do have some needed analysis in that realm where there's some things that are going on that probably shouldn't be. But this one you showed is harmless and natural as we purposely violate a vanilla assumed rule.

Yes, its just an out of date assertion (many of them are, and when I am SURE that is the case I remove them, but I don't like to do so until I'm sure in case they are real problems). This one should just be deleted.
 
We do have some needed analysis in that realm where there's some things that are going on that probably shouldn't be.

Yeah, like the reproduceable missing military instructor after doing a recalc (posted savegame on the previous page). I really would like to continue the game for more beta testing but for that the bug should be fixed...
 
No such dds file??

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_COMMAND</Type>
			<Description>TXT_KEY_PROMOTIONLINE_COMMAND</Description>
			<Button>[U]ART/Buttons/Promotions/CommanderCommand1Promotion[/U].dds</Button>
			<UnitCombatPrereqTypes>
				<UnitCombatPrereqType>UNITCOMBAT_COMMANDER</UnitCombatPrereqType>
			</UnitCombatPrereqTypes>
		</PromotionLineInfo>
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_GENERAL_STAFF</Type>
			<Description>TXT_KEY_PROMOTIONLINE_GENERAL_STAFF</Description>
			<Button>[U]ART/Buttons/Promotions/CommanderGeneralStaff1Promotion[/U].dds</Button>
			<UnitCombatPrereqTypes>

I believe it should be:

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_COMMAND</Type>
			<Description>TXT_KEY_PROMOTIONLINE_COMMAND</Description>
			[B]<Button>[/B]ART/Buttons/Promotions/CommanderCommand1.dds</Button>
			<UnitCombatPrereqTypes>
				<UnitCombatPrereqType>UNITCOMBAT_COMMANDER</UnitCombatPrereqType>
			</UnitCombatPrereqTypes>
		</PromotionLineInfo>
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_GENERAL_STAFF</Type>
			<Description>TXT_KEY_PROMOTIONLINE_GENERAL_STAFF</Description>
			[B]<Button>[/B]ART/Buttons/Promotions/CommanderGeneralStaff1.dds</Button>
			<UnitCombatPrereqTypes>


ALSO:

Code:
		<PromotionLineInfo>
			<Type>PROMOTIONLINE_NOMAD</Type>
			<Description>TXT_KEY_PROMOTIONLINE_NOMAD</Description>
			<Button>[U]ART/Buttons/Traits/TraitNomad[/U].dds</Button>
			<PrereqTech/>
			<ObsoleteTech/>
		</PromotionLineInfo>

Should be:

Code:
         <PromotionLineInfo>
			<Type>PROMOTIONLINE_NOMAD</Type>
			<Description>TXT_KEY_PROMOTIONLINE_NOMAD</Description>
			[B]<Button>[/B]ART/Buttons/Traits/traitnomadic.dds</Button>
			<PrereqTech/>
			<ObsoleteTech/>
		</PromotionLineInfo>

a few others errors i found:


MissingArt: Art/Units/Unique/Japan/pikeman_nagisam/nagisam.fx.nif

<SHADERNIF>Art/Units/Unique/Roman/roman horse archer/horse_archer_roman.nif</SHADERNIF>

MissingArt: Art/Interface/Buttons/Units/AT_Infantry.dds

MissingArt: Art/Interface/Buttons/Units/Paratrooper.dds

<SHADERNIF>Art/Units/Unique/Roman/roman worker/legionary1.nif</SHADERNIF>

Ack... a number of those are mine... I'll fix em up later today.
 
Yeah, like the reproduceable missing military instructor after doing a recalc (posted savegame on the previous page). I really would like to continue the game for more beta testing but for that the bug should be fixed...

This is not at the top of my priority list (now I'm back from vacation), because the crashes and hangs need to be dealt with first. HOWEVER, the fix (when it comes) will probably NOT rescue the issue for existing saves, since it is (almost certainly) because the use of a GP to create a military instructor is not recorded, so the recalc doesn't 'replay' it. The fix will be to ensure it DOES get recorded, not a fix to the recalc code itself, so the result will be a fix that woks for all military instructors created from that point on, but it (probably) won't rescue existing ones.

Just thought I should make you aware of this. Of course you can use World Builder to give yourself another great general after doing a recalc on the fixed version and recreate it (that should then be fine from that point on)
 
I'm still working, so not able to fix right now, but having looked at the minidumps, the CTDs are obvious, and a fix will certainly be along later today unless jet-lag kills me first.

I CANNOT reproduce the hang (tried three people's saves), but I have not updated with any code changes made subsequent to my leaving for vacation yet, so I SUSPECT the hang relates to one of the changes made while I was away. Once the crash is sorted out I'll update and retry the hangs to see if I can reproduce them then.
 
( I'm back from vacation)

FINALLY the "rapture" is over with :whew::dance:

Just thought I should make you aware of this. Of course you can use World Builder to give yourself another great general after doing a recalc on the fixed version and recreate it (that should then be fine from that point on)

Thx for adding this last sentence, never even thought of that, thx.:blush:
 
@strategyonly

CIV4UnitInfos.xml still contains information of removed promotions(SNEAK1, MARAUDER1, INDUSTRYESPIONAGE1). So xml errors pop up during loading.
 
I'm playing the most recent SVN, and I have been continuously getting the "next turn hang" where the game never processes to the next turn. I have a save which always results in that on turn end. Would you benefit from that?
 
@strategyonly

CIV4UnitInfos.xml still contains information of removed promotions(SNEAK1, MARAUDER1, INDUSTRYESPIONAGE1). So xml errors pop up during loading.

Thx alot, i really appreciate that, i did MY copy but forgot to merge:blush::crazyeye:
 
Koshling said:
The fix will be to ensure it DOES get recorded, not a fix to the recalc code itself, so the result will be a fix that woks for all military instructors created from that point on, but it (probably) won't rescue existing ones.

Just thought I should make you aware of this.

Oh, that's the way it works... well, thx a lot for letting me know!


Koshling said:
Of course you can use World Builder to give yourself another great general after doing a recalc on the fixed version and recreate it (that should then be fine from that point on)

Good idea - but no, I won't do it. Using WB feels like cheating. And losing settled GP in conquered cities sure adds a bit to the deity challenge so... yeah... :cool:

By the way: it's only the military instructors or all great people that a recalc vanishes atm?
 
By the way: it's only the military instructors or all great people that a recalc vanishes atm?

Until I actually work on this bug I won't know - it's just a hypothesis at the moment.
 
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