Single Player bugs and crashes - After the 23rd of September 2013

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edit Perhaps we need a French Translation thread like we do for Spanish, German and Italian. I could only find and fix one of those you mentioned.

My french is far better than my english, so I can help if needed
If you want more :
Resource
"Bugs" -> "Insectes"
"Candles" -> "Bougies"
"Dishwashers" -> "Machines à laver"
"Diskettes" -> "Disquettes"
"Energy Drink" -> "Boisson énergétique"
"Fine Leather" -> "Cuir de qualité"
"Microwave Ovens" -> "Four à Micro-ondes"
"Ostrich Feathers" -> "Plumes d'autruche"
"Plasma Generators" -> "Générateur Plasma"
"Porcelain Wares" -> "Objets en Porcelaine"
"Potato Chips" -> "Chips"
"Saddles " -> "Selles"
"Soap" -> "Savon"
"Sponges" -> "Éponges"
"Typewriters" -> "Machines à écrire"
"Washer Dryer" -> "Machine à laver"
"Wine - Champagne" -> "Vin - Champagne"
"Wine - Vintage Red" -> "Vin - Millésime rouge"
"Wine - Vintage White" -> "Vin - Millésime blanc"
 
@ Koshling:

HUGE AI exploit bug:

The AI will NOT take over a city IF you leave it empty????

Needs to be fixed before release.

Must have been re-broken recently somehow - that one was fixed about 4 months ago.
 
"Dishwashers" -> "Machines à laver"
...
"Washer Dryer" -> "Machine à laver"

Even if they are the same in French, for the game they will need to be different, otherwise that's horribly confusing...;) Washer Dryer is for clothes if that helps.
 
My Rogue attacked a Scout, and the Scout withdrew...into the tile that I attacked from.

I realize this is a camo unit special case, but I really think defender withdraw should be in a direction away from the attacker - at least when possible. Any chance this will be done?

You accurately pinpointed the cause. Given that the unit has no idea where it was attacked from is it necessary to 'fix'?
 
Even if they are the same in French, for the game they will need to be different, otherwise that's horribly confusing...;) Washer Dryer is for clothes if that helps.

LumenAngel made a misstake, they are not the same in french.

Dishwasher => Lave vaisselle
Washer dryer => Lave linge
 
You accurately pinpointed the cause. Given that the unit has no idea where it was attacked from is it necessary to 'fix'?

Some would say it makes more sense that they know where they were attacked from, they just didn't see it coming while others would argue against this. I tend toward the former scenario but it doesn't really matter much to me.
 
This is what struck me as being potentially erroneous. Perhaps it has something to do with varied ways the computer can process the removal of the unit but:
Code:
	GET_PLAYER(getOwnerINLINE()).deleteUnit(getID());

	if (pPlot != NULL)
	{
		
		eOwner = getOwnerINLINE();
		eCapturingPlayer = getCapturingPlayer();
The 1st and 3rd were crashing, as you could see, on the last line there. But what's interesting about that is the call to really delete the unit was preceding this point(the first line here.) Particularly the call to remove the unit from the player's roster. So when it calls eOwner = getOwnerINLINE(); I can see how it can sometimes have already done something to mess up that call. Often a crash point indicated is actually crashing in the line BEFORE the line it's pointing to so I thought maybe that call to define the owner of the unit when the unit already has no owner was probably a potential problem. So I put the act to define eOwner as getOwnerINLINE() right up top where eOwner is initialized in the first place. That may well clear up the whole thing I think. And may stop what could be a bug in other ways that isn't manifesting as a crash but may be interrupting THIS capture mechanism from working properly. That would be a tough to notice effect

2 more EoT Non repeatable CTDs. Minidumps below. Didn't get more than 4 turns in before they started up again.

JosEPh

Hmm... I'm not getting any information from these at all... not even a call stack display that shows anything in the dll. This could mean an art issue perhaps, or I'm not using the right update to match to the one you generated these on.

The two minidumps point to the line
Code:
if (pPlot != NULL)
 
Some would say it makes more sense that they know where they were attacked from, they just didn't see it coming while others would argue against this. I tend toward the former scenario but it doesn't really matter much to me.
If it were an easier adjustment to make I might try it but Defensive Withdrawal is already kinda complex. I may tweak it eventually to take this into account though.

repeatable ctd . . . . .

EDIT: Added savedgame after i found out its repeatable. . .
I'll take a look when I find some time to then. Obviously this should be important to fix prerelease.

The two minidumps point to the line
Code:
if (pPlot != NULL)

hmm... that suggests then that perhaps the deletion of the unit should be moved beneath that next bracketed section entirely. I dunno...
 
glaucus.b said:
Hi,

Before starting I want to thank you and your team who is making this great C2C mod. I have recently started updating with SVN and with every update you are making mod better and better.

With slavery, in your previous versions I have faced with some weird situations. You can see them in the screenshot. I have a city with 18 slaves with production specialization and increasing science percent decreases their output. Here is the link:
http://imgur.com/Qw2eOjE
and second one: http://imgur.com/XQD81mM

In order to solve that, I have changed the file "Captives_CIV4SpecialistInfos.xml". I have added commerces tag to each specialist. For instance for food specialized specialist I have updated the related tags like this:
HTML:
-<Yields>
<iYield>10</iYield>
<iYield>-2</iYield>
<iYield>0</iYield>
</Yields>
-<Commerces>
<iCommerce>-2</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</Commerces>

This way, I have not seen such a weird case as it can be seen in the screenshots. I can update this in my files and run like this but I thought maybe with this change the mod would be better as well.

Thanks again,
glaucus

PS: I have also realized in the recent version specialized slaves cannot be added to the city without adding an ordinary slave even though slave compounds were built beforehand. Have you done this on purpose?
PSPS: promotions for master hunter also missing. Could you please check them in the revision as well?

There are strange characters appearing in the hover over of the specialists (bottom line of specialists). I have seen it occur on Priests ans Military Instructors. Not sure if it happens when they are shown individually or only if they are grouped.
 
Scouts and Explorers used to be able to explore other nations with just a "Right of Passage" now they can't. Has the new combat mod stuff made this agreement useless?

edit Unfortunate assassin - does it ever have more than the one option? I should not have that one because I am not running Cannabalism.
 
edit Unfortunate assassin - does it ever have more than the one option? I should not have that one because I am not running Cannabalism.

All the options except the first should have been available to you (afaik): are you saying the only option you were given was the first cannibal one?

The three other things wrong with that event:
1a) No blurb to say what happened
1b) When it happens to an AI, I get the message "<civ name> Unfortunate Assassin". I don't know what that message should say if anything, but anything else would be preferable to what I get now.
2) The mix-up of genders in the last option. If 'he' is a he in all the other options, he probably still should be in this one. (How is it possible to put 'make him an offer she can't refuse' in and then just leave it there? Some kind of joke perhaps?)
 
Hide obsolete worker actions is not working, after building a mine it gives me the option to build a stone tool workshop.

As for the previous comment (Unfortunate assassin) I also have never had more then option one (just like hurricanes never kill people, only destroy buildings).
 
Scouts and Explorers used to be able to explore other nations with just a "Right of Passage" now they can't. Has the new combat mod stuff made this agreement useless?

edit Unfortunate assassin - does it ever have more than the one option? I should not have that one because I am not running Cannabalism.

I think there are two unfortune assassins events. One is working, the other is not. I had a working one ONCE. For now, disable it. When I'm doing my other changes on the events I can fix it as well.
 
With slavery, in your previous versions (but it is the same in the new versions as well) I have faced with some weird situations. You can see them in the screenshot. I have a city with 18 slaves with production specialization and increasing science percent decreases their output. Here is the link:
http://imgur.com/Qw2eOjE
and second one: http://imgur.com/XQD81mM

In order to solve that, I have changed the file "Captives_CIV4SpecialistInfos.xml". I have added commerces tag to each specialist. For instance for food specialized specialist I have updated the related tags like this:
HTML:
-<Yields>
<iYield>10</iYield>
<iYield>-2</iYield>
<iYield>0</iYield>
</Yields>
-<Commerces>
<iCommerce>-2</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
</Commerces>

This way, I have not seen such a weird case as it can be seen in the screenshots. I can update this in my files and run like this but I thought maybe with this change the mod would be better as well.
 
It looks to me that you have negative commerce. It looks correct. But it is hard to say since there is so much data missing in that screen shot. You might want to upload a save to see what happens.

I think the problem is that having negative commerce is counter-intuitive. But if you put -36 commerce into science you research slower. Same is true for if you put -36 commerce into gold.

I have a city with 18 slaves with production specialization and increasing science percent decreases their output.
I do not understand this part. They produce 180 hammers in both pictures.
 
There are strange characters appearing in the hover over of the specialists (bottom line of specialists). I have seen it occur on Priests ans Military Instructors. Not sure if it happens when they are shown individually or only if they are grouped.
I'll be I'm using bullets in that display and they're proving incompatible. I'll look into fixing that.

Scouts and Explorers used to be able to explore other nations with just a "Right of Passage" now they can't. Has the new combat mod stuff made this agreement useless?
I'd have to review the Right of Passage prerequisites for passage to be sure. It's possible it's as innocent as a new tag, not being cleared as 'non-threatening' is somehow disqualifying these units. I've not seen any code for right of passage so I'll have to search around for that. I can say I've done nothing to intentionally specify that they should now be disqualified from passage under this mechanism.

It looks to me that you have negative commerce. It looks correct. But it is hard to say since there is so much data missing in that screen shot. You might want to upload a save to see what happens.

I think the problem is that having negative commerce is counter-intuitive. But if you put -36 commerce into science you research slower. Same is true for if you put -36 commerce into gold.


I do not understand this part. They produce 180 hammers in both pictures.
With negative commerce, the effect would be almost exactly as reported. Furthermore, the previous cases of negative commerce I've seen have come from a strong use of slaves just as this reports. When negative commerce is taking place, you're specifying which commerce your penalties are applying to rather than your 'bonuses' so if you increase your commerce slider on research you'll get less rather than more research. I was considering removing the ability to go negative but the more I thought about it the more I convinced myself not to.
 
Latest SVN.
Repeatable CTD at EoT. Savegame attached.
 
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