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

SVN 7707.

The City Screen filter for buildings - "Military Advantages" does not display the "Cannon Forge".
 
The solution is, and I suspect would always have had to have been: Make them both dependent on the SAME object AND make it neither of them! You'd NEED a third party object to designate as that which the objects are dependent on, even if it's something like a dummy tech or something that WILL load before building classes and unit classes! Something that will only exist if the module you want them dependent on is active.

Always done that way for all the tests.
 
This is by design but it could help to explain why it's happening:

There's a primary upgrade defined. When that primary upgrade is tech accessed the countdown begins to upgrade. When the countdown ends, there are some times and positions where the primary upgrade is not valid. If it is not AND there are no other alternative upgrades defined that ARE valid in that position then it will immediately freeze the upgrade (this is so it doesn't destroy processing times by checking every pending upgrade plot every round.) You can and should unlock it, just as you've determined you can do, every so often to see if other options may have opened up.

Thanks for the detailed reply, but to clarify further, I already have towns elsewhere. I have had Social Contract for yonks and I have built a town or two (what a waste - I know:rolleyes:), had some others apparently upgrade off their own bat, and even had a few give me the option to upgrade.

Is there an added complication so that some villages can upgrade and some can't? For example, one of those I'm having trouble with is on desert (flood plain).
 
SVN 7707.

The City Screen filter for buildings - "Military Advantages" does not display the "Cannon Forge".
What's the 'tag' used that dictates that Cannon Forge should show up under the Military Advantages screen?

Always done that way for all the tests.
Can you give an example, quoting the xml, of the problem you're having then? I want to see what you're trying to do that's not working.

Basically you just said you already use an alternative option I was giving that would clear up the problems you were having with the stated things you were trying to do that were causing you trouble. At this point I'm like :dunno: So what's the problem then?

Thanks for the detailed reply, but to clarify further, I already have towns elsewhere. I have had Social Contract for yonks and I have built a town or two (what a waste - I know:rolleyes:), had some others apparently upgrade off their own bat, and even had a few give me the option to upgrade.

Is there an added complication so that some villages can upgrade and some can't? For example, one of those I'm having trouble with is on desert (flood plain).
There's one little complex spot in the village chain.

When a Hamlet is upgrading to a Village is the point where the chain will destroy most Features. If there's a feature there it will often give some options if options exist.

I need to know exactly what is getting stuck trying to upgrade. It's possible that it's not immediately taking any VALID alternative upgrade option if the first is invalid.

There are a lot of little rules that can be hard to keep track of in this that guide what can and can't be built and/or upgraded.

One example: No upgrade will be valid if the current improvement is giving access to the resource on the plot and the upgrade option won't continue to do so. Once you're accessing a resource on a plot, the only way to get an improvement there that no longer gives the resource on that plot is to get workers in and get them to build what it is you want there that doesn't give the resource.

That would be the issue if a seed camp, for example, is giving access to say, wheat, that exists on a plot, then goes to upgrade but the farm isn't valid so will also then find the cottage is also therefore invalid since the cottage wouldn't give the wheat.

But yeah, I think I'll need you to be much more specific about the various plots and what you have there that you were hoping would upgrade. Like, for example, WHAT is on the desert with floodplain that is getting auto-frozen rather than upgrading, and is the plot next to a river as most maps dictate floodplains be?

Wait... read back over your initial post then on a suspicion looked at the xml in the improvements and I think I figured out what you're getting at. The village has an application of the tag bFreshwaterMakesValid - thus wherever there is freshwater access it may exist - kinda like a farm really. Therefore if it's next to a river it's good even if its not normally one of the types of terrains it can exist on.

However the TOWN does not use this tag. Apparently it's not enough for the village to grow up into a town that the plot has freshwater access - instead it MUST be the type of terrain that the Town improvement defines - so there's a limit on non-grass/plains/lush/scrub/muddy plots to how far these chains may upgrade.

Not sure if that's intent or overlooked tag flaw - one would have to ask 0100010. I can see arguments for both approaches there.
 
Did kind of error messaging:


UndefinedSymbol: UNITCOMBAT_AIR_RECON
Used: fury units/civ4unitinfos.xml at line 34736
Used: fury units/civ4unitinfos.xml at line 52958

UndefinedSymbol: UNITAI_GREAT_HUNTER
Used: fury units/civ4unitinfos.xml at line 58340
Used: fury units/civ4unitinfos.xml at line 58347
UndefinedSymbol: UNITAI_HUNTER
Used: fury units/civ4unitinfos.xml at line 6435
Used: fury units/civ4unitinfos.xml at line 6636
Used: fury units/civ4unitinfos.xml at line 6829
Used: fury units/civ4unitinfos.xml at line 7375
Used: fury units/civ4unitinfos.xml at line 7393
Used: fury units/civ4unitinfos.xml at line 7470
Used: fury units/civ4unitinfos.xml at line 7482
Used: fury units/civ4unitinfos.xml at line 7573
Used: fury units/civ4unitinfos.xml at line 7591
Used: fury units/civ4unitinfos.xml at line 7686
Used: fury units/civ4unitinfos.xml at line 7704
Used: fury units/civ4unitinfos.xml at line 7798
Used: fury units/civ4unitinfos.xml at line 7811
Used: fury units/civ4unitinfos.xml at line 90739
Used: fury units/civ4unitinfos.xml at line 90795
Used: fury units/civ4unitinfos.xml at line 90799
Used: fury units/civ4unitinfos.xml at line 100912
Used: fury units/civ4unitinfos.xml at line 100966
Used: fury units/civ4unitinfos.xml at line 101104
Used: fury units/civ4unitinfos.xml at line 101122
UndefinedSymbol: UNITAI_PILLAGE_COUNTER
Used: fury units/civ4unitinfos.xml at line 71469
Used: fury units/civ4unitinfos.xml at line 71535
Used: fury units/civ4unitinfos.xml at line 71685
Used: fury units/civ4unitinfos.xml at line 71751
Used: fury units/civ4unitinfos.xml at line 71906
Used: fury units/civ4unitinfos.xml at line 71976
Used: fury units/civ4unitinfos.xml at line 72128
Used: fury units/civ4unitinfos.xml at line 72198
Used: fury units/civ4unitinfos.xml at line 72378
Used: fury units/civ4unitinfos.xml at line 72442
Used: fury units/civ4unitinfos.xml at line 74817
Used: fury units/civ4unitinfos.xml at line 89010
Used: fury units/civ4unitinfos.xml at line 91068

If you read what i wrote slooowly you'll understand . . in my other post

btw does the cache serve any purpose any longer??

@SO: You still getting any of this in any way?
 
@SO: You still getting any of this in any way?

Did you add each of these in the prospective area??

Here is what i wrote

@ TB
I am getting this: UNITCOMBAT_AIR_RECON not in the Unitcombatinfos?? But is in the UnitInfos?

and UNITAI_PILLAGE_COUNTER in the UnitInfos but not in the unitai area??
also UNITAI_HUNTER, UNITAI_GREAT_HUNTER

I didnt see any XML changes for these??
 
Did you add each of these in the prospective area??

Here is what i wrote



I didnt see any XML changes for these??

Those are defined. Probably in modules. So the only way you'd get a problem with them is if those modules they are defined in are turned off. I'll go look for them and put 'em in the core.

EDIT: Well... the UnitCombat is. The AI's are defined in the code. How we're getting any problem with them not being available when called is a mystery.
 
I a hoping that there is an error in the hover over not the implementation. Industrious is being mentioned as giving +4:hammers: twice for the quarry. See image.

I probably need to figure out how to add that trait and civic stuff to the pedia page also.
 
Those are defined. Probably in modules. So the only way you'd get a problem with them is if those modules they are defined in are turned off. I'll go look for them and put 'em in the core.

EDIT: Well... the UnitCombat is. The AI's are defined in the code. How we're getting any problem with them not being available when called is a mystery.

OK i didnt see the air recon in the modules area before, so that was the main thing about that(it doesnt read modules) EXCEPT (see attached) its not listed here??? Or did i miss something here also??:blush:
I used an old XML checker called Civ Check. It doesnt read modules as i mentioned.



EDIT:

Current SVN dll, crashed right away as soon as i clicked on next turn, poof CTD. Didnt CTD before this??

Also (extra mention)

Forgot to mention that in the previous dll or the one before, that turn times have gone goofy again. It was perfect at 30 seconds even in the Modern Era that i was in, with around 500 cities on map, but then after those changes it was over 1 minute each turn which is unacceptable.(No offense) because its hard going from a great 30 sec to over 1 minute just because of a change?????:mischief: (And i am NOT picking on you. ok.
 
I a hoping that there is an error in the hover over not the implementation. Industrious is being mentioned as giving +4:hammers: twice for the quarry. See image.

I probably need to figure out how to add that trait and civic stuff to the pedia page also.
Since it's being displayed on the quarry display it would be from the quarry display recognizing multiple situational traits called industrial that's causing the double up - not an actual problem.

OK i didnt see the air recon in the modules area before, so that was the main thing about that(it doesnt read modules) EXCEPT (see attached) its not listed here??? Or did i miss something here also??:blush:
I used an old XML checker called Civ Check. It doesnt read modules as i mentioned.
hmm... must not adapt well to new AIs. Wonder where it goes to find those defined since they are defined in the dll codes. Wouldn't worry 'bout it.



EDIT:

Current SVN dll, crashed right away as soon as i clicked on next turn, poof CTD. Didnt CTD before this??
I tested a turn on your last game and it went through fine but there are certainly numerous potential sources of crash points in those adjustments. Back out of my last one until I can evaluate your end turn on the save you just loaded up. I probably won't get a chance to fix until tomorrow - this was one of those fixes that could introduce some funny stuff elsewhere that light testing wouldn't catch. Figured there might be a crash or two to fix after this one.

Also (extra mention)

Forgot to mention that in the previous dll or the one before, that turn times have gone goofy again. It was perfect at 30 seconds even in the Modern Era that i was in, with around 500 cities on map, but then after those changes it was over 1 minute each turn which is unacceptable.(No offense) because its hard going from a great 30 sec to over 1 minute just because of a change?????:mischief: (And i am NOT picking on you. ok.
1 minute is not unacceptable. There were a few things done that would cause a little slowdown, yes, but it should be worthwhile as it meant fixes to the AI (major fixes at that). I cannot be inspired to break things just to speed them up. And if fixing them slows them a bit and there's no way around it then it should've been that slow all along. Our turn times are already nearly better than vanilla alone.
 
Rev 7753:
Repeatable CTD on end of turn, save and minidump attached



Seems to be fixed with 7754 as long as the savegame was saved before 7752
 
I've noticed that in the SVN latest updates recently has somehow bugged out the future tech tree where I can easily get a free technology and researched the tech that gives me instant education and telepathy during the classical age.
 
Rev 7753:
Repeatable CTD on end of turn, save and minidump attached



Seems to be fixed with 7754 as long as the savegame was saved before 7752

I think it's probable and safe to assume that all of the crash reports since that point would now be equally resolved with the same condition.
 
I think it's probable and safe to assume that all of the crash reports since that point would now be equally resolved with the same condition.

Except my Rome one:p:mad:;)

EDIT: I get this error message(on an old old old game)??

Traceback (most recent call last):

File "CvRandomEventInterface", line 4728, in expireAlternativeEnergy1

AttributeError: 'NoneType' object has no attribute 'getBuildingClassCountWithUpgrades'
ERR: Python function expireAlternativeEnergy1 failed, module CvRandomEventInterface
 
What's the 'tag' used that dictates that Cannon Forge should show up under the Military Advantages screen?

The Canon_Forge is missing the flavor tag:

<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>

as it allows the building (training) of military units.

I think the value 10 is the correct number. I got it from the Garrison, but you need to check that.

It is in the file:

Modules\hydro\craft\craft_Civ4buildinginfos.xml
 
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