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

But you cant have 2 of the "exact" same names, the second one needs to be with a 1 on the end, correct??? Like we did with the traits.

It works this way actually. There's a second tag that basically acts like a 'last name' and allows the second entry to fill in for the first one if the option conditions set there are met. It's how the Trait ones work now too. It changed to that when AIAndy improved the replacement mechanism.
 
It works this way actually. There's a second tag that basically acts like a 'last name' and allows the second entry to fill in for the first one if the option conditions set there are met. It's how the Trait ones work now too. It changed to that when AIAndy improved the replacement mechanism.

:crazyeye: still confused, but what ever

traits are:

<Type>TRAIT_PHILOSOPHICAL</Type> and

<Type>TRAIT_PHILOSOPHICAL1</Type> listed there??
 
TRAIT_PHILOSOPHICAL1 is a trait for the developing traits mechanism - it's not using the replacement system but another mechanism that forces them to be differentiated this way (the trait system has something of a 3rd dimmension of differentiation). The actual replacement traits for ls612's gameoption are listed in his module and if you look there you'll see they differentiate in the same way as SGTSlick's gamespeeds. ls612 also needs a second set of traits that ends in 1 to have a full set of replacement traits.

In the developing leaders mechanism you can add further layers of traits like Aggressive II and make it possible for the leader to learn these next stages after the first (much like promotionlines and it even uses the promotionline mechanism to track.) It's just never been well developed out in the xml since sgt slick kinda gave up on the process at some point.
 
I am getting a strange error in the pedia and I suspect the graphics caching. Sometimes when I click on an entry I get a C++ error but selecting another object and then the one with the problem will display OK.

Code
Code:
		screen.addBonusGraphicGFC(self.top.getNextWidgetName(), self.iBonus, self.X_BONUS_ANIMATION, self.Y_BONUS_ANIMATION, self.W_BONUS_ANIMATION, self.H_BONUS_ANIMATION, WidgetTypes.WIDGET_GENERAL, -1, -1, self.X_ROTATION_BONUS_ANIMATION, self.Z_ROTATION_BONUS_ANIMATION, self.SCALE_ANIMATION, True)

error
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 525, in pediaJumpToBonus

  File "SevoPediaMain", line 371, in pediaJump

  File "SevoPediaBonus", line 100, in interfaceScreen

RuntimeError: unidentifiable C++ exception
ERR: Python function pediaJumpToBonus failed, module CvScreensInterface
 
On 7271: I have a repeatable hang 'Waiting for Other Civs'. It gets up to Persia's turn and hangs with the screen on their city Shuruppak.
 
On 7271: I have a repeatable hang 'Waiting for Other Civs'. It gets up to Persia's turn and hangs with the screen on their city Shuruppak.

7289 fixed a hang bug that wouldn't be terribly uncommon... try updating first and see if it works to get through.
 
7289 fixed a hang bug that wouldn't be terribly uncommon... try updating first and see if it works to get through.

Yup fixed it thank you so much!:goodjob:

ETA: Buuuuuut.....::D
Every time I do a recalc my gold per turn revenue is falsely reported at (roughly) 6000 more than it really is. Buildings like the Apothecary's, which cost money, falsely show (for that one turn) an 'actual' +10ish gold (ie. revenue not expense). And crime 'change from last turn' values go haywire - mostly large negatives.
 
Please help me. The game crash after this message:
 

Attachments

  • errorciv.jpg
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Not sure if this is a bug or intended behavior (and if it IS a bug, this might be neat as intended behaviour for certain trade civics.. :P)

I'm only getting foreign trade routes in my capital - all my other cities (all coastal) are only getting internal trade routes. Attempting to switch to trade groups display on the global map results in a crash, so that might be related.

Attached a savegame, just in case.
 
svn rev 7298

got many errors like this:
Assert Failed

File: CvPlayer.cpp
Line: 16205
SVN-Rev: 7290
Expression: getAssets() >= 0
Message:

CvGameCoreDLL!CvPlayer::getAssets
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSubUnitsAlive
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvPlotIndicatorData::CvPlotIndicatorData
CvGameCoreDLL!CvPlayer::setPbemNewTurn
CvGameCoreDLL!CvPlayerAI::AI_maxGoldPerTurnTrade

and this Exception happened 193 times!!!
CvGameCoreDLL!CvPlayer::getAssets
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvPlayer::hasSpaceshipArrived
CvGameCoreDLL!CvGame::update

----------------------------------------------------------
Assert Failed

File: CvGlobals.cpp
Line: 2184
SVN-Rev: 7290
Expression: eUnitNum > -1
Message:

CvGameCoreDLL!CvUnit::getCombatTimer
CvGameCoreDLL!CvUnit::getNameKey
CvGameCoreDLL!CvUnit::getNameKey
CvGameCoreDLL!CvTeamAI::getTeamNonInl
CvGameCoreDLL!CvUnit::NotifyEntity
CvGameCoreDLL!CvBattleDefinition::~CvBattleDefinition
CvGameCoreDLL!CvSelectionGroup::plotExternal
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::headMissionQueueNodeExternal
CvGameCoreDLL!CvSelectionGroup::getLengthMissionQueue
CvGameCoreDLL!CvSelectionGroup::pushMission
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvSelectionGroupAI::~CvSelectionGroupAI
CvGameCoreDLL!CvPlayerAI::getPlayerNonInl
CvGameCoreDLL!CvGame::setName
CvGameCoreDLL!CvGame::update

and
CvGameCoreDLL!cvInternalGlobals::getPt3CameraDir
CvGameCoreDLL!CvPlayer::setupGraphical
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvSelectionGroupAI::~CvSelectionGroupAI
CvGameCoreDLL!CvPlayerAI::getPlayerNonInl
CvGameCoreDLL!CvGame::setName
CvGameCoreDLL!CvGame::update
----------------------------------------------------------
 
1st CTD in a long time, but i haven't even gone 25 turns???

Traceback (most recent call last):

File "CvScreensInterface", line 1371, in forceScreenRedraw

File "CvMainInterface", line 1535, in redraw

File "CvMainInterface", line 6349, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

EDIT: Just looked and this is a REPEATABLE CTD
 
<snip>
ETA: Buuuuuut.....::D
Every time I do a recalc my gold per turn revenue is falsely reported at (roughly) 6000 more than it really is. Buildings like the Apothecary's, which cost money, falsely show (for that one turn) an 'actual' +10ish gold (ie. revenue not expense). And crime 'change from last turn' values go haywire - mostly large negatives.

Koshling wrote about this awhile back, a Re-Calc actually takes 2 turn to get fully implemented. 1st turn resets base values and 2nd turn lets all calcs catch up. Kind of surprised more regular players didn't catch that when he made Re-Calc.

JosEPh
 
SO your CTD happen after you select unit and tried to attack other unit?
 
i got many such "things" then i select unit and move it to attack something or even only move...
 
svn rev 7298

got many errors like this:
Assert Failed

File: CvPlayer.cpp
Line: 16205
SVN-Rev: 7290
Expression: getAssets() >= 0
Message:

CvGameCoreDLL!CvPlayer::getAssets
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSubUnitsAlive
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvPlotIndicatorData::CvPlotIndicatorData
CvGameCoreDLL!CvPlayer::setPbemNewTurn
CvGameCoreDLL!CvPlayerAI::AI_maxGoldPerTurnTrade

and this Exception happened 193 times!!!
CvGameCoreDLL!CvPlayer::getAssets
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvUnit::getSelectionSoundScript
CvGameCoreDLL!CvPlayer::hasSpaceshipArrived
CvGameCoreDLL!CvGame::update

----------------------------------------------------------
Assert Failed

File: CvGlobals.cpp
Line: 2184
SVN-Rev: 7290
Expression: eUnitNum > -1
Message:

CvGameCoreDLL!CvUnit::getCombatTimer
CvGameCoreDLL!CvUnit::getNameKey
CvGameCoreDLL!CvUnit::getNameKey
CvGameCoreDLL!CvTeamAI::getTeamNonInl
CvGameCoreDLL!CvUnit::NotifyEntity
CvGameCoreDLL!CvBattleDefinition::~CvBattleDefinition
CvGameCoreDLL!CvSelectionGroup::plotExternal
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::canStartMission
CvGameCoreDLL!CvSelectionGroup::headMissionQueueNodeExternal
CvGameCoreDLL!CvSelectionGroup::getLengthMissionQueue
CvGameCoreDLL!CvSelectionGroup::pushMission
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvSelectionGroupAI::~CvSelectionGroupAI
CvGameCoreDLL!CvPlayerAI::getPlayerNonInl
CvGameCoreDLL!CvGame::setName
CvGameCoreDLL!CvGame::update

and
CvGameCoreDLL!cvInternalGlobals::getPt3CameraDir
CvGameCoreDLL!CvPlayer::setupGraphical
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvUnit::getDCMBombAccuracy
CvGameCoreDLL!CvSelectionGroupAI::~CvSelectionGroupAI
CvGameCoreDLL!CvPlayerAI::getPlayerNonInl
CvGameCoreDLL!CvGame::setName
CvGameCoreDLL!CvGame::update
----------------------------------------------------------
Some of those are probably valid - some may be fixed already. But not all asserts are really errors but leftover comments that 'this doesn't seem right' at a point. For example, I realize that at the moment there are times when Assets may come up with a negative value. Not a critical issue so far as I'm aware and generally shouldn't run in the negative but at moments it does the way things are and there's an assert message programmed there if that happens because this was not possible for vanilla. At some point I'll either clean up the assert or figure out if there should be a true established minimum or not. I'm looking to see if it causes problems elsewhere.

Similar explanations for most asserts at the moment...
 
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