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

Before I take a look into this, please check to make sure those units that seem to be unable to merge or split are both uninjured and ungrouped in any way. These are two requirements that throw off the player sometimes. I'll eventually look into a better way to enforce a fix on some issues when multiple units are selected and a merge or split is initiated but for now it's what I've had to do to fix a problem with that.

I'm sure.

Edit: also, health bars don't show and ambushers can't range bombard (Archers can so maybe not a bug after all).

EditEdit: If you send the outriggers west for the Hatti capital you'll find a single plot island with a mountain and "sea lions & seal" resource on it; I don't think this should happen when playing without usable mountains module.
OK, DH. :thumbsup:
 
EditEdit: if you send the outriggers west for the Hatti capital you'll find a mountain with sea lions resource on it; I don't think this should happen when playing without usable mountains module.

I don't check the terrain of single plot islands when deciding to add walrus or sea lions resource to it. Neither are added in the normal way but in the post map generation phase as there is no way to restrict resources to coastal land plots.
 
I'm sure.

Edit: also, health bars don't show and ambushers can't range bombard (Archers can so maybe not a bug after all).

EditEdit: If you send the outriggers west for the Hatti capital you'll find a single plot island with a mountain and "sea lions & seal" resource on it; I don't think this should happen when playing without usable mountains module.
OK, DH. :thumbsup:

I'm actually trying to figure it out. I'm thinking one of the combat classes on the outriggers must be keeping it from being able to merge/split. In my games I can merge and split fine and I'm not seeing why THOSE wouldn't be able to otherwise. I checked settings and situations and it SEEMS like they should be able to based on what I know but I'm wondering about the CCs and have to look into those first. It may be I will need to evaluate with the debug dll to figure it out for sure. I'm a little tied up on that for a moment.

Health bars are showing for me (or were I dunno- I'll have to check again) so I'm wondering why they wouldn't be on yours... not to treat you like an idiot (I KNOW you're a solid player/site contributor) but you DID turn on the health bar option right? lol... there's probably something else afoot. Could they be there but very small?

Ambushers were changed to throwing so would not be able to rbombard now.
 
My Egyptian hunters are red blobs. I don't think this is because of the testing and changes I am doing in the Alt_Timeline folder. It certainly should not be since those are optional.
 
I'm thinking one of the combat classes on the outriggers must be keeping it from being able to merge/split.
The same problem seems to be there for all units in my game, can't split stone axemen or anything.

Health bars are showing for me (or were I dunno- I'll have to check again) so I'm wondering why they wouldn't be on yours... not to treat you like an idiot (I KNOW you're a solid player/site contributor) but you DID turn on the health bar option right? lol... there's probably something else afoot. Could they be there but very small?

Something else afoot indeed.
I think you hit the spot there; reading this I remembered that there was super tiny HB at the start of the game, that shortly after disappeared.

Ambushers were changed to throwing so would not be able to rbombard now.
I agree on this change; thought it was strange that they got it in the first place.
 
The same problem seems to be there for all units in my game, can't split stone axemen or anything.



Something else afoot indeed.
I think you hit the spot there; reading this I remembered that there was super tiny HB at the start of the game, that shortly after disappeared.
Ok I did have to compile a debug dll and really take a deep look into what was going on and apparently it came down to a difference in the way the era call works on multi-player and single player games. I've changed it to use the right call that bases it on the player's assessment of the era rather than the game's and it works. (Era plays a role in the limits on how many times the unit may be merged or split and in this case it was returning a 0 value so wasn't adjusting the limit from the unit's base group volume to say it could be split or merged any number of times.)

I can get that onto the SVN as soon as I have WELL tested a rather complex bit of programming added here (it's going to be tough to setup a test on so that might take a little bit here - sorry for the delay!)

As for the Health Bars, if that's it a simple adjustment can be made there. I'll test that and see how it goes. I presume your game is set to have health bars right? They're probably disappearing into the integer round down to zero due to trying to get them back to something not overwhelmingly large a while back.
 
Really, is there any way to stop workers from building forts?

An answer would be greatly appreciated, as it's driving me nuts :crazyeye:

Thanks!
-Zain
 
Really, is there any way to stop workers from building forts?

An answer would be greatly appreciated, as it's driving me nuts :crazyeye:

Thanks!
-Zain

Are you using the download or the SVN? You did not say if the forts were being built in the work area of a city or outside all work areas.

If you are using the download then no as the fix is in the SVN. You will need to wait for the new version which is due out in 3 weeks if everything goes OK in the testing.

If you are using the SVN post a save and perhaps a screen shot to show the problem so that it can be looked into and fixed for the next release.
 
Ok I did have to compile a debug dll and really take a deep look into what was going on and apparently it came down to a difference in the way the era call works on multi-player and single player games. I've changed it to use the right call that bases it on the player's assessment of the era rather than the game's and it works.

:goodjob:

I can get that onto the SVN as soon as I have WELL tested a rather complex bit of programming added here (it's going to be tough to setup a test on so that might take a little bit here - sorry for the delay!)

You don't have to excuse delays on my behalf, I respect your effort and understand the process.;)

I presume your game is set to have health bars right?

It's right as rain in that department, unless theres a new bug option that I don't know about.:crazyeye:
Edit: @DH(1↓): Yes, that department.
 
@SVN Rev 7395(latest)

Hide unconstrutable units/buildings option was turned on.

The Bug options are really no longer valid - at this point it's handled through the filter system (those buttons that surround the build selection bar.)
 
Are you using the download or the SVN? You did not say if the forts were being built in the work area of a city or outside all work areas.

If you are using the download then no as the fix is in the SVN. You will need to wait for the new version which is due out in 3 weeks if everything goes OK in the testing.

If you are using the SVN post a save and perhaps a screen shot to show the problem so that it can be looked into and fixed for the next release.

Hi and thanks for the reply.

I'm using the latest SVN. The workers are building the forts on resources that are within city working radius, on top on an improved resources, with the "leave old improvements alone" -option enabled. Then a few turns later another worker usually turns out and builds the proper improvement on top of the fort, so the cycle continues. This happens most often with resources that I have several of, or resources that are considered obsolete.

I've attached an example picture and savegame (warning, mature save&giant world).

Your work is very much appreciated :)

-Zain
 

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great doctors buttons copy last unit selected.

OK I checked this save and indeed great doctor behaviour is strange. For example when i clicked pioneer unit he has pioneer unit buttons, when I clicked on great scientist he has GS buttons.

Can someone check this out?
 
OK I checked this save and indeed great doctor behaviour is strange. For example when i clicked pioneer unit he has pioneer unit buttons, when I clicked on great scientist he has GS buttons.

Can someone check this out?

Is it possible that Great Doctor has no valid actions at this moment and somehow the display is not reset?
 
When I get the hero Sparticus I have noticed two things which don't seem right.

1) When defeating an animal I sometimes get a new gladiator.

2) When defeating a non-animal I sometimes get both a captive and a new gladiator.

Should this be so? If not what should happen?
 
When I get the hero Sparticus I have noticed two things which don't seem right.

1) When defeating an animal I sometimes get a new gladiator.

2) When defeating a non-animal I sometimes get both a captive and a new gladiator.

Should this be so? If not what should happen?

the coding was never devised for animals or captive, only for getting a Gladiator.
 
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