Single Player bugs and crashes - After the 29th of March

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v29 - very minor glitch, but the farms appear to "fall off" the bottom of the map. I'll upload a save if requested.

That is a small Viewports glitch, which we can't do much about due to Engine constraints.

Edit - it's my <too many>th birthday today, so I probably won't be spending any more time debugging - going to actually try playing the game for a change!

Happy Birthday! :bday: May you enjoy it and have many many more.
 
@Koshling

Ok so I went from 13 AD to 5 BC to test. I made all of the cities make wealth and took a turn. No CTD. So I saved and took another turn. Then bam! CTD. Its definitely not the buildings I was making. So here is the save and mini-dump from it.

I really like this game so I hope we can figure out whats wrong so I can continue the game.


I tried your Test Game w/o VP and it worked fine for me, i went 2 turns manually then switched to 10 turns of Fully Automate and again, worked fine for me?? 12 turns later attached
So if anything, it must (just guessing) be due to VP's??

btw why to you keep alot of the Great General's in 1 city and not use them for Instructor purposes?? see attached

also how old is your PC, is it still a 32 bit?
 
Tried to load the 5537 one with latest DLL (and slightly out of date assets, though that shouldn't matter from what you describe). Anyway, it crashes for me too, but it look like its private data the game engine saves for itself that is broken, not stuff the DLL saves. Its the game engine calling in and asking for player -1 directly - that info is not coming from the DLL in any obvious way. Are autosaves working correctly after you restarted? (have you tried loading any that were created in your replay?)

Edit - it's my <too many>th birthday today, so I probably won't be spending any more time debugging - going to actually try playing the game for a change!

Happy birthday! Ares huh? I suppose that's why I feel I get along with you (besides the fact that you've just been an awesomely supportive guy to all of us here and I personally feel you've helped ME a LOT!!! And for that I'm extremely thankful!) You may have a lot of years under the belt. Some of us here have yet more I think ;) But for those of us of a certain age on the team, I think we can all be thankful for all the life experiences that have brought us to this point and have given us the angles we bring to the table as a team. Thanks for being such a major player here - C2C would never have gone this far without ya (without being a huge and likely by now abandoned mess at least!!! The bug slaying count you've got here is truly legendary.)

Anyhow... as for the game. I pretty much came to the same conclusions you expressed there. We'd not considered what you asked though so we're running a test on that now... hmm... apparently none of the autosaves from any hotseat games are getting past that crash. Single player autosaves, yes... but not the hotseat ones for whatever reason. Very odd that.
 
Are these the only two giving this error? Thanks for letting me know! :)

Time Drafting is a pink square too.


On another note, the Storm event is a bit odd that it happens every few turns on snail and instead of hitting the ship where it spawns it always deletes one of my ships sitting in friendly territory (The every few turns may be because I am the only one sending out ships into the ocean, namely Catamarans).

View attachment 348002
 
This is odd, in my game there is neither any pink squares nor "TXT_KEY_CIVIC_TRIBALWARFARE". I'll try to see what the problem is guys. :confused:

Here is what is in YOUR TXT:

Code:
	<TEXT>
		<Tag>TXT_KEY_CIVIC_TRIBALWARFARE</Tag>
		<English>Tribal Warfare</English>
		<French>Tribal Warfare</French>
		<German>Tribal Warfare</German>
		<Italian>Tribal Warfare</Italian>
		<Spanish>Tribal Warfare</Spanish>
	</TEXT>
 
This is odd, in my game there is neither any pink squares nor "TXT_KEY_CIVIC_TRIBALWARFARE". I'll try to see what the problem is guys. :confused:

I haven't had the problem with the TXT_KEY, only the pink squares in the aforementioned civics (Civic screen and pedia). This problem persisted after starting with shift-pressed.

Edit: The file for the buttons themselves does not seem to be in either the fpk or the normal files.
 
From the Rogue to the NE (#9 on the key pad) if you hover over the tile, you can see a Hun scout unit. This unit is invisible otherwise. If you try to attack with the rogue, unmoved so should be able to attack, it gives the odds, but there is no attack. In WB there is no flag on the Hun scout, like a spy. I have had this on 2 other Hun scouts.

See post #280 for save game.
 
@Koshling

View attachment 347959

Please try this one, it ctd at the end of the turn.

Also Happy bday!

Sadly I cannot reproduce a problem in the end turn processing from this save, on either V29 as released, or on the latest SVN. However, there is some scope for ambiguity that might be significant - when the game loads, two cities ask you what to build (I am replying 'national gold smelter' and 'javlineer' respectively as they are what is suggested for me). After that I am immediately ending the turn without attempting to move any units. Can you confirm that the same exact recipe crashes for you from that save (and if not clarify what action you take that do)
 
I am still working my way through these but a couple need work or input that I can't do. In particular

With the Usable Mountains option enabled, when mousing over a Mountains tile, the tooltip doesn't display its terrain type or features on it (most likely because in unmodded Civ4 mountains are never usable). It's often impossible to tell what improvements will be be buildable on Mountain tiles, because some are only available on certain terrain types. It would be great if this info was displayed in the tooltips or at least if Mountains ignored terrain types altogether (they have the same yields for all terrain types anyway).

Cacti terrain features (again, not sure if it's currently supported by any map generators).

When attaching a Noble (and possibly Great General) to a unit, the experience points from the Noble are also shared with worker units on the same tile.

Rapa-Nui Workers' pedia description states that they should be able to build special Moai improvement, but they cannot. No such improvement seem to exist either. They can also build Highway and Jumplane, but cannot build Railroad, Electric Railroad and Maglev (these seem inferior to Jumplane).

Can anyone help there?

The bits I still have to do.

There are inconsistencies in how building certain improvements does or doesn't remove terrain features (Forests, Jungles, etc.) on that tile. Often, early versions of certain improvements do not remove forests therefore it's preferable to build an early version of the improvement and upgrade it through being worked by nearby city. This requires disabling of hiding obsolete worker improvements in BUG menu and even with the option disabled later workers are usually unable to build the old improvements. I've tested which improvements remove which features and the results are in the attached file (sheet Feature compatibility).

There are inconsistencies in whether or not certain improvements are buildable on certain combinations of terrain types, features, etc. I've thoroughly tested this as well and the results for Workshop, Cottage and Farm are also in the attached file (on their respective sheets). Other improvements seemed fine, or the inconsistencies were minor and are mentioned later in this post.

Not sure if the Tree Nursery improvement, after growing into Young Forest and later into Plant Forest, should also place a forest feature on the tile as does the late game Plant Forest worker action (available when terraforming/reforestation option is enabled), but it doesn't.

On Permafrost, it's possible to build Tree Nurseries, but it's impossible to plant any features.

Cacti terrain features cannot be removed at all, only by planting another feature over it.

Windtrap improvement seems like a late game version of the Windmill improvement, but cannot be build on Mountains even though Windmill can.

It's possible to build Lumberjack and "Gather Wood" (the first tier of the improvement) on Jungles, but it's impossible to build Lumbermills.

Jungle tile feature seem to block building of many different types of improvements on certain terrain types (see the attached file for more details), it also appears that you cannot build the Ancient Relics special improvement on Jungle tile. This is quite strange since it can be removed by chopping it down and the improvements can be build there afterwards. Similarly for Swamps and Peat Bogs.

Rapa-Nui Workers' pedia description states that they should be able to build special Moai improvement, but they cannot. No such improvement seem to exist either.

Different worker units are supposed to have different work rates (and they appear to), but these work rates don't seem to be displayed anywhere. This means it's impossible to tell how much of a work speed upgrade are you getting when upgrading workers without extensive testing.
 
There is a slight bug in the city screen Python code. It doesn't actually currently affect C2C.

If you mod C2C so that a civ can't build a building of some class it can cause Python errors if the human has a city of that civ type. The issue is in CvMainInterface.py in the updateCityScreen function, starting in the loop for processing g_BuildingListAlpha at line 4433 where it gets the civ-specific building. It never checks to make sure this is not -1 so when it tries to use it later it ends up trying to use methods on a "None"type object that don't exist for it (since the getBuildingInfo for building -1 does not return a valid building info). The fix is to add a line right after it gets the civ-specific building type that skips it if there isn't one ("if (eLoopBuilding == -1): continue").
 
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