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

While trying to fix some bugs my wife is telling me about one someone posted something about earlier and according to HER map my suspicions are supported.

This is one I cannot address and is really game breaking.

Apparently the +1 Food that tiles pick up when adjacent to an erupting volcano are now cumulative and are no longer limited to just the +1 no matter how many times the volcano erupts. She's showing plots next to a volcano with 50+ food. So either it's the modifier from the one eruption that's WAY off or it's multiple eruptions adding up greatly.

Either way, this needs to be addressed (fixed) asap please.
 
Get your facts straight dude.... Fusion bombs were invented 70 years ago and even used (Nagasaki). Basically every country with nuclear warheads "uses" Fusion Bombs...

He might have meant a pure fusion bomb. The first hydrogen bomb was tested in 1952, btw. The Nagasaki and Hiroshima bombs were fission only.

The Tsar Bomb explosion caused shockwaves measurable at the other side of the planet almost instandly and if you go much bigger than chances are very big that this will cause earthquakes, tsunamis - or worse.

You don't want to go bigger with a composite bomb because of the fallout.
 
So after redownloading my game off svn, for some reason accesing my cities and pressing building buttons seems to take on average 30-40 seconds for each city/building, anyone know why?
 
Tnx for feedback SO. Ill track these missing icons today and remove bugs.
 
So after redownloading my game off svn, for some reason accesing my cities and pressing building buttons seems to take on average 30-40 seconds for each city/building, anyone know why?
Seems like some systems might be having more trouble with some improved prerequisite evaluations than others. I may be able to streamline some of it still. I can also pull back on some of the improved evaluatory accuracy.

I noticed this delay only when playing on the debug dll so figured it shouldn't make much of an impact on a non-debug dll run and for me it didn't but my computer's pretty good for C2C and I don't always experience some of the frustrations I did with previous systems so I can be a little blind to them until feedback rolls in. I'll try to see if I can improve on that portion and it might help with SO's turn time issues.

I am not having troubles that much with mine in the building area, but since then it does take 1 minute extra per turn MORE now also:mad:, and then when you start a unit from the minimap and jump around they also take around a 30-45 sec hesitation :mad:

Also 2 more PINK units??
Again, not sure what could be taking up time with the units. What do you mean by starting a unit from the minimap and jumping around exactly?

My 1st CTD since 26 Mar and i play like 6 times a day
I'll be glad to look into this. Soon as I can.
 
I noticed this delay only when playing on the debug dll so figured it shouldn't make much of an impact on a non-debug dll run and for me it didn't but my computer's pretty good for C2C and I don't always experience some of the frustrations I did with previous systems so I can be a little blind to them until feedback rolls in. I'll try to see if I can improve on that portion and it might help with SO's turn time issues.

Do you have a SSD???

Again, not sure what could be taking up time with the units. What do you mean by starting a unit from the minimap and jumping around exactly?

OK go to a place on a minimap where one of YOUR units is located, try to move that unit, then go to the opposite side of the minimap to another of YOUR units and try to move that pone also, BIG delay when trying to move it.

I'll be glad to look into this. Soon as I can.

See red above and thx.,
 
OK go to a place on a minimap where one of YOUR units is located, try to move that unit, then go to the opposite side of the minimap to another of YOUR units and try to move that pone also, BIG delay when trying to move it.

Of course there is, that is part of the changes made by Koshling to the graphics display to reduce MAFs etc. However if you do it a second time it is not so much delay.

CTD or delay which would you prefer :D
 
Ok I looked for these two units and couldn't find this bug. I presume you playing Zapotec civ yes? When I start playing this civ Arsonist and Agent have correct icons.

Correct, but i am getting this on the NEW unit build not the screen pedia area, see attached/
 
(oscillating gold)

I've monitored a bit more closely my income/commerce, I suspect it is in fact caused by trade route. Every few turns, it seems the destination cities (including foreign) are reallocated, maybe occasionnally suboptimally.

Here are some screenshots:

Spoiler :

Turn X :
yIU1Cmd.jpg


Turn X+2 :
reN470Y.jpg

(I just completed a lobster trap which may have increased :gold: but can't explain the increase in :science:)

Turn X+3 :
rZllemm.jpg



The base :commerce: went from 117 to 122 then 118 while the trade routes appear to have changed.

Maybe that's the reason? (but then what triggers the reallocation of trade routes?)

Trade routes are not the reason: I got the problem before any trade route appeared.

I've seen something odd, though. With only one city producing 12.60 :science: (in the city screen) and no trade route or other source of :science:, my total :science: sometimes reaches 14 on the main screen. So I assume there's something wrong in how civ-wide :science: is calculated by adding :science: from each city.
 
Here the save game where I was playing the Amazons. Two turns later I get the CTD. Save game and MiniDump file attached. Latest download version.

It seems that because I uploaded save game file to another forum, the system won't let me reupload it to here.
 

Attachments

SO said:
Do you have a SSD???
What's an SSD?

SO said:
OK go to a place on a minimap where one of YOUR units is located, try to move that unit, then go to the opposite side of the minimap to another of YOUR units and try to move that pone also, BIG delay when trying to move it.
Well that sounds like the normal delay you get when you switch your view on the minimap - the processing to graphically update every new element you see there takes time but it's how Koshling managed to keep our processing down. I can't think of any other particular reason that a unit would itself take more time except that it's probably waiting for the rest of that processing to catch up before it can be moved. (In translation: I don't think I can do anything about this.)
 
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