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

Hello. I'm not sure if you guys are aware of this...but in the latest SVN 7263 my mounted infantry are showing up as red blobs. :( I'm playing as Mali Civ btw.
 
The way his strength is displayed it's showing he IS injured (x current str (and has always been decimalized when injured) / x max str (showing a full integer)) - what's odd is the missing recovery missions. It's certainly something to look into and may have a bleed over but it would've been more easily missed if the health eval was off kilter. In the meantime... how does the unit behave if you simply pass turn? Does he heal as normal?

Wait... on review of your image... do you happen to have terrain damage on? You can't heal where terrain is damaging if its on. If it's NOT and its still keeping you from healing then I may have made the assumption all terrain damage calls would return 0 if the option was off and it may apparently not.

OK now he did NOT get attacked but next turn, poof dead???? Because no message said anything about a tracker being attacked.
 
@ Sparth

Is there a reason, why these 2 were deleted??

Not reason. I have some problem with commiting SVN (conflict problem) and tried to resolve this problem but accidentaly I remove these 2 files. Please upload them maybe after I update conflict will be resolved. I just forgot to tell you about them :(
 
OK now he did NOT get attacked but next turn, poof dead???? Because no message said anything about a tracker being attacked.

When terrain damage kills a unit it does not message that it has done so. I attempted to generate a generic death message once and failed to get it to work which was very confusing for me. The process of a unit's death is not a simple one - VERY complex in the code. I'm not sure how it didn't work. I'm sure something could be done to give a message on a terrain damage kill specifically though.

So... to make this very clear, you cannot heal on damaging terrain. Even if you pass the turn the unit will not recover anything against the further damage it takes. It MUST get off of the damaging terrain (or promote to gain immunity to that terrain) to have a hope of survival.

There was a little disagreement with this change to terrain damage that was inspired by player feedback so I left it to Hydro to make the final call as to whether we'd make it impossible to heal on damaging terrain or not and he stated to go ahead with it.
 
I have a crash to desktop, during AI turn, with my save to reproduce it you just have to end turn, some fights happen then it crashes. Nothing in the logs.
Version is 33 according to the readme.
 
When terrain damage kills a unit it does not message that it has done so. I attempted to generate a generic death message once and failed to get it to work which was very confusing for me.

In my mod, I have Python-inflicted damages per terrain/feature. After the damage, I check if unit.getDamage() > 99 and then issue a message. It works!
 

In 7250 I've got red blobs for Aborigines that I think are also Mounted Infantry. Are they fixed too?:D

Also (maybe not a bug but) in recent SVN the AIs are getting a lot of hugely promoted units. I'm talking more than 20 promotions - more than any of my units - on an Outrigger belonging to a two-city civ. This includes special promotions like weather reports (including the land weather report which ships are not eligible for at all), and ones like Heal which they do not have the prereqs for.

If anyone has an explanation - whether or not it's a bug - could they share it please.
 
Two issues in the attached save file (yesterday evening's SVN):

- Crime and disease buildings don't seem to show up
- I am able to start building a second Microlith Workshop, though there's already one in my capital
The background behind this second point :
I've built the Microlith Workshop in Nidaros, my capital. Some time later, an enemy pillaged my only special stone gatherer, stopping many buildings including the Microlith Workshop. I rebuilt the special stone gatherer, but there's a 1 turn delay before desactivated buildings are reactivated. Before this turn elapsed (i.e. at the end of the turn I completed the special stone gatherer), the Microlith Workshop appears in the construction options of my cities except Nidaros.
 

Attachments

I have a crash to desktop, during AI turn, with my save to reproduce it you just have to end turn, some fights happen then it crashes. Nothing in the logs.
Version is 33 according to the readme.
Will soon take a look - keep the save up there til I have please.
In my mod, I have Python-inflicted damages per terrain/feature. After the damage, I check if unit.getDamage() > 99 and then issue a message. It works!
Yeah, that's pretty much how I'd go about it in this case - it's a more generic solution during unit death that I had wanted to implement that didn't work.
In 7250 I've got red blobs for Aborigines that I think are also Mounted Infantry. Are they fixed too?:D

Also (maybe not a bug but) in recent SVN the AIs are getting a lot of hugely promoted units. I'm talking more than 20 promotions - more than any of my units - on an Outrigger belonging to a two-city civ. This includes special promotions like weather reports (including the land weather report which ships are not eligible for at all), and ones like Heal which they do not have the prereqs for.

If anyone has an explanation - whether or not it's a bug - could they share it please.
There was a very brief period where I had committed a bug along these lines - but it should be repaired now and I don't think the AI would've been any more or less capable of this than the player - might've just been that while playing with this one the AI was building some units while you weren't?

I don't think the bugged commit was up for more than 12 hrs before I realized the problem and fixed it.

Two issues in the attached save file:

- Crime and disease buildings don't seem to show up
- I am able to start building a second Microlith Workshop, though there's already one in my capital
The background behind this second point :
I've built the Microlith Workshop in Nidaros, my capital. Some time later, an enemy pillaged my only special stone gatherer, stopping many buildings including the Microlith Workshop. I rebuilt the special stone gatherer, but there's a 1 turn delay before desactivated buildings are reactivated. Before this turn elapsed (i.e. at the end of the turn I completed the special stone gatherer), the Microlith Workshop appears in the construction options of my cities except Nidaros.
Odd rare exploit in the second one... very strange.

On the first you didn't post a save but I'll keep an eye open for the problem.
 
Anyone have any idea why barbarian cities have started spawning with no units defending them?
edit to add:
Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x1E4011E8>>
This error (or something like it) has started appearing at the start of every new turn.
 
Odd rare exploit in the second one... very strange.

On the first you didn't post a save but I'll keep an eye open for the problem.

It's the same save.

Anyone have any idea why barbarian cities have started spawning with no units defending them?
edit to add:
Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x1E4011E8>>
This error (or something like it) has started appearing at the start of every new turn.

I also have a defenseless barbarian city in my game, but not the error message (yet?).
 
I have a crash to desktop, during AI turn, with my save to reproduce it you just have to end turn, some fights happen then it crashes. Nothing in the logs.
Version is 33 according to the readme.

Sorry... cannot open this with the current assets. Missing Art "".
 
Sorry... cannot open this with the current assets. Missing Art "".

TB, you need to get with Koshling and figure out how to fix this compatibility issue not working correctly anymore, thx. Something alberts2 added that does not make it work any longer?????
 
Anyone have any idea why barbarian cities have started spawning with no units defending them?
edit to add:
Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x1E4011E8>>
This error (or something like it) has started appearing at the start of every new turn.

That error may have had more detail in the PythonErr.log which may help us track things down. next time you see the error check the log files and post it if there is anything in it. Thanks.
 
I tried to start a new civ as greeks to see the new skins for the units etc and I'm gettin an error on the world loadup when it gets to map setup. Artinfo: arto_def_unit_zebra_cuirassier_greek was not found. and then the game freeze. Believe its more than just the cuirassier. Probably all the zebra units. Cause I clicked on zebra knight on the wikipedia and it gave me the same error to my desktop and had to click it for the game to continue. Just letting ya know.

Edit -- Congolese stone throwers are also showing up as red blobs as a seperate note. Again just letting ya know the bugs.
 
Back
Top Bottom