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

DH recommended I put this here.

1. The :food: Waste Bug as discussed in previous posts. As I continue playing, I'm seeing stranger behavior of the waste modifier. Now I have a city that is wasting far more than the net food growth, and net growth is much less than 100 of the food consumed by citizens. I was under the impression that waste only began when you were over that 100% threshold (ie, citizens consume 100 :food: , waste begins at 200 total :food: and only affects the surplus over 100 net :food:)

2. Enemy cities on my border try to join my empire every several turns as a result of my espionage; culture spread and aid rebel faction. I get a popup with 2 choices at the start of the turn saying "good news! The roman cities of..." wanna join you or they'll split off and form another civ. Neither option works. Next turn, no change, and the rev levels of the cities in question return to normal. Not sure if thats a custom game setting I have, the fact they're a vassal civ, or a bug.

Something else to do during the freeze.
 
SVN 7461.

On starting a new game I get a load error message displayed. The game continues as normal.
 
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.
You know that a few commits ago I halved the value of forts right? They should not be messing with them much at this point. And workers automated to build infrastructure should only build roads at first and only ever build roads if the new bug option is used (though there may be a bug in that somehow... grr...)


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.
Well... I do hand select every attacker every time and never rely on the stack out of mistrust anyhow but its a known issue that it may at times attack with a less optimal unit. However, in this case, the dog probably is more optimal to attack with given its usually got bonuses against such units - you'd have to go back and see which one ends up with the best odds. Just sucks when you lose the dog because you lose your visibility but we aren't asking the stack auto-attacker selection to determine other values beyond odds so in cases like these you really will need to 'think deeper' than the AI which is the player's only domain in the game anyhow. Otherwise why don't we just watch the game play itself?

If that's in a game you recently started, there's now an option that activates/desactivates xp from specialists (which I assume includes settled GP).
It does not include settled GP. That's the point. If it's working incorrectly I need to know this.

Yeah I've found that but no matter whether i turn it on or off the generals don't give XP.
Are you sure you're talking about the right type of unit? Not ALL units receive XP from GGs anymore - ONLY combatant units (military units) gain XP from Generals. In just reading this thread I suspect that might be the confusion here. Try building a Combatant and see if it gets the XP from the general. I haven't seen a bug in this recently but I'll run a quick test to make sure of course.

Well settled "Great Generals" should give exp, even with that option on, as that is their purpose.
Correct - the option only turns on the population assignable specialist sources of xp. The settled specialists should still provide xp as normal.

SVN 7461.

On starting a new game I get a load error message displayed. The game continues as normal.
This may be a result of the new bug option... gotta make sure I've not done something wrong here.

SVN 7430 - CTD at the end of the turn in the attached save game.
I'll look into this if time permits today.
 
SVN 7461.

On starting a new game I get a load error message displayed. The game continues as normal.

That sort of error usually puts more detail in the PythonErr.Log file (not PythonErr2.log totally different :D). Posting the log will most likely help in finding and fixing the error. The log file is emptied every time you start a new game, or load a save game
 
i dont know if this is a glitch in my save file or a bug with latest svn.

i cant build bazooka. it goes in the build queue but has no experience attached to the hover in the build menu. no bazooka gets built.


ggm
 
That sort of error usually puts more detail in the PythonErr.Log file (not PythonErr2.log totally different :D). Posting the log will most likely help in finding and fixing the error. The log file is emptied every time you start a new game, or load a save game

Reloaded a new start and found that file. It contains:

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

EDIT: I did modify animal spawns from 150 to 200. I also reverted back to the original settings and got the same error message.

WOW: :eek:

There are over 4000 logs in that folder, from 2010: I assume it is safe to delete them all. Did not even know it existed. Neither do the cleanup programs I use.
 
i dont know if this is a glitch in my save file or a bug with latest svn.

i cant build bazooka. it goes in the build queue but has no experience attached to the hover in the build menu. no bazooka gets built.


ggm
Provide the savegame for this please.

Reloaded and found that file. It contains:

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


WOW: :eek:

There are over 4000 logs in that folder, from 2010: I assume it is safe to delete them all. Did not even know it existed. Neither do the cleanup programs I use.
Ok, I think I may've spotted the bug... looking into this again.
 
Yeah, I guess I should have updated SVN first. Thanks! That fixed it.

I believe it had fixed faustmouse's game too.

BTW...Mouse... wow. All by yourself? THE WHOLE WORLD all by yourself??? wow...
 
this is the file
ggm

Sooooo... is there a particular city you're having trouble with the bazooka in? I loaded and built one from the capital and he worked just fine. You might have something corrupt in your file base.
 
Uploaded Theodora but cannot find in this link new Wrub LH
He's in "Custom Civilizations" folder, not the "Custom Leaderheads" folder.

You know that a few commits ago I halved the value of forts right? They should not be messing with them much at this point. And workers automated to build infrastructure should only build roads at first and only ever build roads if the new bug option is used (though there may be a bug in that somehow... grr...)

I know but it doesn't seem to be working as the workers prioritize getting resources, and they believe forts are the only imp. that give the resource until it's built. Well thats my analysis, but I might be wrong.
 
He's in "Custom Civilizations" folder, not the "Custom Leaderheads" folder.



I know but it doesn't seem to be working as the workers prioritize getting resources, and they believe forts are the only imp. that give the resource until it's built. Well thats my analysis, but I might be wrong.

Is it possible that when those were first captured they were captured by forts while outside the any city workable radius then once the city expanded its radius they came back around to update the plot? I suspect that between that and the game having a mid-game update recently to the new AI might have caused some worker scrambling to react.
 
opps i didnt notice unit city waypoints were on. however the experience glitch seems still there.
 

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