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

i got error that bother me many games..

then i select unit (all types (from hunter\clubman to workboat)) and then select other unit that i want to attack (hold right mouse button) i got:

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

but game run fine - so i think it is only ODDS calculation and showing to player.

Update:
In second city i got lawyer...in 23650BC....

Apparently python's not liking something there. A few points to consider:
1) Stack attack is detrimentally bugged and will be for a while before it can be repaired. If you're using stack attack you could have some issues.

2) There is also a known bug lurking somewhere in the unit attack evaluations that can send a much less optimal attack in than the one it's displaying. It may just be that a selected stack may have some units that target particular unit types and for them they have a great odds but they aren't selected to attack the actual stack by the same criteria so you get the best of some worse options you didn't see. Anyhow, it's advised not to select multiple units for attack evaluations. Do them singularly for accuracy - and perhaps you won't have this problem doing so either.

It's known these are issues to address but they aren't the highest priority due to there being workarounds available to the player and due to the complexity of the bugs themselves.

Now... I cannot say for sure there isn't something ELSE going on in python that's negatively reacting to something about some of the changes in the combat help hover but I haven't seen them myself so it must be an unusual condition to my test environments causing it. The evaluation to track it down should come from the python end first since that's where the error report is coming from - from there, identifying the problem spot might let me know what disharmony is taking place between py and dll.
 
The error is just saying that the python is not getting what it expects from the dll. It happens now and then in different situations eg I get the same error sometimes when selecting something in the pedia, Since it does not happen the next time I select the same thing it is probably a communication problem between the two bits the dll and the python.
 
Hi,

I'm getting a consistent CTD at the end of turn, save file attached. I've tried loading several autosaves, building stuff in different order & doing different things with the units, but to no avail.

Using the latest SVN.

Cheers :)

-Zain
 

Attachments

Hi,

I'm getting a consistent CTD at the end of turn, save file attached. I've tried loading several autosaves, building stuff in different order & doing different things with the units, but to no avail.

Using the latest SVN.

Cheers :)

-Zain

This crash happens inside the exe maybe another Art issue.
 
The Ressource Almond is missing some files.
RESMGR: Failed loading file Art/Terrain/Resources/Almond/Banana_Master_Improved_Worked.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Terrain/Resources/Almond/Banana_Master_Improved_Not_Worked.kf. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Terrain/Resources/Almond/Banana_Master_Normal_Not_Improved.kf. Reason: (code:1) Cannot open file.
 
The Ressource Almond is missing some files.

Thanks for figuring that one out! I don't really get why I'm getting the crash anyway, since I have several improved Almond resources in the savegame and there's no changes to them at the end of the turn that I'm aware of, and no tech/building is being researched that might affect them.

Is this something I can fix locally or is it something that will be included in the svn at some point? :)

BR,
Zain
 
The Ressource Almond is missing some files.

Thanks for figuring that one out! I don't really get why I'm getting the crash anyway, since I have several improved Almond resources in the savegame and there's no changes to them at the end of the turn that I'm aware of, and no tech/building is being researched that might affect them.

Is this something I can fix locally or is it something that will be included in the svn at some point? :)

BR,
Zain

Those files don't appear to be in the mod I got almonds from (The Resource Mod). However I notice they have an update with some fixes so I will down load their mod tomorrow and see what is updated.

Is that why i am getting over 45ish almonds on JUST this island alone???

No. The reason is that we went through the fruit resources and limited some of them to appear only on one continent. That means you probably have everyone's share but it also gives you something to trade that others will want:D.
 
The first one 'getAssets() >= 0' should be gone in the latest svn.
I also noticed the other one 'getNumSelectionGroups() <= getNumUnits()' but i never had time to investigate why it happens.

It happens when a unit dies and the group hasn't been properly removed in the process. I haven't identified yet where the group should be dissolved and it appears that there's a safety catch just after the assert to make sure it doesn't become a problem. The assert is just a bit annoying is all. But it's left there so we should find the proper spot to dissolve the group at some point.

From a cursory look into it this is what I've been able to theorize so far anyhow.
 
Android worker in Hamburg, also i got Great Stateman, and Great Lawyer.
 

Attachments

  • max BC-13470.CivBeyondSwordSave
    max BC-13470.CivBeyondSwordSave
    1.6 MB · Views: 48
  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    139.2 KB · Views: 87
Apparently python's not liking something there. A few points to consider:
1) Stack attack is detrimentally bugged and will be for a while before it can be repaired. If you're using stack attack you could have some issues.

2) There is also a known bug lurking somewhere in the unit attack evaluations that can send a much less optimal attack in than the one it's displaying. It may just be that a selected stack may have some units that target particular unit types and for them they have a great odds but they aren't selected to attack the actual stack by the same criteria so you get the best of some worse options you didn't see. Anyhow, it's advised not to select multiple units for attack evaluations. Do them singularly for accuracy - and perhaps you won't have this problem doing so either.

It's known these are issues to address but they aren't the highest priority due to there being workarounds available to the player and due to the complexity of the bugs themselves.

Now... I cannot say for sure there isn't something ELSE going on in python that's negatively reacting to something about some of the changes in the combat help hover but I haven't seen them myself so it must be an unusual condition to my test environments causing it. The evaluation to track it down should come from the python end first since that's where the error report is coming from - from there, identifying the problem spot might let me know what disharmony is taking place between py and dll.

i got new such error and - it from one unit without stack.
i will try debug dll with it so maybe i will got better output.
and one thing that i noticed: most times it is animals with little heatlh (this time it is viper with 0.02 hp) if my memory correct almost all times it is 0.02 hp
upd - attacking same unit then it healed some (to 0.49 hp) cleared error.
 
Back
Top Bottom