Single Player bugs and crashes - After the 24th of February 2014

SVN 7106
Myth of Crocodile can be build in all coastal city. And look like bonus for Temple of Set are cumulative.. A solution can be a Myth of snake buildable by a Subdues <snake> in capital with this bus instead of Myth of Corcodile. After all, Set was a snake. Sebek was the crocodile

City Screen say that building Myth of Fire will make me LOSE research. It's false, I wont gain or lose any research

National Belief Wonders cant be build, even by a Great Prophet

EDIT
All promotions apper for all units in pedia

In BUG option, we can unchecked Buil Fort (Forced) for auto workers, but not Build Fort
 
Just noticed that the top define here has no Value set in it. Is that intended? Can't be good or right can it?

My PROFILER_ALTERNATE_SAMPLE_SET_SOURCE is the same.

SVN 7106
Myth of Crocodile can be build in all coastal city. And look like bonus for Temple of Set are cumulative.
Thanks for spotting that. I am going to leave it at the crocodile for the time being.

National Belief Wonders cant be build, even by a Great Prophet
I am trying to figure this one out. The XML looks fine.
 
An empty string is still a string. No issue for text.
 
Do you get any error messages saying you can't write to a file when you start? If you do then you need to run Beyond The Sword in administrator mode.

If not are there any messages on the screen or in the PythonLog.Err file (see first post of this thread for its location).


I do not get any error message I can play normally otherwise
I have the same problem for the revolution councillor, no progblem with the others
It came with c2c 34, 33 was ok
I reinstalled it without better result

Finally I have the answer: I was playing in French; when I went to english I had my 2 councillors back
 
Build 7080: Bee Bombs (building) has no description of effects in the city view. Just its name and cost.
 
I reported this once before and it is happening again. I have 2 units selected together as a stack, stack attack option is off, 1 stone spearman, 1 wanderer. Odds of success on attack is given as 98%. That is for the stone spearman attacking, yet when I attack with both units selected, it is the wanderer that is chosen to attack and he dies because his odds are only 2%. Many times it will be the stone spearman who leads the attack, but sometimes it is the wanderer, and he dies. No logical reason why the wanderer is the one chosen, seems to vary.

V34 download, no SVN
 
Which begs to wonder?? Should WE default as all OFF?? BUT then, the new re-skins are in the CORE???
I'm going to vote no because I don't suspect these as the most highly suspect of the ram problems. I believe, rather, that there is a memory leak somewhere in the code. If it's the graphics that would really suck because in the game these units are REALLY FRICKIN' COOL! And furthemore, they will definitely have a major impact on the gameplay differences once I get into detailing the equipment mechanism more. So I'm really hoping we don't have to. I suppose collecting a core amount of civs then taking the rest (and their culture definitions should be included in their modules as well) and modularizing those out into an optional inclusion that is defaulted to 'off' might not be a bad idea. I do sometimes feel some of the civs we include are, while really cool to have such a vast variety, somewhat miscellaneous in the big picture of world history.

I have the Pipeline setting to what koshling recommended. See below.

Code:
<Define>
		<DefineName>PROFILER_ALTERNATE_SAMPLE_SET_SOURCE</DefineName>
		<DefineTextVal></DefineTextVal>
	</Define>
	<Define>
		<DefineName>ENABLE_BACKGROUND_PROFILING</DefineName>
		<bDefineBoolVal>1</bDefineBoolVal>
	</Define>
	<Define>
		<DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
		<iDefineIntVal>4</iDefineIntVal>
	</Define>

Just noticed that the top define here has no Value set in it. Is that intended? Can't be good or right can it?

IF I MAF again I'll reduce the pipeline by half and see what shakes out.

@SO,
I clear the cache on every new game I start. Found that out the hard way with AND just recently.

JosEPh
That missing definition doesn't seem right, no. Based on the naming I'd suggest a 0 in it's place but honestly it probably isn't an issue since that's most likely the default anyhow - which would be applied if the define is left 'undefined' (if setup right which I figure it would be.)

My wife and I HAVE been encountering some crashes that suggest we might be running out of memory somewhere. They aren't terribly frequent but they do happen with some regularity. I'm curious as to what exactly is causing this and would probably need to seek some more knowledgeable wisdom than my own to determine this.

Build 7080: Bee Bombs (building) has no description of effects in the city view. Just its name and cost.
I was wondering if anyone was going to bring this up. I'm aware of the problem and know very well what is causing it. I think I'm going to need to make the building depend on an option that's still under development for now. It uses a tag that is currently disabled without that option as I prepare to include an entire game dynamic under only said option. Since the building has no other effect it is currently a blank building. This is on my list to address.

I reported this once before and it is happening again. I have 2 units selected together as a stack, stack attack option is off, 1 stone spearman, 1 wanderer. Odds of success on attack is given as 98%. That is for the stone spearman attacking, yet when I attack with both units selected, it is the wanderer that is chosen to attack and he dies because his odds are only 2%. Many times it will be the stone spearman who leads the attack, but sometimes it is the wanderer, and he dies. No logical reason why the wanderer is the one chosen, seems to vary.

V34 download, no SVN
Yeah, I have a 3 page list of debugs and immediate developments to work on and this is on it.

I'm having great success so far it seems with the OOS debugging efforts so tomorrow I may be able to commit those fixes. I've got an unusual amount of time to work on things here too so I may be able to get some of my backlog taken care of over the next week or so.
 
That missing definition doesn't seem right, no. Based on the naming I'd suggest a 0 in it's place but honestly it probably isn't an issue since that's most likely the default anyhow - which would be applied if the define is left 'undefined' (if setup right which I figure it would be.)

Already stated...
An empty string "", is a valid string.
"0" is not an empty string, and is not the same as "".
 
Already stated...
An empty string "", is a valid string.
"0" is not an empty string, and is not the same as "".

Ah... that's right it's not a boolean. I tend to assume such defines are either bools or integers. Not a worry then.
 
Immigrants start automated, if you don't stop them quickly they rush out of your boarders and get them selves killed.
 
Got this message when i tried this out:

Traceback (most recent call last):

File "CvRandomEventInterface", line 170, in getHelpHolyMountain1

AttributeError: 'NoneType' object has no attribute 'getTextKey'
ERR: Python function getHelpHolyMountain1 failed, module CvRandomEventInterface

http://forums.civfanatics.com/showthread.php?t=522704
 
At SO (message #276)
Quote:
Originally Posted by The Boss
Every time I launch the game, I get 2 message errors:
1) "Xml parsing SAX error: Assets\xml\text\civ4gametext_aiautoplay.xml: invalid byte 'n' at position 2 of a 4-byte sequence at line 1"
2)"load xml call failed for xml\test\civ4gametext_aiautoplay.xml
Current xml file is: xml\text\civ4gametext_cities_bts.xml"
At every message I press OK, and game starts without problems (I think?!?)
Why is this? What can I do to scratch the problem?
Have I done something wrong during installation?
Help please!

Have you started it as "Run as Admin"?

Yes, got XP 32 bit 4 MB RAM and I'm administrator of the sistem.
 
Immigrants start automated, if you don't stop them quickly they rush out of your boarders and get them selves killed.

Yes. Starting automated is part of the design of them. They use the same AI as missionaries and corporate execs - they find a target city, go there and do their thing. It has been suggested that they request an escort if they are going across wild lands but since the player can't assign units to general escort duty this cannot not hapen.
 
All the minidump is telling me is that it's taking place in the EXE. I thought we had this problem before then sorted it out as a missing graphic then the problem disappeared for a while? I don't often use WB at all so I'm not personally experiencing it.
 
Build 7080. Mesa Verde wonder gives a free Desert Combat I to units built in the city. Including ships! I just built an Outrigger and Quinquereme that were given the promotion. The description/tooltip list unit types given the promotion, but naval units are not among those listed.
 
Build 7080. Mesa Verde wonder gives a free Desert Combat I to units built in the city. Including ships! I just built an Outrigger and Quinquereme that were given the promotion. The description/tooltip list unit types given the promotion, but naval units are not among those listed.

Thanks for the report. Helps to explain another issue I was trying to get more info on. I think I've got a better idea of how that and this are happening now so it's on my official fix list.
 
Latest Minidump from a CTD while moving from 1 city to another during the unit move phase. MiniDump say 7106 but game was started under 7138. Same game that had the recent MAF.

JosEPh
 
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