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

Ok looks like I've solved the Specialist XP data load issues and (finally!) the bug option appears to be fine after the cache is deleted (or after the first load one of the two...)

Updating these fixes to the SVN now.

Tomorrow I'll try to address the worker 'main' automation issue with forts according to what I think is happening at this point.
 
I don't think that's the case as forts take three time longer than most other improvements (on eons it starts at around 90 turns when invented while other imps. take around 30). Additionally they also build the forts on resources (that are inside workable city radius) that already have the improvement that provide the resource.

It might still be a good idea though.

Edit: I think DH was onto something here: Post
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While I appreciate you pointing this out again it absolutely cannot possibly have anything to do with it as it evaluates all possibilities. There may be something else taking place but if that was the problem then workers would only EVER build forts and would never consider any other alternative ever.


EDIT: I think I've had enough of it. I'll be turning off the worker's ability to build forts inside a city radius while automated period.
 
Keep your original save if you can... getting it back right will probably require you reload from when it was saved before that update.

Alberts followed Afforess in removing some game options here... Afforess had assured he'd made certain no bugs were introduced by removing a game option but I had some concerns it may still do so and this report makes it immediately appear to be a result of removing options from the enums stream, thereby changing the options that the savegame has recorded the values on. That will need to be reversed and quickly before it permanently screws up a lot of games running on the SVN. I'll get to work on that right away. I'm not so much advising reverting the SVN to an earlier version... just wait til I update again and return those missing slots to the enums and it should be fine if you're loading a game that hasn't hit the problematic update.

So... take great care at the moment until you see an SVN report from me saying it's taken care of.

Thank you for that.
I wanted to put them back in the xml but while updating TortoiseSVN messed up my workcopy and i forgot it:(
 
Changed map from arboria to acrhipelago

Only got this:

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 297, in setXMLOptionsfromIniFile
File "ANewDawnSettings", line 255, in changedInfrastructureIgnoresImprovements
AttributeError: 'CyGame' object has no attribute 'setModderOption'

and game working fine
 
archipelago and planetgenerator map scripts made maps without stone at all...
all other resources i see on map but not stone..
 
How come i am seeing alot of "str's" that are waaaay too low WHEN built??

A new Rifleman at 0.05?? what the ___

Bugs may still exist in the combat class assignments of some units. Aside from riflemen, what else?

EDIT: Actually I don't think that's the problem. They have correct CCs... hmm... can you share the save with instructions on replicating please?
 
Thanks, I feel that's the way it should be as that's an improvement choice too subjective (complex) for an AI to handle and should be done manually.

Well... if the AI can't do it then the human player should not be allowed to either so I'll probably disable the ability to do so entirely.
 
Thank you for that.
I wanted to put them back in the xml but while updating TortoiseSVN messed up my workcopy and i forgot it:(

No worries!
 
Changed map from arboria to acrhipelago

Only got this:

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 297, in setXMLOptionsfromIniFile
File "ANewDawnSettings", line 255, in changedInfrastructureIgnoresImprovements
AttributeError: 'CyGame' object has no attribute 'setModderOption'

and game working fine
Ah... some careful reading and I think I spotted one last little error...
 
Bugs may still exist in the combat class assignments of some units. Aside from riflemen, what else?

EDIT: Actually I don't think that's the problem. They have correct CCs... hmm... can you share the save with instructions on replicating please?

Here is the save, but all i did was build a new rifleman, and i see it in alot of the AI also, some of the tamers are same, some of the Grenadiers etc etc etc . . . .
 
Here is the save, but all i did was build a new rifleman, and i see it in alot of the AI also, some of the tamers are same, some of the Grenadiers etc etc etc . . . .

So before I load to check this out... is it ALL riflemen (and some other types of units as mentioned) or you just see this at random on SOME units?
 
The problem is that not all enumeration Tags are programmed to add things from modules, many of them just overwrite. This makes it seem that something was changed but in reality it was always that way.

Example for a adding Tag is UnitInfo:Builds
Code:
	for ( int i = 0; i < GC.getNumBuildInfos(); i++)
	{
		if ( getBuilds(i) == bDefault && pClassInfo->getBuilds(i) != bDefault)
		{
			if ( NULL == m_pbBuilds )
			{
				CvXMLLoadUtility::InitList(&m_pbBuilds,GC.getNumBuildInfos(),bDefault);
			}
			m_pbBuilds[i] = pClassInfo->getBuilds(i);
		}
	}

and a example for a overwriting tag is UnitInfo:PrereqOrBuildings
Code:
	if ( m_aePrereqOrBuildings.empty() )
	{
		int iNum = pClassInfo->getPrereqOrBuildingsNum();
		for (int i = 0; i < iNum; i++)
			m_aePrereqOrBuildings.push_back(pClassInfo->getPrereqOrBuilding(i));
	}

This means that someone has to go through all the copyNonDefaults functions and change all tags to add and not overwrite.

A big job (somewhat) but one I'm willing to do. I'll add that to my fix it list right up near the top. Won't be solved overnight but if it makes the rest of the team's life easier it doesn't bother me to take care of those.

I heartily thank you Alberts for the examples and the diagnosis. That in and of itself helps tremendously.

This problem still exists i can fix a few to give you examples but i can't do all of them.
 
So before I load to check this out... is it ALL riflemen (and some other types of units as mentioned) or you just see this at random on SOME units?

ahhh you got to it before i was going to edit, but NO to that answer, infact its very seldom, and i didnt really pay any attention to the units, only when i was going to attack did i notice some of these.

Also BEFORE you mentioned that you did something to the PreQ's that made the turns times shorter but it WASN'T a very good system of doing stuff, and you only did it because i mentioned something, can you PLEASE fix that and replace it BACK with the OLD system where everything works the way it is supposed to thx.

EDIT: Was just thinking also, this MIGHT have been done with "earlier" version also, whereas the adjustments were not working correctly???:dunno:
 
Also BEFORE you mentioned that you did something to the PreQ's that made the turns times shorter but it WASN'T a very good system of doing stuff, and you only did it because i mentioned something, can you PLEASE fix that and replace it BACK with the OLD system where everything works the way it is supposed to thx.


Now we have the old system back, thunderbrd tried to fix problems with missing building prereqs inside the dll and that made things alot slower. Also those missing building prereqs should get fixed inside the xml files.
 
Let me quote myself, since this bug persists in SVN 7479.

Last version that worked was SVN 7465, after that all the versions are broken and I haven't been able to play ever since. Extracting the art file Sparth provided into the Assets directory didn't have an effect.

Since the game hangs, I have to kill it with the task manager.

Repeatable hang when loading the savegame in the SVN 7467.

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7467
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xml
 
In the currrent SVN version, when starting a game on the GEM the game shows an empty tech advisor screen followed by a black map and the usual "you have been defeated" popups. Are the removed civilizations the cause of this?

From GEM map thread.
I second this - experiencing same bug, cannot start new GEM game.
 
From GEM map thread.
I second this - experiencing same bug, cannot start new GEM game.

No offense to GEM players and other pre-made maps, but C2C is not responsible for those maps, all responses to them must be made in their thread, to the map makers, not C2C modders, thx.
 
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