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

Can't look into crashes at the moment but as soon as I'm done with my current project I'll be happy to.

The ctrl/shift/alt hovers work fine but you must be holding them down WHEN you go to hoverover. Unfortunately I don't see how I can get it to work WHILE you're already hovering. Hold - then hover.
 
V34

- Error in nuclear weapon event/explosion effect handler 0x1E3BE90 and 0x1E569E90 Happens constantly in nuclear war.

- How can a scientist produce more hammers than engineer in cities ??

- Fusion tech not visible under F6. It can be researched via quick selection screen though.

- Modern armor production price still way too low. Compare to it's predecessor and successor.
 
Modern era, I take it? Maybe you have buildings/wonders/civics that give a boost to scientists, but not engineers?

Modern era and past, engineers producing only 2 hammers and scientists 3. What buildings/wonders/civics give such production boost to scientists ?
 
One more bug from me . I got the heroic 2 promotion in battle on a rogue with 6 star promotion that didn't have a great general attached or even heroic 1 as a promotion so i think you missed a condition somewhere that lets this happen . I'm still getting all my resource(shrines ,totem poles , invocation huts for cow pig etc , hunting camps ) buildings disabled every time I load a save game and only some buildings when i change civics that absolutely have no effect on those buildings . On the very next turn everything is back to normal . Maybe it has something to do with the fact that the barter post and culture got built the next turn after you build/conquer a city in ver 33 and now it's instant .
 
After 23 some hours in game, my game is constantly ctd every turn again. Here are my logs and etc.

:hmm: Dont know what your doing, but i just ran your game in autoplay for 10 turns withOUT any major problems, but it did take a looong time for turn times for Classical era (?? Alberts2?? why is this??), which to me is unacceptable, thats why i dont play on anything larger than Huge maps.

Can it be because of certain mapscripts??

I might have to delete Gigantic maps also??? Or even Giant maps??

I just saw this?? http://forums.civfanatics.com/showpost.php?p=13133467&postcount=21
 
:hmm: Dont know what your doing, but i just ran your game in autoplay for 10 turns withOUT any major problems, but it did take a looong time for turn times for Classical era (?? Alberts2?? why is this??), which to me is unacceptable, thats why i dont play on anything larger than Huge maps.

Can it be because of certain mapscripts??

I might have to delete Gigantic maps also??? Or even Giant maps??

I just saw this?? http://forums.civfanatics.com/showpost.php?p=13133467&postcount=21

@SO,
Instead of deleting Gigantic or Giant, why not Remove 20 of the 59 Custom Civs in this Mod. If you do that you will not be having these repeating posts over Mafs/CTDs. You've got to make your Extra Custom Civs into a modmod for those that want to push the Civ in game limit. It's more about these CCs than about those 2 map sizes. Surely you have to see that.

JosEPh
 
@SO,
Instead of deleting Gigantic or Giant, why not Remove 20 of the 59 Custom Civs in this Mod. If you do that you will not be having these repeating posts over Mafs/CTDs. You've got to make your Extra Custom Civs into a modmod for those that want to push the Civ in game limit. It's more about these CCs than about those 2 map sizes. Surely you have to see that.

JosEPh

I thought i brought that up before, and it was thought that it was NOT the Civs that were causing the problems, or the re-skins for that matter, its the errors that came with them and are fixed, for graphic errors that is. I have NO idea about the memory leaks, but i bet it has something to do with all this "size matters" stuff??

albertsd2/TB/DH, your thoughts??
 
How many CCs have been added to the mod in just v33 and now 34? 10? More ? Less?

Take your CCs back down to at least 48 and see what happens!

Don't you remember what happened with RoM and zappara when the RoM Mega Civ pack got up to 50 civs in it? It started causing all kinds of Maf's and CTDs to the point zappara stopped supporting it. Even Afforess wouldn't use it for AND.

Reduce those CCs and this problem will settle down.

JosEPh
 
How many CCs have been added to the mod in just v33 and now 34? 10? More ? Less?

Take your CCs back down to at least 48 and see what happens!

Don't you remember what happened with RoM and zappara when the RoM Mega Civ pack got up to 50 civs in it? It started causing all kinds of Maf's and CTDs to the point zappara stopped supporting it. Even Afforess wouldn't use it for AND.

Reduce those CCs and this problem will settle down.

JosEPh

You got to remember that was years and years ago :old::old: :p:rolleyes:

I might just take you up on that, DH, your thoughts on what Joe just said????
 
1) Most simple and not so simple memory leaks that can be fixed have been fixed by Koshling. There are known to be some in the game engine which we can't fix because we don't have access to it. The only solution is not to play for hours and hours but to exit civ, start civ again and load your game.

2) If a custom civ uses the same art for units as another civ it wont add much to the memory overload but it does add something. This adds up with the more civs there are.

3) Adding distinct unit art for units by civ uses the most memory. Since it multiplies the units by the civilizations. Although we only have a limited set at the moment we have lots of units.

The problem is we have a lot of each and only a finite amount of memory for graphics in the way the engine and 32bit processes use memory.
 
In RI mod, on GEM map there is dozens of civilizations and most of them using different set of skins and mod working perfectly. And when we add only 6 set of skins (9 if you count newest ones) C2C start crashing? I dont get it...]

Yes I know that C2C is more complicated mod then RI but in matter of units there is not so much differences.
 
The ctrl/shift/alt hovers work fine but you must be holding them down WHEN you go to hoverover. Unfortunately I don't see how I can get it to work WHILE you're already hovering. Hold - then hover.
Ops.
Sorry and thanks! Perhaps it could say so in-game? Just a minor thing, but may help someone.
Also just had a crash due to video memory overload. I know, not really a bug - but it is very strange, because I am early in the game with not much explored let alone built. In all previous games I was able to run full graphic settings until much much later. Must be something about this version for sure. I read that it needed too much memory. But an effect of such magnitude is a bit shocking or even unbelievable.

Got a Radeon HD 7470 with 500mb physical storage and another 500 virtual.
 
In RI mod, on GEM map there is dozens of civilizations and most of them using different set of skins and mod working perfectly. And when we add only 6 set of skins (9 if you count newest ones) C2C start crashing? I dont get it...]

Yes I know that C2C is more complicated mod then RI but in matter of units there is not so much differences.

@Sparth,
Does RI have More than 50 Custom Civs? "Dozens and Dozens" is rather vague. It's not about your work at all, but that C2C has reached a Graphics Limit. It just can not support the Graphics for 59+ CCs, Plus 700+ techs, plus the HUndreds/thousands? of units and buildings. The Mod is now graphically top heavy.

@DH,
The problem is we have a lot of each and only a finite amount of memory for graphics in the way the engine and 32bit processes use memory.
You are agreeing with me, I hope.

@SO,
Reduce the CCs to less than 48 and this problem will relax some. But as the last 2 Eras get filled in with Techs, Units, Buildings, this problem may very well reoccur again.

I don't Want this Mod to Collapse because there's no reasonable constraints to the continuous process of adding on. Someone has to step up and put the brakes on cause a Big crash is coming.

Maybe you can find another koshling out there that can work some more miracles for you. But please don't hold your breath. :sad:

JosEPh
 
Ok i checked Realism Invictus earth scenario map and they have 65 civs on. As I say before most of them using custom lookin units.

I think they using Huge Earth Map, not GEM.
 
Skins alone probably aren't eating too much memory... it would be new wireframes that would more.

I'm really not sure what's causing our issues at the 'core'. The one way that Size Matters could be causing some is probably not an issue until later in the game than what we're seeing. Koshling also warned that we were getting a unit overflow in some games and THAT may be at fault here more than anything. There's a limit to how many units a civ can have. I do plan to split barbs and animals and that may end up being an actual solution. That IS related to size matters but since the AI isn't using it and we're seeing it take place early in the game it's very unlikely to be the problem I had theorized could need to be addressed - plus if I'm not mistaken, n47 did some interesting things to give a potential solution for that issue already.

Unfortunately we do need a very professional level programmer to investigate what is really at fault. In the meantime we're taking stabs in the dark.

But these kinds of things are hard (or at least I don't personally know the right tools to use) to track down to a source. So far I'm thinking everything we're talking about is completely speculative because none of it is backed up by any real investigative proof. Civs MAY be an issue - may not. Once most of them are modularized successfully we can test this theory extensively.
 
Here's a recent post from one of our new Modders from AND, who is also building the Mega Civ pack for AND, about how to control some causes for MAFs. It stemmed from a post I had with him about the possibility of getting MAFs. I think it's a worthwhile read.

http://forums.civfanatics.com/showpost.php?p=13118757&postcount=75

JosEPh
 
Hi everyone,

I recently discovered this mod, it is really awesome! And to see that it's still developed is fantastic!

The least I can do to "give something back" is to report the few bugs I've encountered, so I created an account to do so; please forgive me if some have already been reported. I'm also not sure what's the "right" way to report bugs (one topic per bug or all in this topic?), please tell me if there's a recommended one.

Note: I play with v34 on a rather decent, 3 years old, 64bits computer. I can provide some saves if needed.


1/ Incorrect resource icons

The small icon for Resin appears as a lama in the main or city map and the one for almonds appears as a teapot.

Spoiler :
YXTfZDB.jpg

0DqEzop.jpg


2/ Starting experience

Maybe not a bug, but definitely confusing: the tooltip when creating a new unit shows a value for starting xp which is not equal to the sum of "Free starting experience" items.
Example in the following picture, with a healer for 4xp, including
2 from "Wonder and civics"
1 from being civilian
1 from Bull Leaping
1 from Military standard

Even if the first one is a sub-sum of the second and third item, the total does not fit.

Spoiler :
ubRCVk7.jpg


3/ Government name not updating

At some point in the game, all civs started having "provisional government" after a revolution which did not revert to the right name when it ended. I think the update was correctly done at first, I don't know what triggered it.

Spoiler :
5JTUhwP.jpg


4/ Possible incorrect hammer calculation

When constructing a building offering a bonus to unit production, the tooltip shows an "actual bonus" in hammer which seems like a bug. I don't know if the bonus is indeed applied on the total production (on what ground?) or if it's an estimate of the bonus when building units (it seems too low, though).

Spoiler :
pxujpLl.jpg


5/ Missionary fails then succeeds

Sometimes, when spreading a religion, I get the message that the missionnary failed, then immediately after that it succeeded, and the religion is indeed spread. This may be due to the Famen temple that I built? (still the first message shouldn't be there)

Spoiler :
XJkh7In.jpg


6/ Oscillating gold

I've observed that for some reason, my gold revenues (before it is dispatched to treasury and science) regularly oscillates every few turns for a reason I don't understand.
It is particularly clear on the following picture (I'm China):

Spoiler :
gLkIAhC.jpg


7/ Via Appia not connecting all cities

After building the Via Appia, one city in my empire (over 22) was not connected by paved roads. It was recently conquered, but close to my other cities and otherwise perfectly accessible by a path of land tiles of my culture.

Spoiler :
z6yKdc4.jpg



8/ Specialists behind resources

Maybe just a display bug, but I have what seems to be specialists figures in the right column of the city screen that are on the top, "behind" the resources table.

Spoiler :
PIusXrr.jpg


9/ Unreadable content in UI

Mainly UI display problems, but some things are not readable, such as trade route treasury output or religion benefits (right column on the second screen below). By the way, what's the meaning of the small green x, blue o or red - in the five last but one right columns of the religion screen?

Spoiler :
RYijfsV.jpg

ftbZowf.jpg


10/ Graphical glitch

Very minor glitch that lasted only a few turns: some pinky area on a tile with a resin and plant gatherer. Appeared then disappeared as suddenly, never saw it again.

Spoiler :
Vy44OYY.jpg



Anyway, thanks again for this wonderful mod!
 
Hi everyone,

I recently discovered this mod, it is really awesome! And to see that it's still developed is fantastic!

Welcome to CFC and C2C. We don't mind how you report bugs as long as they are in the bugs thread and contain enough information for us to track them.

1) Incorrect resource icons - We now have had someone actually take the time and make some of those icons for us. We have fixed them in the beta (SVN) version but we have another problem occurring with them now which we need to track down.

2) Starting experience - Bull Leaping is a wonder so it is possible this is being double counted. We need someone to look at that part of the tool tip. It is also showing the wrong values for spies starting experience.

3) Government name not updating - Known problem the person working on that has moved on or just has too much happening in Real Life and no one else has take up the work.

4) Possible incorrect hammer calculation - it is the actual value when you are producing military units not when you are building a building or training a non-military unit. We have te same problem for actual values with them also.

5) Missionary fails then succeeds - this happens only if you build the Falmen(sp?) Temple wonder. It is because of where the message is being generated. Sometimes you will get a message that a unit that has just died has gained a promotion. That is a different problem as the unit gained the promotion before it was killed but the messages come from different parts of the code. Unfortunately nothing can be done about it except remove that wonder.


6) Oscillating gold - check your crime rate and other properties. You may be at a point where a crime building is being built because you have the requirements one turn but don't the next so it is being unbuilt. This may be happening in a number of cities.

7/ Via Appia not connecting all cities

After building the Via Appia, one city in my empire (over 22) was not connected by paved roads. It was recently conquered, but close to my other cities and otherwise perfectly accessible by a path of land tiles of my culture.

It only does it once at the time the wonder is built. If you have a save from just before the wonder is built and post a compressed save here we can have a look at what the problem may be.

8) Specialists behind resources - this means you are using a higher resolution than me:mischief:. It is a known issue and I need to get some time to fix it. I know where it is happening just not why. I have a coordinate calculation wrong somewhere. Neither specialists can be used at the moment anyway it needs fixing, but even converting to Platyping's version of that part of the screen is not working for me.

9) Unreadable content in UI

Trade route - the hover over should give you the details.

Yes many of the adviser screens need a horizontal scroll bar to handle the extra content of C2C.

10) Graphical glitch

That pink means that something graphical is missing. That it goes away means that it found it.

Thanks for the list, not sure when they will be fixed. Number 1 was with us and known of for a long time as was the solution. It just took someone, Nevets_ in this case, to do some work so we could then fix it. This means 1 is being fixed, 5 can't be fixed and 6 is for you to look into in your game. The rest need someone to have time to work on at the moment.
 
6) Oscillating gold - check your crime rate and other properties. You may be at a point where a crime building is being built because you have the requirements one turn but don't the next so it is being unbuilt. This may be happening in a number of cities.

I don't think that's the reason, because crime buildings would at best only affect :gold:, not :commerce: (none of my cities are unhappy so unhappiness from crime is not a factor either). And the frequency is strangely regular, oscillating between 2 and 4 turns.

It only does it once at the time the wonder is built. If you have a save from just before the wonder is built and post a compressed save here we can have a look at what the problem may be.

Please find a save attached. It's not exactly the turn before, but you can purchase the completion (the city is on the top-right of my main continent), the effect seems reproductible.
You can also look at the previous issue in the same savegame if that's useful.

Trade route - the hover over should give you the details.

Unfortunately, the hover only gives a summary of the total :commerce: generated. I have no idea how this :commerce: is split between :hammers:, :science:, :gold:...


While I'm on it, another minor bug : in the civic screen, the description of serf labor ("+20% hammers but -10% science etc.") doesn't match the actual effects.
 

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