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

i got the same thing when i changed game options to c2c size matters. its changes everything to 0.05 . but when i merge 3 they go back to normal.

ggm
 
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.


@ the team

Did we ever have a 'ATTACHABLE_CHIMNEYSMOKE' in C2C?
 
I've now done Vargas, Wilhelmina and Nebuchadrezzar
I also reworked Jajavarman

Charles V, Nefertiti, "Ned" Kelly, Hadrian & Cleopatra has not yet been added to C2C.

@SO: could you look over the leonidas alternatives I've made (I don't like the one he currently have)

Dropbox
 
has anyone found the solution or the mangrove bug? i would like a fix that i can put into the base v34 version so i can continue mapping work without having to deal with it if anyone has found one.

I doubt anyone has looked at it. Hydro made it but he is taking a break and Sparth is working on other stuff. They are the only two who would have a chance at finding what is wrong.
 
@ the team

Did we ever have a 'ATTACHABLE_CHIMNEYSMOKE' in C2C?

I checked v16, v30 and v33 and it does not exist in any XML. However it may have been inside a graphic somewhere. I have not seen that particular error with the latest SVN.

I do have a graphics error - some if the buttons are the wrong ones. If I am building a settler I get the button for the tribe appearing on the city bar and when the unit is built.
 
I checked v16, v30 and v33 and it does not exist in any XML. However it may have been inside a graphic somewhere. I have not seen that particular error with the latest SVN.

I do have a graphics error - some if the buttons are the wrong ones. If I am building a settler I get the button for the tribe appearing on the city bar and when the unit is built.

I remember that i saw a missing 'ATTACHABLE_CHIMNEYSMOKE' error a while back but i can't remember what caused it.
 
This problem still exists i can fix a few to give you examples but i can't do all of them.
Ok, easiest way for me to go about this would be if you choose one data load method, like say, arrays, and post what those need to be displayed as and then I can go through all of them in the Unit, building and general infos cpp files. Not thinking this will take too long for each type but one type at a time. Even ints/bools... do we have any of those that are needing correcting?

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.
i got the same thing when i changed game options to c2c size matters. its changes everything to 0.05 . but when i merge 3 they go back to normal.

ggm
Aaaahhhh... yes well it's a GAME OPTION for a reason. The math isn't designed to be adjusted mid-game. What I'd highly suspect about your game SO, and correct me if it's even possible this could be wrong, is that when Alberts made his adjustments to the game option xml file that caused saved games to load with different options set true/false it caused your game to run for a bit without Size Matters being on... those units you see at .05 str may have been built during this time then going back to SM they become errored at the .05 str level.

ggm(thank you GOD for your post! I have a feeling this one would've had me pulling my hair out for HOURS without your observation!) makes a very good point that Size Matters introduces a mechanism by which we can often recalculate our units selectively by splitting then merging or the reverse if that's possible. This would then reset everything and correct the unit. (Too bad the AI won't know to do this to theirs!)

A whole game unit recalculation mechanism has been on my task list for a very long time and here's another game that could really use it!

But if you've seen the .05 str units in play long before Alberts' update and my subsequent 'fix' that should've righted things the other day then we could have a different issue still afoot so let me know if you saw it happening before then.


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:[/QUOTE]

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.
It MIGHT be something that could be worked out in the code in a fairly smooth manner but it was an amazing slowdown for the amount of added processing that was actually taking place in that location which means that the AI scours that portion of the code so often that even a small adjustment there can have a really huge impact on turn times. So I'm with Alberts that the best way to address the problem is to clean up the xml and add the buildings that represent upgrades to any building prereqs that exist in any building's building prereq OR list.

Thus, if a building requires a stable, that building should ALSO require, as an optional 'OR' prerequisite, the Knight's Stable, the Modern Stable and any other building the stable might be upgraded to become. Any failure to do this with our buildings when building their prerequisites is going to be a major headache.

has anyone found the solution or the mangrove bug? i would like a fix that i can put into the base v34 version so i can continue mapping work without having to deal with it if anyone has found one.
It's probably IN the art file, most likely in the mesh file itself - outgrowing it's tile invisibly. I don't work with those programs for CivIV yet so I can't do it. But you MIGHT be able to get the features around a mangrove to show up if they are placed AFTER the mangrove (if you're building a map anyhow.)


@ the team

Did we ever have a 'ATTACHABLE_CHIMNEYSMOKE' in C2C?

I remember that i saw a missing 'ATTACHABLE_CHIMNEYSMOKE' error a while back but i can't remember what caused it.

I noted the missing chimneysmoke bug before we had an SVN... it's been around THAT long. I THINK that the effect art can be found in RoM if we're looking for it. There's probably some arts we use here that could be copied and pasted into a new filename that Attachable Chimneysmoke refers to as well.
 
It's probably IN the art file, most likely in the mesh file itself - outgrowing it's tile invisibly. I don't work with those programs for CivIV yet so I can't do it. But you MIGHT be able to get the features around a mangrove to show up if they are placed AFTER the mangrove (if you're building a map anyhow.)

Yes it is in the art file. Features don't pertain to a single plot but affect the plots around them also. If you don't make sure it meshes right with the other plots you will get the effect mentioned. It is also why it is next to impossible to convert a feature into a resource. Resources only affect the plot and so without extra modification you will see the feature turned resource on all 9 plots not the one you place it on. Now I may be confusing the 9 plots with the 4 plots on a corner but the result is the same.
 
TB even with your infrastructure option on my auto trade network workers are building forts next to cities on plantations that already provide the resource. :(
 
TB even with your infrastructure option on my auto trade network workers are building forts next to cities on plantations that already provide the resource. :(

Actually that is a good thing, because it makes the AI only come from 1 direction, because of ZOC.
 
As I said... I believe I'll be removing their ability to place forts within city workable plots at all... it's really frustrating the hell out of me! Still... that option seemed to work for me so I'm not sure why it's not there.
 
Newer game, the AI acted very stupid:crazyeye:, it moved 90% of its units 1 tile from the Capital now i can overtake it??

Save should be 1 turn before they move and me next to the city.

EDIT: And this is me taken over the city:mischief:
 
Newer game, the AI acted very stupid:crazyeye:, it moved 90% of its units 1 tile from the Capital now i can overtake it??

Save should be 1 turn before they move and me next to the city.

EDIT: And this is me taken over the city:mischief:

I have no idea where this can be manipulated in the code but I do have an idea as to what the AI was thinking and what it didn't take into account was that it was doing this with its CAPITAL (and I presume it's last city at that...) It was probably moving out what was defined as a city attack stack (not a defense force) and baiting you to take the city after which it would descend upon your attack units once they'd taken the city and do as much damage to your forces as it possibly could this way ... too bad those units would disband as soon as you took his city since it was his last chance to stand his ground...
 
When AIs pay you gold per turn as part of a peace/capitulation deal, they should cancel it at the end of the term. To make it simple, they could cancel any gift (ie. getting nothing for it) trade at the end of its term. If they and you want to continue it, it would then be up to you to ask for it again.

I have AIs furious with me, but nevertheless continuing to pay me (big chunks of) money for nothing! There are also valuable expired resource deals which they could cancel and don't.

If this cannot be fixed in the short term, please tell me why. And please don't tell me it's in any way tricky to get the AI to do this, as I would be sceptical in the extreme:D.
 
Rev 7465:
I have a weird thing happen to my cities when they gain a culture level. If they build Lesser Culture (probably Wealth/Research too, haven't tested this) the city queue removes the Lesser Culture and I'm getting asked what to build in this city. Was this an intentional change?
 
I've now done Vargas, Wilhelmina and Nebuchadrezzar
I also reworked Jajavarman

Charles V, Nefertiti, "Ned" Kelly, Hadrian & Cleopatra has not yet been added to C2C.

@SO: could you look over the leonidas alternatives I've made (I don't like the one he currently have)

Dropbox

Dropbox link seems dont work now :(
 
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