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

I never play with resource depletion anyhow, so that's out the window as well. =\

Seeing as no one else reported an issue with sulphur, it might just be that something just randomly broke in my game amongst the ten or so svn updates and recalcs its seen through its lifetime. Bummer though, I was hoping for a tale of heroics and sleuthery like with the dissapearing modern mine action bug ;)


Regarding svn updates mid-game and recalcs - every single time I updated the svn I had to do a recalc when loading the game for the first time after the update (understandable), but then after playing, saving the game, and starting it back up another day it always asked for another recalc. Is that normal?

Just like the BUG options when you change them also, it is always twice,
 
OK this is really T-ing me off lately, my "attached to all units" Great General or what ever the name is, gets defeated whereas he never should be unless he is by himself or the whole stack dies, but NOT when the stack remains and only HE is dead?? Just not right???????
 
SVN 7656.

Just built a Bandit Rider (English) and moved it to a galley 2 tiles away on a coastal tile. It attacked and sank a Bireme that was on the same tile. Maybe they were relaxing on the sand. :rolleyes:

It would not load onto the ship, which had carried other mounted units.

Looking in the Sevopedia amongs it promotions were theTransport troops option. :confused:

Edit: The next turn he could board the galley. I went back to the previous turn and there was another ship on the same tile. So it thought it was attacking not boarding.

Question is should it be able to attack ships?

It can not attack ships that is on its own - only when trying to board a ship that has another on the same tile.
 
Seeing as no one else reported an issue with sulphur, it might just be that something just randomly broke in my game amongst the ten or so svn updates and recalcs its seen through its lifetime. Bummer though, I was hoping for a tale of heroics and sleuthery like with the dissapearing modern mine action bug ;)

Have you had any volcanic events that could have caused this? I'm sure I have had "new resource spawned" messages from volcanoes that had already spawned resources before (and on the same tile).

Regarding svn updates mid-game and recalcs - every single time I updated the svn I had to do a recalc when loading the game for the first time after the update (understandable), but then after playing, saving the game, and starting it back up another day it always asked for another recalc. Is that normal?

My hypothesis which may explain this is that BUG and perhaps other option changes are read as assets changes in this process...

This is no biggy, right? (...except of course that the recalc apparently breaks the tracking of gold and properties for a turn or so...:rolleyes:)
 
OK this is really T-ing me off lately, my "attached to all units" Warlord General or what ever the name is, gets defeated whereas he never should be unless he is by himself or the whole stack dies, but NOT when the stack remains and only HE is dead?? Just not right???????
So it's a Great Commander that has died? That would be very very strange and I'd want to make sure I get a save from just before the event of course. Theoretically it could mean that the Commander has so many promos and values that the game, for some stupid reason, is thinking it's a valid combat unit... but why would it even be capable of attack I wonder - it has no strength of its own!

If you 'attached' a General to a unit and the unit is the first to attack and IT dies that's not so strange, just a very very very good reason not to attack as the whole stack!

SVN 7656.

Just built a Bandit Rider (English) and moved it to a galley 2 tiles away on a coastal tile. It attacked and sank a Bireme that was on the same tile. Maybe they were relaxing on the sand. :rolleyes:

It would not load onto the ship, which had carried other mounted units.

Looking in the Sevopedia amongs it promotions were theTransport troops option. :confused:

Edit: The next turn he could board the galley. I went back to the previous turn and there was another ship on the same tile. So it thought it was attacking not boarding.

Question is should it be able to attack ships?

It can not attack ships that is on its own - only when trying to board a ship that has another on the same tile.
Yeah that's a little odd too. I believe the attempt to make inter-domain combat like a helicopter attacking a ship, in combination with the fact that your boat being there allows the unit to move onto the sea tile, in combination with the fact that your unit is an HN unit must have found an old loophole that's never been closed up. Should be if the plot domain is SEA and the unit doesn't have the ability to move on all terrains, it should not be able to attack. Then it gets complicated trying to get it to be able to even MOVE into a space with this sort of odd situation existing. Certainly something to look into but not simple by any means.

Have you had any volcanic events that could have caused this? I'm sure I have had "new resource spawned" messages from volcanoes that had already spawned resources before (and on the same tile).
Interesting theory too. Something to do with volcanoes... hmm. How it would be 'removing' the resource I'm not sure but it does lend itself to a problem towards sulfur alone doesn't it? (and if there's a few others like obsidian that can be included it might not be as noticed.)




My hypothesis which may explain this is that BUG and perhaps other option changes are read as assets changes in this process...

This is no biggy, right? (...except of course that the recalc apparently breaks the tracking of gold and properties for a turn or so...:rolleyes:)
Yeah I'm not sure but sometimes the game just triggers this recalc popup for some reason. If you know for a fact that it shouldn't need to be used then I'd just not recalculate. Will save playtime if nothing else.
 
Have you had any volcanic events that could have caused this? I'm sure I have had "new resource spawned" messages from volcanoes that had already spawned resources before (and on the same tile).

None on my land mass, but there's repeated volcanic activity on the continent next door.

This is no biggy, right? (...except of course that the recalc apparently breaks the tracking of gold and properties for a turn or so...:rolleyes:)

Yeah, it's just an extra recalc once an SVN update - a hassle rather than a gamebreaker.
 
It would not load onto the ship, which had carried other mounted units.

Looking in the Sevopedia amongs it promotions were theTransport troops option. :confused:

Edit: The next turn he could board the galley. I went back to the previous turn and there was another ship on the same tile. So it thought it was attacking not boarding.
I just ran across an interesting rule in the code that I'm not sure how you managed to get the game to violate.

Apparently Hidden Nationality units may not board units that do not have Hidden Nationality themselves.

I get the intent of the 'rule' but I don't think it serves our purposes from a number of angles.

I'm looking into things further of course. That doesn't explain everything, just why you couldn't initially load the unit (but then why could you move it out into the water plot in the first place? Perhaps the check for both situations takes place in differing spots...)
 
@ TB
did you take out Ranged Assault all together, i dont have it on ANY unit anymore??? pics 1/2
No... and before I committed last night I tested on YOUR game (because though I did weaken RA a bit I wanted to see how great the difference was).

That's ... odd. Send the save again.
 
I just ran across an interesting rule in the code that I'm not sure how you managed to get the game to violate.

Apparently Hidden Nationality units may not board units that do not have Hidden Nationality themselves.

I get the intent of the 'rule' but I don't think it serves our purposes from a number of angles.

I'm looking into things further of course. That doesn't explain everything, just why you couldn't initially load the unit (but then why could you move it out into the water plot in the first place? Perhaps the check for both situations takes place in differing spots...)
Ok, I ran across the portion that determines if a unit can attack a specific unit or not (very helpful to write in a fix there.) Between the attack legality issue being resolved and making it ok to load HN units onto ships that don't have HN I think we'll be ok now. There's still something odd about why it allowed you to TRY to board in the first place but that's a little more mysterious.

I've added a fix there to this AND since it also represents a bit of a fix to keep land units in tunnels from being able to attack boats along the way (though this might let those enemy boats hold them up) I also added a fix to keep boats and air units from being able to attack land units in tunnels as well. I might have to go searching for a way to fix land units loaded on boats (which also aren't able to attack into tunnels from a transport) from being able to get INTO or unload into a tunnel (or vice versa) but at least this is a step in the right direction for fixing some of the tunnel issues too.




Also:
@DH: I've added the ability to give the permanent and deep invisibility ability of a spy to units via a combat class and added that ability to UNITCOMBAT_IDEA. This means all of your tales proxy units can no longer interact with the map in a combat interaction at all which was something that we'd both wanted for those. Been an outstanding 'fix' task for a while now... just finally found a moment to do it as I encountered this spy ability in the code and realized how simple it'd be to add in.
 
I just ran across an interesting rule in the code that I'm not sure how you managed to get the game to violate.

Apparently Hidden Nationality units may not board units that do not have Hidden Nationality themselves.

I get the intent of the 'rule' but I don't think it serves our purposes from a number of angles.

I'm looking into things further of course. That doesn't explain everything, just why you couldn't initially load the unit (but then why could you move it out into the water plot in the first place? Perhaps the check for both situations takes place in differing spots...)

I was not moving it out into the water on it's own. I was trying to move it onto a loadable ship in the water. The AI ship on the same tile stopped me. Normal units loaded - not the HN one.

I have save games if you want them. (I autosave every turn.) I can easily find the turn the unit was built, before I tried to initially load it on the galley.


Apparently Hidden Nationality units may not board units that do not have Hidden Nationality themselves.)

If that was the case it would mean that island Civs. like England or Japan would be at an even greater disadvantage. No Rogues, thieves etc. being able to go to the mainland. Which at the moment they can.

Maybe a tweak was put in the code to allow that - which is causing this glitch. If so I would rather keep it, than not allow island civs use HN units till late in the game.

EDIT: Posted the above before reading the last post. Must learn to read all posts before posting myself. :(

There's still something odd about why it allowed you to TRY to board in the first place but that's a little more mysterious.

The unit was 2 tiles away, I just used the mouse button to move it. The white circle came up (valid move). It would only be when it got to that tile it knew another unit was there.
 
@ TB
did you take out Ranged Assault all together, i dont have it on ANY unit anymore??? pics 1/2

Did your bug option for ranged bombard get turned off or something? I'm not having trouble ranged attacking with your game at all.

Note: however, I AM having some other bugs I may try to solve here. You're getting some revolutions python errors as I run this save but I'm not equipped to handle that very well.
 
I was not moving it out into the water on it's own. I was trying to move it onto a loadable ship in the water. The AI ship on the same tile stopped me. Normal units loaded - not the HN one.

I have save games if you want them. (I autosave every turn.) I can easily find the turn the unit was built, before I tried to initially load it on the galley.

No worries. I think you probably just explained the loophole that allowed you to TRY to board the ship in the first place. And perhaps how you managed to get it to board (as a group it may have checked the boarding validity of the group and not the individual unit.)

It shouldn't further be an issue after this next commit but it does show there's some gaps in the seams of the logic and lets me know to watch out for some other issues there perhaps.
 
No worries. I think you probably just explained the loophole that allowed you to TRY to board the ship in the first place. And perhaps how you managed to get it to board (as a group it may have checked the boarding validity of the group and not the individual unit.)

It shouldn't further be an issue after this next commit but it does show there's some gaps in the seams of the logic and lets me know to watch out for some other issues there perhaps.

BAD ENGLISH

I was not moving it out into the water on it's own.

I did not mean it was in a group.

Just so you do not waste time looking for problems there.

I moved it as a single unit. It was able to board when the second AI unit moved away on the next turn.

Also: look at my edit two posts above.
 
BAD ENGLISH



I did not mean it was in a group.

Just so you do not waste time looking for problems there.

I moved it as a single unit. It was able to board when the second AI unit moved away on the next turn.

Also: look at my edit two posts above.

Yeah, either way I've put safety nets in place to keep this sort of thing from being a problem. And having enabled HN units to be loaded whether the unit its loaded onto is HN or not will help with the other issues you mentioned.
 
Did your bug option for ranged bombard get turned off or something? I'm not having trouble ranged attacking with your game at all.

Note: however, I AM having some other bugs I may try to solve here. You're getting some revolutions python errors as I run this save but I'm not equipped to handle that very well.

DUH:blush: I turned off Opportunity Fire because the city i was trying to attack, which i could NOT , because it didnt have any troops in it, just 50 ships, so their OF destroyed all my invading troops in one swoop. So RA was right next to it and i must have clicked on that by mistake. . . I was just getting more Teed because of OF wiping out all my units. And i could not invade. Plus it wiped out my "attached" Great General by himself also, and that got me more Teed. . . .

@ DH

every turn i take i get this:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 624, in onEndPlayerTurn
File "Revolution", line 1070, in updatePlayerRevolution
File "Revolution", line 2309, in checkForRevolution
File "Revolution", line 3784, in pickRevolutionStyle
File "Revolution", line 4107, in chooseRevolutionCiv
RuntimeError: unidentifiable C++ exception
 
DUH:blush: I turned off Opportunity Fire because the city i was trying to attack, which i could NOT , because it didnt have any troops in it, just 50 ships, so their OF destroyed all my invading troops in one swoop. So RA was right next to it and i must have clicked on that by mistake. . . I was just getting more Teed because of OF wiping out all my units. And i could not invade. Plus it wiped out my "attached" Great General by himself also, and that got me more Teed. . . .

@ DH

every turn i take i get this:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 624, in onEndPlayerTurn
File "Revolution", line 1070, in updatePlayerRevolution
File "Revolution", line 2309, in checkForRevolution
File "Revolution", line 3784, in pickRevolutionStyle
File "Revolution", line 4107, in chooseRevolutionCiv
RuntimeError: unidentifiable C++ exception

So you're unable to attack a city when there's nothing but ships in the harbor? That's not right. I'd love a save showing that.
 
So you're unable to attack a city when there's nothing but ships in the harbor? That's not right. I'd love a save showing that.

Do you still have my game, these are all from that game i am reporting about. I already mentioned this back in 1708 also.

But if you deleted it, here it is again, its from my capitol to the left Viking area. They just annihilate my troops and i cant kill them or take over the city???
 
From the turn you gave me last time I tried to take the city and wasn't able to. You simply don't have enough power there to do it. I couldn't reduce it down to boats only so I couldn't test that problem. You've got a serious problem with air superiority in the area - as in he has it and you don't. Additionally, yes, the op fire, as intended, is making it tough to take the city. I don't see a problem so much as he's just got more firepower there than you're bringing in.

Your games are overwriting the old ones so yes, I did at one point get the one where you showed only boats in the city but I don't have it now. That's the exact scenario I'd want to try to test (I can test it tomorrow.) Cities should be attackable if there's no land defenders in there to hold it. Of course, there could be a few reasons there why you can't. Often boats will hide the defenders if they can load them. And if the city hasn't been bombed enough to enter it could be impossible to do so though I THINK that even those cities that still have a minimum value to attack should allow you to get in if all the valid defenders are dead but I'm not sure if it's programmed that way or not.

My real concern is that it's answer C. That a denial of the ability of a land unit to attack a sea unit is incorrectly applying to sea units in cities after some of those super forts adjustments. That would be a real problem for the game and would really need to be addressed.



Oh... about those python errors. I'm getting some issues in the code when those fire too. Apparently the rev python is asking for an event or event trigger to take place that doesn't exist.
 
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