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

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?

Yes please.
 
Latest SVN - on load I get a Python exception dialog: 'ConfigError: Module 'Heroes' must define function or class 'onUnitPromoted'

Edit - also I am totally unable to reproduce the hang bug people have been reporting. I have fixed the CTD (will be pushed to SVN shortly along with an entirely separate CTD fix for a case Pin's save showed up that is actually not new at all) but cannot get any of the 'end of turn hang' saves to fail for me (I have tried them all apart from DH's , which I cannot load due to missing specialist types, which presumably need some under-development module I don't have). Also any game I load gives the Python issue reported above (something is broken in the heroes module)
 
Latest SVN - on load I get a Python exception dialog: 'ConfigError: Module 'Heroes' must define function or class 'onUnitPromoted'

Edit - also I am totally unable to reproduce the hang bug people have been reporting. I have fixed the CTD (will be pushed to SVN shortly along with an entirely separate CTD fix for a case Pin's save showed up that is actually not new at all) but cannot get any of the 'end of turn hang' saves to fail for me (I have tried them all apart from DH's , which I cannot load due to missing specialist types, which presumably need some under-development module I don't have). Also any game I load gives the Python issue reported above (something is broken in the heroes module)

I'll upload my save as soon as I get home. It's from Sunday's late night SVN, but the hang still occurs Monday's version.
 
I'll upload my save as soon as I get home. It's from Sunday's late night SVN, but the hang still occurs Monday's version.

I just got it to happen, so don't worry...

Edit - testing a fix now. Hopefully coming soon to an SVN near you...
 
Latest SVN - on load I get a Python exception dialog: 'ConfigError: Module 'Heroes' must define function or class 'onUnitPromoted'

Edit - also I am totally unable to reproduce the hang bug people have been reporting. I have fixed the CTD (will be pushed to SVN shortly along with an entirely separate CTD fix for a case Pin's save showed up that is actually not new at all) but cannot get any of the 'end of turn hang' saves to fail for me (I have tried them all apart from DH's , which I cannot load due to missing specialist types, which presumably need some under-development module I don't have). Also any game I load gives the Python issue reported above (something is broken in the heroes module)

:goodjob: thanks
 
there is a python error occurring whenever an AI looses a city, this message always shows up - but only in german, never in english. It doesnt seem to influence anything further, just wanted to mention it for completeness

and thanks a lot Koshling! :) :D
 

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I am going through some of my game and i got this repeatable CTD

mini and game in ZIP (Cherokee)

Also same for Headhunters

Latest SVN

Minidump indicates some unrelated cause for this (and on I have not seen before). I'll investigate it later today.
 
there is a python error occurring whenever an AI looses a city, this message always shows up - but only in german, never in english. It doesnt seem to influence anything further, just wanted to mention it for completeness

and thanks a lot Koshling! :) :D

There should be an error message in PythonErr.log which may give us more information on the problem.
 
I am going through some of my game and i got this repeatable CTD

mini and game in ZIP (Cherokee)

Also same for Headhunters

Latest SVN

This is caused by the river crossing changes TB made in rev 5600. I'll push a fix later this afternoon after I finish testing it.

@TB:

Code:
				if (pAttackedPlot->isCity(true, getTeam()))
				{
					pCity = pAttackedPlot->getPlotCity();
					iExtraModifier = std::min(0,(pCity->getExtraRiverDefensePenalty() - GC.getRIVER_ATTACK_MODIFIER()));
				}
				else
				{
					iExtraModifier = -GC.getRIVER_ATTACK_MODIFIER();
				}

CvPlot::isCity() will return true for a fort as well as a full city, but in that case getPlotCity() will return null.
 
(Under Fixed Borders) I sent a Catamaran to claim a resource tile of Ocean just beyond my culture. That done, I sent a Cog there to hold the tile - it could move there once the tile was within my culture. I thought I could move the Cat away to reuse elsewhere. However, when I moved the Cat away, my Cog vanished. Not only did I lose the tile, I lost the unit. :( As soon as I moved the Cat back, the Cog reappeared - but the tile still had to be reclaimed.

I'm still on v29, but this bug not having been reported likely has not been fixed.

How are you going with setting up the "Bug Log"? A document logging bugs when they are reported, and "ticking them off" as they are fixed, is badly needed. Hopefully somewhere where we can all read it. The same bugs are being reported repeatedly, and little or no feedback or even acknowledgment is currently available.

@modders Please see this as me trying to make your job easier, rather than me criticizing. :p And as for me being the change I want to see, I'm afraid I'm rather too daunted by the scale of the initial task to take it on alone. This has been suggested before (probably more times than I'm aware of), so maybe some of us suggestors could do it together...
 
Is the Entertainer supposed to have actions buttons?? None listed??

I have asked AIAndy to look at these since he did them. As far as I can see they should have buttons but they don't. None of the Story teller line does.

(Under Fixed Borders) I sent a Catamaran to claim a resource tile of Ocean just beyond my culture. That done, I sent a Cog there to hold the tile - it could move there once the tile was within my culture. I thought I could move the Cat away to reuse elsewhere. However, when I moved the Cat away, my Cog vanished. Not only did I lose the tile, I lost the unit. :( As soon as I moved the Cat back, the Cog reappeared - but the tile still had to be reclaimed.

I'm still on v29, but this bug not having been reported likely has not been fixed.

Only units that can claim tiles can keep them claimed, ie combat units. Not sure why the cog is disappearing though.

How are you going with setting up the "Bug Log"? A document logging bugs when they are reported, and "ticking them off" as they are fixed, is badly needed. Hopefully somewhere where we can all read it. The same bugs are being reported repeatedly, and little or no feedback or even acknowledgment is currently available.

@modders Please see this as me trying to make your job easier, rather than me criticizing. :p And as for me being the change I want to see, I'm afraid I'm rather too daunted by the scale of the initial task to take it on alone. This has been suggested before (probably more times than I'm aware of), so maybe some of us suggestors could do it together...

We had one but it fell out of use. Back in v28-9 I asked if we were still going to use it and got no reply. I just checked to see if it still existed but it has gone. It was a proper task tracking system.
 
I'm getting asserts about city defenses not adding up on viewing cities sometimes. This is not something that used to happen, so I suspect that something in the recent city defense changes is not quite right (probably just with the displayed amount)
 
Ok, I found an autosave before the recalc and I can confirm the bug.

Instructions:

Load the save but don't recalc yet - if you center viewport to Karakorum city and enter it, you will see the great military instructor.

If you do shift ctrl T, the great military instructor is gone.


Note: I think - but I am not quite sure - this was also the autosave that was created the same turn I experienced a WfC bug and had to shut down civ via taskmanager.
I then decided to update my SVN (the save has the June, 19th SVN)
and when I loaded the autosave +recalced I was able to continue when several turns later I experienced the missing military instructor when the townwatchman I built didn't have the 17 xp for riot control 5 like the last one :eek:

Ok - it's more or less what I thought, in that the city in question doesn't have the non-building-sourced military instructor recorded. However, I have verified that settling a great general there as one DOES record it correctly (and that does survive recalc), so the question arises how the original one got there - can you remember whether you settled a great general there, or it happened via some other means (event or something)? Based on the city name, I'm guessing you captured this city - did it already have the military instructor when you captured it (not sure it should keep it if so, but just looking for possibilities....)
 
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