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

When I said i was getting a few audio errors it was about 3,000 per hour. See attached log..

When was the last time you completely un-installed then installed Civ IV and BtS again, it looks like you are missing some stuff from either standard or Warlord Civ IV?? I am just guessing.
 
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ANewDawnSettings", line 32, in onGameStart
File "ANewDawnSettings", line 39, in optionUpdate
File "ANewDawnSettings", line 299, in setXMLOptionsfromIniFile
NameError: global name 'changedInfrastructuresIgnoresImprovements' is not defined
@DH: what might I have overlooked and is it possible that it's just a matter of the option being generated and then this is what happens when a game in progress loads with the option in play but then not set because it only sets the default when the game is begun? What happens if you go into the bug options and turn it on then turn it off? Will it continue to give you this error thereafter?
 
When was the last time you completely un-installed then installed Civ IV and BtS again, it looks like you are missing some stuff from either standard or Warlord Civ IV?? I am just guessing.

Except for the ones to do with terrain which are unit based. The others mostly happened with the move from wav to mp3.

@DH: what might I have overlooked and is it possible that it's just a matter of the option being generated and then this is what happens when a game in progress loads with the option in play but then not set because it only sets the default when the game is begun? What happens if you go into the bug options and turn it on then turn it off? Will it continue to give you this error thereafter?

I have only seen it when I start or load a game from starting Civ. I'll check your suggestions. There is a way of setting the default in BUG for this situation.
 
There WAS a portion in the xml or python or whatever when setting up the option that did set a default line but it might just be that games in progress don't check for this.
 
Except for the ones to do with terrain which are unit based. The others mostly happened with the move from wav to mp3..

I just looked at my audio and i hardly have a full page??
 
There WAS a portion in the xml or python or whatever when setting up the option that did set a default line but it might just be that games in progress don't check for this.

It happened when I started a new game and continued when I exited and loaded that new game. I haven't had chance to test your suggestion yet, RL is a bit time consuming at the moment.
 
Except for the ones to do with terrain which are unit based. The others mostly happened with the move from wav to mp3.

I looked at this log and I cant find any file which was moved to mp3 from wav.
Easy way to check this - copy archived wav files from older version to assets/art/sounds directory and check again.
 
Updates (7459/7460/7461)
  • Adjusted double move mechanic on terrains

Quick Test:
Wetland, Rugged, Fielsman lines work on forest tiles or hill tiles, but don't work on "plain" tiles that don't have forests or hills.
I didn't test this case before the update so I don't know whether it results from the fix.
These promotions are for "plain" tiles, aren't they? Without Forestry/Hillsman, units shouldn't get doubled movements on forests and hills.

BTW, I think two promotions should be required for doubled movements on Desert/Dunes/Salt Flat hill, Tundra/Permafrost hill, Tundra forest, and forested hill tiles.
 
Fairly minor bug in the grand scheme of things but very exploitable; worker type units can be split and used in action that consume the unit. It effectively triples the production in the prehistoric era.

Spoiler :
zwT2NRg.jpg
 
Quick Test:
Wetland, Rugged, Fielsman lines work on forest tiles or hill tiles, but don't work on "plain" tiles that don't have forests or hills.
I didn't test this case before the update so I don't know whether it results from the fix.
These promotions are for "plain" tiles, aren't they? Without Forestry/Hillsman, units shouldn't get doubled movements on forests and hills.

BTW, I think two promotions should be required for doubled movements on Desert/Dunes/Salt Flat hill, Tundra/Permafrost hill, Tundra forest, and forested hill tiles.
Interestingly enough what I did was allow them to move through features with equal ease as any other plot. I suppose I should back that adjustment out and keep looking for what else might be limiting double move from being effective on flat land. Again, probably more about a minimum movement limitation being arbitrarily put somewhere in there - didn't see it but I'll keep looking.

Fairly minor bug in the grand scheme of things but very exploitable; worker type units can be split and used in action that consume the unit. It effectively triples the production in the prehistoric era.

Spoiler :
zwT2NRg.jpg
Well I HAD this working properly and haven't messed with it since so that's something else to look into again. They should be able to select to build what they'd be sacrificed to build but be interrupted before they actually finish rather than be sacrificed.

I'll review it - should be an easy fix. Just makes me wonder how it became broken...

Spies have access to sting, bottleneck and bully; derp.
I'm not sure how... they were added to the list that keeps them off of workers and should be equally capable of keeping them off of spies... (This IS on a current SVN version right? At first I did overlook this...) Can you help me with a save on this?
 
I'll keep testing the split workers to see if it was a one time thing that the build went through. If it happens again, I'll post my save.

Edit: Ok so I cannot seem to reproduce the ability to preform any sacrificial actions since the 1st gatherer. Maybe because it's spawned in unnaturally?
 
I'll keep testing the split workers to see if it was a one time thing that the build went through. If it happens again, I'll post my save.

Edit: Ok so I cannot seem to reproduce the ability to preform any sacrificial actions since the 1st gatherer. Maybe because it's spawned in unnaturally?

Maybe you'd thought it was a split one that was sacrificed but it was actually a non-split one that happened to also be working the improvement along with others?
 
Maybe you'd thought it was a split one that was sacrificed but it was actually a non-split one that happened to also be working the improvement along with others?

Entirely possible, oh well carry on.
 
Rev.7461
Just build a spy and see; you'll have to do an counterespionage mission for him to level up though.

Choose to be Humanus Empire and build the spy in walata; you'll also see that there is something wrong with free experience for the spy unit.
Link to save:
Dropbox

Edit: this save is also a good showcase for the broken worker automation; workers use 90 percent of their time building forts and removing them. this is also the case for AI workers. This results in a very underdeveloped land both for AI and players.
 
Currently i think there should be a change in attack values.

I have a stack of five Koa (strength 7), accompanied by a healer and a dog.
Everytime i attack hunters or ambushers /HN-units hte dog is chosen to perform the attack while the strong melee units "support" it.

Result: my dog is killed in action and if i met a rogue or ambusher i can't attack it anymore since i lost m dog.

Maybe it's simply my fault but i do not think it is necessary to split the stack any time i want to kill one of the aforementioned units.
 
I'm not sure if it's already reported but settled Great Generals no don't give XP to units.
 
Yeah I've found that but no matter whether i turn it on or off the generals don't give XP.
 
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