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

You should be getting minidumps on these... please share them. (For what they're worth sometimes they DO point very directly to the problem.)


no thats what i mean no mini dump i checked the log area nothing listed. last mini dump is from 2013 so its not an error thats causing a dump. unless their is only one dump file and it rewrites it everytime without changing the date which makes no sense.
Interesting... that sounds more like a MAF crash then. Simply ran out of memory. Happens to us occasionally as well. Smaller maps, less civs etc... have been shown to reduce these. We're working on trying to thin the mod a little (or at least make more of it into an optional download) so as to improve on this issue.
 
You should be getting minidumps on these... please share them. (For what they're worth sometimes they DO point very directly to the problem.)


no thats what i mean no mini dump i checked the log area nothing listed. last mini dump is from 2013 so its not an error thats causing a dump. unless their is only one dump file and it rewrites it everytime without changing the date which makes no sense.

also 2 minor bugs that just are annoying.

everytime i revolt to change my policies i get a red message about totem poles being discontinued and the very next turn they a message stating they are back working. im not sure if they should even be able to work anymore but it keeps saying that. also my capital size 12 has built malaria i guess new every turn i get a green message stating malaria(pop 10) has been built in that city letting me know once was fine but every turn kind of redundant.

Mini dumps are not in the folder with the logs but in the BtS folder where the exe is. (just in case ;))

malaria is just an autobuild so something must be wrong somewhere. Please post a save that demonstrates this problem so we can fix it.
 
Mini dumps are not in the folder with the logs but in the BtS folder where the exe is. (just in case ;))

malaria is just an autobuild so something must be wrong somewhere. Please post a save that demonstrates this problem so we can fix it.

yeah i know its in the regular bts folder not the log i meant to say i looked in both but brain farted. also my newest city *second city* reached size 10 and now it switch to telling me the capital to saying that city no longer says the capital is building it every turn but the other one is. will post save when i go back and find which is best to show.
 
Either the triremes should not go obsolete or the tech for the decareme should be in the Renaissance or the whole quest should be changed to triremes or decarmes.

Or remove the quest altogether... It's not like it's a particularly fun one anyway (I assume it comes from vanilla?).
 
2 bugs (SVN 7228)

1/ one thief (west part of the map) has the double movement in forest promotion but it doesn't work.

C2C thief (1).JPG

C2C thief (2).JPG

2/I've just taken the city of jute to minor mexican, and notice that there's something weird about :food: in 3 tiles, I've never seen this before.

C2C food 01.JPG C2C food 02.JPG C2C food 03.JPG

here's the save View attachment oiam BC-12720.CivBeyondSwordSave
 
Not sure about the forest movement and why that may not be working there (I'll be on the lookout for what might be wrong with that - that WAS fixed a while back so if you're on an older version, or the save had the rogue in play then it would still be erroneous.) Otherwise I wonder if it has to do with the rogue itself somehow...

But the food looks like the normal limit of +1 food on a plot from a volcano event has been disabled and the food has cumulatively been adding up there with every eruption.
 
you think having 51 food in cactus/scrub, 49 in outcrop/rocky, and 52 in scrub (the city tile) is normal !!!

the cactus/scrub and city are not in range for the volcanoe effect, and the other tiles near the volcanoe are not affected only the outcrop/rocky one
 
you think having 51 food in cactus/scrub, 49 in outcrop/rocky, and 52 in scrub (the city tile) is normal !!!

the cactus/scrub and city are not in range for the volcanoe effect, and the other tiles near the volcanoe are not affected only the outcrop/rocky one

No not saying it's normal... just trying to perhaps help point towards the problem. Your clarification though makes me wonder WHAT it could thus be. I suspect a python function somewhere since plots haven't been manipulated by anything I can recently recall in the dll code. (with the exception of the 'more resources and more rivers options' but I don't think they'd be capable of creating this sort of thing.
 
@Filochard,
A lot of the double movement promos, among others, have not worked right for sometime now. Especially if the unit has 2 movement to start with.

JosEPh
 
I think I've found the problem with double move operations. But it leads me to a few questions maybe the team can answer for me:
1) Is there any good reason why an #ifdef, #else statement would be holding the #else portion hostage (as in not compiled into the code) when the object is not defined??? It looks like some kind of compiler error to me.

2) What are the reasons we've currently disabled the multi-feature mod?
 
If/when changing maintenance costs, including all the added ones in Civics already so not just my modificatons though they make it more pronounced, the AI can not handle it and keeps putting out cities putting itself in negative income. I suspect this might have been another reason why the Comp feels too easy, after a while it has to go more on gold than science and loses out in the tech race. (also a reason why the AI is easy to catch up with in the tech race after a while even if the AI has 3x or more cities and thus should have more science output).

Can something be done to increase the AI's estimate of costs for putting out new cities to at least accomodate the already increased maintenance costs, and an easy way for people like me to increase this estimation even more (an already modified file in MyMods (unloaded) perhaps that increases it 3x or so, please, pretty please?).

Cheers
 
If/when changing maintenance costs, including all the added ones in Civics already so not just my modificatons though they make it more pronounced, the AI can not handle it and keeps putting out cities putting itself in negative income. I suspect this might have been another reason why the Comp feels too easy, after a while it has to go more on gold than science and loses out in the tech race. (also a reason why the AI is easy to catch up with in the tech race after a while even if the AI has 3x or more cities and thus should have more science output).

Can something be done to increase the AI's estimate of costs for putting out new cities to at least accomodate the already increased maintenance costs, and an easy way for people like me to increase this estimation even more (an already modified file in MyMods (unloaded) perhaps that increases it 3x or so, please, pretty please?).

Cheers
Not a small project but I agree it should be done. Can't say it'll be too soon though. The main thing is researching how it already evaluates this maintenance factor (assuming it does at all) and making it respect it more. This takes place in complex lands of code I haven't spent time in.
 
Kangaroos and Llamas are not placed with PerfectMongoose mapscript.

I recently changed the post map generation python so that those two should only occur in the southern hemisphere, left hand third for llamas and right hand third for kangaroos. It is possible I made a mistake in the code.
 
@TB

This last SVN really makes playing not so good., ie:

They hesitation of trying to move some units has gone waaay up (not all the time just some) some over 5-10 seconds just to move 1 unit)

The turns times ALSO have gone waaaay up, at a minimum of 45 seconds:eek: to 2 minutes, PER TURN:eek::eek:.

I am positive it has something to do with the dll stuff. sorry :sad:
 
I recently changed the post map generation python so that those two should only occur in the southern hemisphere, left hand third for llamas and right hand third for kangaroos. It is possible I made a mistake in the code.

It seems that the problem is not caused by your recent change. I reverted CvMapGeneratorUtil.py to Rev. 7226, just previous revision of your change.
But kangaroos and llamas were still not placed. I tried other mapscripts and the results were same.

EDIT: I updated CvMapGeneratorUtil.py again and same result.
 
Can't say much about turn time issues except that some added AI work that applies to Size Matters games will take SOME extra time (shouldn't be THAT much) but I did find a bug that required fixing immediately so will be updating that fix now.
 
Can't say much about turn time issues except that some added AI work that applies to Size Matters games will take SOME extra time (shouldn't be THAT much) but I did find a bug that required fixing immediately so will be updating that fix now.

Yeah the hesitation and the turn times are unbearable right now, and makes really playing C2C at all.

Question, will all this stuff go away if i dont use Size matters??
 
I've been saying it often but even single player games should be played on simultaneous multi-player. Really solves the turn time issue for the most part.

As for hesitations... I haven't done anything that should be adding greatly to that I don't think. Perhaps some mission validation checks that shouldn't be taking hardly any time at all. In fact, for some parts of the game they should be moving faster.

Others I know will move slower because they've been fixed and are now looking into all the details they should be checking into.

(Oh... also, the FIRST turn will take a lot longer as there's a mini-recalc that takes place there on all units.)
 
I've been saying it often but even single player games should be played on simultaneous multi-player. Really solves the turn time issue for the most part.)

Never played this way, ie how to do thx???????:dunno:
 
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