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

Yeah, again the logic was odd. Fixed and pending a commit here in a minute.

Please try again though to make sure once I've got it committed because oddly, I did test the situation you just mentioned SO and from the coding error I caught when looking at it again I was more surprised that anything BUT that was working...
 
I thought the barbs spawning culture units and heroes was fixed but I have seen lots of different culture uits coming towards me and saw messages of 3 heroes being created by barbs in one turn, Tore, Mungo Man, and Windradyne.

Saddens me to know no civ will be able to get those heroes now, and makes me afraid any hearoes I plan on getting (after having secured a culture) will be taken alrady by barbs before I get to create them myself.

Cheers
 
Turns out it is working, I thought I had copied the new dll in but I hadn't:blush:

Well mine has new dll and dig and water stuff not working . . .

also, the cargo space is definitely wrong someplace???

it says (pic1) i have 3000 spaces avail:eek::eek:, but when i entered 2 units, it took up 66 of the 3000(pic2), so something is terribly wrong here???

Dont know if the cave dwelling stuff applies to Modern Era, but i cant build anything on the caves now either??

Q? How come i cant destroy enemy roads with a bomber??(pic3)


Also in pic 4 i am at war with Germany and i cant bomb its capital, but i can its unit 2 tiles away?? Is this that darn ZoC crap again??)pic 5)
 
Game locks up when you set a Gatherer to auto-promote when promotions are available. I've attached a save so the offending behavior can be duplicated.

The game does not lock up if you manually select a promotion. The game also does not lock up if you activate auto-promotion when the unit cannot immediately select a promotion.

EDIT: Currently using SVN 7644.
 

Attachments

I've been getting some weird issues with sulphur for the past couple dozen SVN commits.

Essentially the sulphur count my civ has keeps diminishing, despite still having the raw resource mined in my territory. At one point I've even had it go into negative numbers.

Attached a savegame where sulphur total is at 0, despite having three mines and no exports. Forcing a recalc on the savegame ends up with -2 sulphur two turns later. Forcing a recalc THEN brings it back to the expected 3.
 
Essentially the sulphur count my civ has keeps diminishing, despite still having the raw resource mined in my territory. At one point I've even had it go into negative numbers.

Do you have resource depletion - turned on in BUG By any chance?

Not sure about the negative though.
 
I thought the barbs spawning culture units and heroes was fixed but I have seen lots of different culture uits coming towards me and saw messages of 3 heroes being created by barbs in one turn, Tore, Mungo Man, and Windradyne.

Saddens me to know no civ will be able to get those heroes now, and makes me afraid any hearoes I plan on getting (after having secured a culture) will be taken alrady by barbs before I get to create them myself.

Cheers
Well damn... I'm not sure what's going on with that. Will have to do further research into the problem and it's not absolutely critical so may have to wait til after release.

Or fossils dig site(pic1), and i believe what ever you could build around water(pic2)??
The fossils proves to be a simple xml problem. Will commit that fix in a moment here.

The things you should be able to build on a river... do you mean Hydro plants and watermills? I looked and looked and can't see a problem in the code nor the xml so I'll probably need a save to see what's wrong.

If you had a watermill on the other side of the river you can't build a watermill across from it but since you can't build a watermill OR a Hydro plant and it LOOKS like you might be qualified to build either one with that worker on that plot then obviously something isn't firing quite right. This may be suggestive of an even deeper problem, particularly with combat, if the 'river crossing' defining coding is somehow screwed up. Otherwise again, the coding and the xml all read quite right so I'm a bit confused by the problem at the moment and will probably need to run a save to see WTH.

also, the cargo space is definitely wrong someplace???

it says (pic1) i have 3000 spaces avail:eek::eek:, but when i entered 2 units, it took up 66 of the 3000(pic2), so something is terribly wrong here???
Actually, from the screenshot it looks right. Cargo space on Size Matters is NOT a count of units as it is with it off. It's a count of unit volumes (which is pretty analagous to a count of human-sized individuals).

As you merge and split carrying units you increase/decrease your cargo capacity. 3 base ships merged get 3 times the carrying capacity and 1 base size ship split has 1/3d the carrying capacity.

As you merge and split units to be carried their cargo volume (the amount of space they take up) is equally grown or reduced. 3 base units merged require the space of all 3 units as if not merged. 1 unit split makes each unit require 1/3d the amount of space of the unsplit unit.

Only Size and Group make a difference here - quality has no impact. A Battalion Group Volume, Medium Size unit will take up 100 cargo volume. A Battalion Group Volume, Medium Size Carrying unit will have 100 cargo capacity for each 1 point of core non-size matters Troop or Undefined Cargo capacity (which on the base game setting without size matters would mean 1 unit.) Those that have SpecialUnit types they carry often have adjustments to the cargo capacity amount that they get per normal game cargo capacity point. Those units that normally carry specialunit_people have a greatly reduced amount of size matters cargo capacity per point of core game cargo.

It's kinda complicated, I know, but the math was labored on until it made sense completely. It's been one of the major accomplishments of this version.

In your pic, the ship with 3000 cargo capacity has been merged a few times and it becomes understandable that it would have so much. The units you were moving in were relatively small in volume apparently as a Battalion/Medium unit would take up 100 in space and they were taking up something like 66 right?

There can also be, if you've been playing this game for a while, some old modifiers on some units remaining that used the old system that COULD throw off the mathematical precision but if you've been playing that one for a while you've probably cleared those out by now.

Suffice it to say it looked right when I looked at the screenie. You CAN merge a lot of transports so that one transport can carry a LOT of troops! (Of course, it's all relative. Merged units will take up a lot more space too.)

Dont know if the cave dwelling stuff applies to Modern Era, but i cant build anything on the caves now either??
There aren't many improvements for caves that last much past the very early portions of the game. This is probably correct by the time you're up to in your game.

Q? How come i cant destroy enemy roads with a bomber??(pic3)

Also in pic 4 i am at war with Germany and i cant bomb its capital, but i can its unit 2 tiles away?? Is this that darn ZoC crap again??)pic 5)
Looks like it's not ZoC but Minimum Defense for Entry. Which is odd... but fairly untested. I don't think I added the Minimum Defense for Entry tag usages into the code - only manipulated some things about it for land battles. So it could be a VERY old bug that was only now found because we so rarely get this far in the game.

I'd probably find a save useful. And it might take a while to sort out either way because there's a ton of different Air missions to go through to figure out which one (or ones) is finding that to be an issue. And I also don't get why it would be protecting anything OUTSIDE the city at all! I dunno... I'll look for all the references to that minimum defense (and keeping it separate from the other type of minimum defense makes working on this stuff LOTS of fun! :rolleyes:)

But... I'll look into it anyhow.

Game locks up when you set a Gatherer to auto-promote when promotions are available. I've attached a save so the offending behavior can be duplicated.

The game does not lock up if you manually select a promotion. The game also does not lock up if you activate auto-promotion when the unit cannot immediately select a promotion.

EDIT: Currently using SVN 7644.
Strange it does this for the player but not the AI... hmmm... I saw this in the other thread and was about to ask for a save but you've provided it so I'll just need the time to look into it. Thanks!

I've been getting some weird issues with sulphur for the past couple dozen SVN commits.

Essentially the sulphur count my civ has keeps diminishing, despite still having the raw resource mined in my territory. At one point I've even had it go into negative numbers.

Attached a savegame where sulphur total is at 0, despite having three mines and no exports. Forcing a recalc on the savegame ends up with -2 sulphur two turns later. Forcing a recalc THEN brings it back to the expected 3.
Yeah, that's not quite right is it? I'll have to look into this too - sadly I don't think I've ever interacted with the codes that compile the amount of resources a player has accessed so this might be a toughy. Again, thanks for the save!


Sheesh... so many newly reported errors that would've had to have been there for a long time... so close to release.

BTW:
@DH: Sorry for getting testy the other day... Alberts being here makes me feel much better about things so it's more than unsettling to see him give up. Anyhow... what's your release date goal? All I'm doing is trying to keep up on these kinds of reports and that's pretty much it at the moment so it depends on how much you want things like these fixed as to how long you want to wait to release.
 
Looks like it's not ZoC but Minimum Defense for Entry. Which is odd... but fairly untested. I don't think I added the Minimum Defense for Entry tag usages into the code - only manipulated some things about it for land battles. So it could be a VERY old bug that was only now found because we so rarely get this far in the game.

I'd probably find a save useful. And it might take a while to sort out either way because there's a ton of different Air missions to go through to figure out which one (or ones) is finding that to be an issue. And I also don't get why it would be protecting anything OUTSIDE the city at all! I dunno... I'll look for all the references to that minimum defense (and keeping it separate from the other type of minimum defense makes working on this stuff LOTS of fun! :rolleyes:)

But... I'll look into it anyhow.

Ok here is the save, the bomber is on the left side of the map, just look for the gray (Germany), right above that i have a bomber there. Can bomb everything BUT the city??

I thought the barbs spawning culture units and heroes was fixed but I have seen lots of different culture uits coming towards me and saw messages of 3 heroes being created by barbs in one turn, Tore, Mungo Man, and Windradyne.

Saddens me to know no civ will be able to get those heroes now, and makes me afraid any hearoes I plan on getting (after having secured a culture) will be taken already by barbs before I get to create them myself.

Cheers

Well see thats exactly what i intended them to do, i want the barb's more vicious and mean than normal civs, so i let them do what they want, and if you look more than likely these Heroes they are getting are OLD Heroes and not worth that much. Culture units is Hydro's stuff.
 
Game locks up when you set a Gatherer to auto-promote when promotions are available. I've attached a save so the offending behavior can be duplicated.

The game does not lock up if you manually select a promotion. The game also does not lock up if you activate auto-promotion when the unit cannot immediately select a promotion.

EDIT: Currently using SVN 7644.

This actually was representative of a deep error in the code that I've asked for some help on elsewhere in the forum here. While I wait for an answer I was able to setup a failsafe that keeps this from being a problem of this magnitude any further. It actually also does answer to a problem I saw the AI having but hadn't gone to sort out yet. And for them it doesn't lead to a freezeup like this one did.

It's also an irony that a fix in one place revealed a problem in another and that's what this is. I fixed some loopholes in the promotion valuating for the AI and it worked so it found no valued promos because the one it can get was falsely returning an incorrectly evaluated worthlessness. So while I wait to find out how to fix the underlying reason for that, it also let me know that any promo a unit can get if this is evaluating FOR an existing unit should never be completely valueless. That's the safety net I'm installing here.

Will have an update on this tomorrow I think. Trying to catch a number of these into one update since it takes forever to commit a new dll. For now... don't automate your worker promos.
 
Well see thats exactly what i intended them to do, i want the barb's more vicious and mean than normal civs, so i let them do what they want, and if you look more than likely these Heroes they are getting are OLD Heroes and not worth that much. Culture units is Hydro's stuff.
Well I do not like it. For me culture units and especially heroes should be locked to whomever has the culture as otherwise it makes those special units a lot less special.

As for the heroes being old and not worth much, isn't that depending on who is playing? After all there is not just a question of how worth they are as fighters, there's Achievements as well, and all 3 of those I saw being spawned by Barbs can build achievements, making them worth a LOT.
There is also the question of sentimental value, having the heroes/units of a culture one likes, or as flavour with having teh heroes/units of ones cultures.

Please reconsider this and find some other way to make the barbs more vicious. I agree with that sentiment of yours, but not the method to do so.
If able, with Thunderbrd's assistance, with Size Matters, have the barb units spawn with +1 group size or +1 Quality, though with Size Matters the barb cities already merge and split their city units so the barb cities are more difficult to take on (oh, I also edit so barb cities spawn 6 units initially, not the base 4, that might help in that respect too).
As for without Size Matters maybe each spawn creates 2x or 3x the units? That usually makes it tougher to take them on too.

Cheers
 
Yeah, that's not quite right is it? I'll have to look into this too - sadly I don't think I've ever interacted with the codes that compile the amount of resources a player has accessed so this might be a toughy. Again, thanks for the save!

If it helps in the least, I'm not even so sure it's something specific to the resource count itself. As far as I can tell no other resource other than sulphur is affected.
Any chance one of the buldings that require sulphur (or the clockwork culture wonder itself) is for some reason also taking up those resources?
 
As for the heroes being old and not worth much, isn't that depending on who is playing? After all there is not just a question of how worth they are as fighters, there's Achievements as well, and all 3 of those I saw being spawned by Barbs can build achievements, making them worth a LOT.
There is also the question of sentimental value, having the heroes/units of a culture one likes, or as flavour with having teh heroes/units of ones cultures.

Please reconsider this and find some other way to make the barbs more vicious. I agree with that sentiment of yours, but not the method to do so.
If able, with Thunderbrd's assistance, with Size Matters, have the barb units spawn with +1 group size or +1 Quality, though with Size Matters the barb cities already merge and split their city units so the barb cities are more difficult to take on (oh, I also edit so barb cities spawn 6 units initially, not the base 4, that might help in that respect too).
As for without Size Matters maybe each spawn creates 2x or 3x the units? That usually makes it tougher to take them on too.

Cheers

On the Heroes stuff, please write what you think in that thread thx.
 
Hi

New game, new problem.

In the save i've added the next turn is an endless turn.

i'm at SVN 7633

Could you have a look ?

If i disable my workers auto promote the game does not go into an endless turn.
 
If I could find the Hero thread maybe I would have though I really do not see why it would be needed. If you all have already discussed this and the concensus was for giving Barbs Hero spawns then anything I add will not change it really.
If it has not been discussed then your setting it as it is is really your prerogative as the Hero system is your baby and should follow your directives.
If it's been set as is solely for Barb reasons then it should be a Barb discussion thread and not the Hero thread a discussion should take place in.

Cheers
 
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