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

You need to increase the disappearance chance in the XML.
True but the intention was that it would likely eventually consume the world and come back to haunt the one who launched the weapon. I'm not entirely happy with the way the weapon works as I'd say eventually the Disease system should express the matter but I'm pretty sure it (was) working as CivFuhrer intended.

@ TB

whats the deal with having to delete the cache each and every time you make even a small change to anything now??
I don't really know all that much about the caching tbh. I made some changes to make DH's insistence that unit classes that did not have a default unit type defined (due to modularity having removed the unit type defined there) should be ok for the dll to keep it from outright crashing in that situation but apparently this kind of thing is still not being accounted for in the caching structure. So it appears that as long as we have unitclasses without firmly accepted default unit types defines we'll keep having this problem.

I just had the barbarians create the hero Khomvoum. Not only that they built him on an island where they had no cities!
Yeah, that really sucks! I've tried to approach inhibiting this behavior a number of times and something seems to be getting around everything I've tried to do. I'll keep trying. We don't have heroes setup in the barbarian spawn infos do we???
 
Also we need to finally clear up this Revolution error stuff:

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 3647, in pickRevolutionStyle
File "Revolution", line 4107, in chooseRevolutionCiv
RuntimeError: unidentifiable C++ exception
pic 2
 
I just had a Great Spy born in my capital and I can't do much with him because I have just got Sedentary Lifestyle and I can't afford the cost of the building. The Great People special buildings or actions used to be balanced but they have been getting less so. Especially the great Engineer and the Great Spy.

Yeah, that really sucks! I've tried to approach inhibiting this behavior a number of times and something seems to be getting around everything I've tried to do. I'll keep trying. We don't have heroes setup in the barbarian spawn infos do we???

barbarians still use the standard BtS spawn. Which I think means that they spawn any unit that they have the technology to spawn, ie it does not look at other requirements.

Also (see pic) i want to decrease the times of the Great Farmer, 219 turns:eek: is waaaay to long IMPO
So DH, where do i go to get LESS turn times made here??

The work rate needs to be adjusted. I'll have a look tomorrow, it is bed time now. edit It is about half what it should be by the looks of things.
 
My workers keep replacing my mines with stone tools workshops only to then rebuild a mine on top of it again.

2qD815u.jpg


SVN rev 7707
 
Is this why also that there is now a 10-15 second MORE turn delay??
You do realize the later the game gets and the more that the game has to consider the longer the turn times will be right? That issue probably has nothing to do with it. It's hard to say what does until it's fully profiled again which is not an overnight process either. At the moment I'm more worried about some AI issues and any crashes than I am about streamlining as that would potentially introduce more instability to work on that.

The stopgap I put in place to help whatever unit had been having trouble in the AI may allow some turns to be more lengthy but I really think you are probably just experiencing for the most part some natural ebb and flow to turn times that result from AI's needing to re-evaluate civics and tech tree choices occasionally. Some turns will be longer than others quite naturally.

I just had a Great Spy born in my capital and I can't do much with him because I have just got Sedentary Lifestyle and I can't afford the cost of the building. The Great People special buildings or actions used to be balanced but they have been getting less so. Especially the great Engineer and the Great Spy.
Interesting... there's a cost to build the Scotland Yard?


barbarians still use the standard BtS spawn. Which I think means that they spawn any unit that they have the technology to spawn, ie it does not look at other requirements.
Well... that's what I'm tweaking and it's not stopping them even though clearly it should. Maybe the specific hero units it's being allowed to build don't have the hero unitcombat? That's what should stop them from being valid as a spawn.

My workers keep replacing my mines with stone tools workshops only to then rebuild a mine on top of it again.

2qD815u.jpg


SVN rev 7707
Interesting... I can PROBABLY fix that and it should be for the sake of the AI if nothing else.

I hear ya, mine keep building stupid forts and i have on LEAVE old improvements on even, its just like it doesnt matter, or its broken??
It may well be broken as in I haven't seen any references to it in the code. It wouldn't be enough though - it should be repaired for the AI as well as the player whether the player is using the option or not.

As it stands, what I've seen so far is that the city really should have to be under significant threat for the workers to think a fort is at all a good idea.

But what may be also happening with this switching back and forth is that they may not be evaluating the improvement that's ALREADY THERE and that could be the ultimate problem overall. I'll see what I can do about that.
 
As it stands, what I've seen so far is that the city really should have to be under significant threat for the workers to think a fort is at all a good idea.

But what may be also happening with this switching back and forth is that they may not be evaluating the improvement that's ALREADY THERE and that could be the ultimate problem overall. I'll see what I can do about that.

Yeah i believe its the later. Because some of the forts are a ways away from and cities and as soon as i build Plantation/Orchard etc on them, the automated workers go right BACK and build forts on them "again." But we not need to worry about this till after the release anyways.

But the Revolution crap needs to be fixed before then??
 
Yeah i believe its the later. Because some of the forts are a ways away from and cities and as soon as i build Plantation/Orchard etc on them, the automated workers go right BACK and build forts on them "again." But we not need to worry about this till after the release anyways.

But the Revolution crap needs to be fixed before then??

Well... if you're talking about plots that aren't in a city radius it WILL only consider a fort to be of any value (as in fact that's all that would be since there's no yields to be obtained as there's no city so a fort is all that CAN help in any way beyond simply providing the resource itself.)

The rev stuff isn't really my territory. I MIGHT be able to look into it and figure something out but it'd be me working on python and that's a rare thing. I've NEVER interacted with the rev python so that would be very interesting. I might be able to track the problem down a bit more though. What I think is happening there is that there's a missing mission. So that would mean that I'd be pretty much limited to simply removing whatever's firing for the missing mission in the python since I'm not about to try to guess what the mission's supposed to do. Has there been any missions removed recently? I know I shut some down for Size Matters games but none of those are rev interactive.
 
Interesting... there's a cost to build the Scotland Yard?

There is a per turn maintenance cost of 25:gold:!

Probably what should be done with the buildings for the Great Doctor, Scientist and Spy is to have them vary with era or tech rather than just having the one effect for all time.
 
There is a per turn maintenance cost of 25:gold:!

Probably what should be done with the buildings for the Great Doctor, Scientist and Spy is to have them vary with era or tech rather than just having the one effect for all time.

How would you propose to establish this variance by era? Are we talking new tags or perhaps supporting autobuilds to get them to vary?
 
How would you propose to establish this variance by era? Are we talking new tags or perhaps supporting autobuilds to get them to vary?

We already have things in place for tech and we could use something like what is done for universities interacting with other buildings. For example we could add lecture halls as a new building that requires the GS Academy or we could add effects to the scribal school and library that affect it. There are a number of options.
 
SVN 7707. Using a 5+ year old system. So do not expect speed.

But what is wrong with the BUG system?

I am about 650 turns in to the game (Medieval Era - 460 BC.)

No problems while playing a turn. End of turn takes about 80 seconds. (Normal on my rig.)

But click on the BUG icon and it takes over 10 minutes to load the first page.

What is it doing that takes that long. The disk access light is flashing like crazy.

When you access it at the start of a new game - it only takes a few seconds.
 
SVN 7707. Using a 5+ year old system. So do not expect speed.

But what is wrong with the BUG system?

I am about 650 turns in to the game (Medieval Era - 460 BC.)

No problems while playing a turn. End of turn takes about 80 seconds. (Normal on my rig.)

But click on the BUG icon and it takes over 10 minutes to load the first page.

What is it doing that takes that long. The disk access light is flashing like crazy.

Yeah some games I can't even get it to open as it seems to endlessly hang trying to. But that does seem to be on games I didn't generate so... I dunno. Don't know too much about the page all in all. Any ideas on this DH? It seems to not affect all games but for those it does... ugh.
 
I think I have found a solution - not perfect - but does work. If you want to make changes to BUG for an existing game.

Start a new game - make the BUG changes (It loads in a few seconds). The User Settings are updated. (You may have to do this twice - I have read.)

Then load your ongoing game.
 
My workers keep replacing my mines with stone tools workshops only to then rebuild a mine on top of it again.

2qD815u.jpg


SVN rev 7707

So I believe I've figured out what the problem was here and interestingly enough it may also be the reason workers will build forts over improvements when not under threat and build over forts with other improvements and oscillate back and forth. This should be yet another of now 3 major victories over some major AI problems that my next update should include. Very cool... I think with this next commit that perhaps 70% of the AI's overall 'problem' with lagging should be solved. This issue was one of the major ones so pointing out this small behavior was enough to be a BIG key in the puzzle!
 
SVN7700: The bottom half of the Shaolin Monks is a black blob.

When you select a Privateer and then scroll away from it on the map, the picture in the pointer/button is just a pink disc.
 
I have built Hammurabi Stele of Laws (free courthouse in every city), and have mesopotamism as state religion and have researched City Planning and Code of Laws. But i am unable to build Forbidden Palace - it says i have 0/9 courthouses, even they are showing in buildings list in city screen, and i can build all courthouse related buildings (river authority, stocks etc.). And i can't build another courthouse since it's already in the city.

Can provide savegame if needed.
 
SVN7700: The bottom half of the Shaolin Monks is a black blob.

When you select a Privateer and then scroll away from it on the map, the picture in the pointer/button is just a pink disc.

Can you post screenshots of these 2 bugs?
 
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