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

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I am getting the recalc but a lot less than I used to. Even when I add a new mod mod it sometimes does not show up.

Just updated to the latest SVN 5194 and have not received a warning message asking if the mod dll should be recalculated. This is the first time , as when updating previously I have always received the warning message at the top right of the screen.

DavidR


OK so I loaded a save game from a few days previously and the DLL modifier warning was in the top right of the screen under SVN 5194 so presumably nothing had changed in my current save so no warning appeared. Only query is that the mouse tip hovering over my civs flag shows the current SVN being played as SVN 5180 whereas I am using 5194 - when does this become updated in the game ?

The hover over SVN number should change whenever the dll is updated.

You mean Export, right? Becuase just directly copy/pasting from the SVN folder is not the right way to do it.

I don't do either I "Synchronize It" - actual product name. It copies and goes both ways so I don't for get stuff - well forget it less often.
 
I am getting the recalc but a lot less than I used to. Even when I add a new mod mod it sometimes does not show up.



The hover over SVN number should change whenever the dll is updated.

Yeah i just went thru all this, do another EXPORT of C2C and place it as your working copy, then see if that makes a difference, it did for me! I had the same and more problems.
 
i have a ctd while i'm loading my savegame. is there is any solution?
i was playing with the zulus in custom game.

First off, Welcome to CFC and this great mod, C2C. You have disabled your PM, otherwise I would have written there for this.

Pls follow the instructions in the 1st post thx.
 
First off, Welcome to CFC and this great mod, C2C. You have disabled your PM, otherwise I would have written there for this.

Pls follow the instructions in the 1st post thx.

Thanks for the welcome!
i use the version V29 of caveman2cosmos and here is the minidump file (I haven't uploaded it in the last post) and the savegame as well
 

Attachments

@Koshling attached are my save game and the BBAI log file. I have updated to the latest SVN and my Rangers are still going missing. I could not see anything in the log.
 
This isn't exactly an error, but what's the point of this event?
Spoiler :
FyAT7Qu.jpg

- option #1: lose the unit
- option #2: the unit is busy for a turn (no other associated cost/penalty/etc)

I don't see why anyone would pick #1, ever.

Edit:
So of course my colleagues now have to ask why I just threw up my hands and yelled we're all gonna die.
 
v29 - For me, the bug seems to happen randomly when units begin a turn while close (i.e. within visible range) to rogues/bandits/assassins and other criminals. My mammoth rider was at 6.4 health last turn, wasn't attacked on the AI turn, but now is at 0.0 on this turn and instantly loses on any fight. I'd upload a save, but the bug is random and fixes itself the moment you re-load the saved game.

The combat log is when the Mammoth Rider attacks the nearby Bandit Rider. Strangely, it would not display any combat odds; it was as if the mammoth was moving to a regular, unoccupied square. Upon arrival at the square, it gets killed by the bandit (without injuring the bandit).

I remember this bug happening back in v26, but I don't know if it was ever fixed.

Edit: this might be a separate bug from the invisible unit glitch, since I can see the units. But I remember attacking with an invisible unit (selected by pressing "w") against a weak rogue/bandit/whatever and always losing the fight - at least until I save/reload (new random seed is NOT enabled)

ALL of this is the problem I was trying to blow the whistle on in our quick debug phase before the release. We were unable to isolate or identify the cause then and it's still elusive because the problem is repaired by a reload. Not all games get this effect so its also not so easy to play under the debugger constantly running in hopes of finding it. It's going to take some strong theorizing as to what the problem may stem from to find it I think. I'm almost thinking it may have something to do with units spontaneously losing some of their gamestate data. I've noticed rogues and invisibles seem to have a link to the issue but I have also been able to rule it out as THE trigger because it can happen under other circumstances. Ugh...
 
This isn't exactly an error, but what's the point of this event?
Spoiler :
FyAT7Qu.jpg

- option #1: lose the unit
- option #2: the unit is busy for a turn (no other associated cost/penalty/etc)

I don't see why anyone would pick #1, ever.

Edit:
So of course my colleagues now have to ask why I just threw up my hands and yelled we're all gonna die.

You can probably only pick option 2 if you have some tech. Like, I would guess, Cooperation.
 
This isn't exactly an error, but what's the point of this event?
Spoiler :
FyAT7Qu.jpg

- option #1: lose the unit
- option #2: the unit is busy for a turn (no other associated cost/penalty/etc)

I don't see why anyone would pick #1, ever.

Edit:
So of course my colleagues now have to ask why I just threw up my hands and yelled we're all gonna die.

And there is an error there, the event has a pink icon. ;) Someone should probably fix that.
 
ALL of this is the problem I was trying to blow the whistle on in our quick debug phase before the release. We were unable to isolate or identify the cause then and it's still elusive because the problem is repaired by a reload. Not all games get this effect so its also not so easy to play under the debugger constantly running in hopes of finding it. It's going to take some strong theorizing as to what the problem may stem from to find it I think. I'm almost thinking it may have something to do with units spontaneously losing some of their gamestate data. I've noticed rogues and invisibles seem to have a link to the issue but I have also been able to rule it out as THE trigger because it can happen under other circumstances. Ugh...

BEHOLD!!! Attached is a save that successfully reproduces the glitch! Notice how the Mammoth Rider 10 goes from 4.1 health to 0.0 HP on the next turn, but does not get attacked. I'm pretty sure it has to do with that bandit rider that shows up.
 

Attachments

  • Mammoth Rider - Before.JPG
    Mammoth Rider - Before.JPG
    418.4 KB · Views: 45
  • Mammoth Rider - After.JPG
    Mammoth Rider - After.JPG
    424.6 KB · Views: 52
  • Mammoth Glitch Savegame.7z
    Mammoth Glitch Savegame.7z
    1.4 MB · Views: 2,627
@Koshling attached are my save game and the BBAI log file. I have updated to the latest SVN and my Rangers are still going missing. I could not see anything in the log.

Are you Egypt?

If so this section in the log looks relevant:

Code:
[217962.094] Empire of Egypt has 4 hunters (1 needed) - scrapping
[217962.094]     Empire of Egypt scraps Ranger
[217962.109] Empire of Egypt's Ranger (1245330) died at (85,25), mission was -1

That's an oops - the automation for a human player is never supposed to scrap units! I'll look into it.
 
Are you Egypt?

If so this section in the log looks relevant:

Code:
[217962.094] Empire of Egypt has 4 hunters (1 needed) - scrapping
[217962.094]     Empire of Egypt scraps Ranger
[217962.109] Empire of Egypt's Ranger (1245330) died at (85,25), mission was -1

That's an oops - the automation for a human player is never supposed to scrap units! I'll look into it.

Code:
	if (GET_PLAYER(getOwnerINLINE()).calculateUnitCost() > 0)
	{
		int iNeededHunters = GET_PLAYER(getOwnerINLINE()).AI_neededHunters(area());
		int iHasHunters = GET_PLAYER(getOwnerINLINE()).AI_totalAreaUnitAIs(area(), UNITAI_HUNTER);
		
		if ( iHasHunters > iNeededHunters + 1 )
		{
			if( gUnitLogLevel >= 2 )
			{
				logBBAI("%S has %d hunters (%d needed) - scrapping",GET_PLAYER(getOwnerINLINE()).getCivilizationDescription(0), iHasHunters, iNeededHunters);
			}
			[B]scrap();[/B]
			return;
		}
	}

It looks like it is trying to keep DH's unit maintenance costs down for him by deleting his hunters. Which would make me question the efficacy of the routine for the AI as well. :rolleyes:

Edit: I have a fix for this now, would you mind if I commit it?
 
BEHOLD!!! Attached is a save that successfully reproduces the glitch! Notice how the Mammoth Rider 10 goes from 4.1 health to 0.0 HP on the next turn, but does not get attacked. I'm pretty sure it has to do with that bandit rider that shows up.

The save game does not seem to correspond to the images. The save is of 6425BC. The images are from a few thousand years later! This **might** be an assets change thing, but regardless they don't match (the mammoth rider isn't north of Basra in the save). Did you attach the wrong file?
 
Are you Egypt?

If so this section in the log looks relevant:

Code:
[217962.094] Empire of Egypt has 4 hunters (1 needed) - scrapping
[217962.094]     Empire of Egypt scraps Ranger
[217962.109] Empire of Egypt's Ranger (1245330) died at (85,25), mission was -1

That's an oops - the automation for a human player is never supposed to scrap units! I'll look into it.

Code:
	if (GET_PLAYER(getOwnerINLINE()).calculateUnitCost() > 0)
	{
		int iNeededHunters = GET_PLAYER(getOwnerINLINE()).AI_neededHunters(area());
		int iHasHunters = GET_PLAYER(getOwnerINLINE()).AI_totalAreaUnitAIs(area(), UNITAI_HUNTER);
		
		if ( iHasHunters > iNeededHunters + 1 )
		{
			if( gUnitLogLevel >= 2 )
			{
				logBBAI("%S has %d hunters (%d needed) - scrapping",GET_PLAYER(getOwnerINLINE()).getCivilizationDescription(0), iHasHunters, iNeededHunters);
			}
			[B]scrap();[/B]
			return;
		}
	}

It looks like it is trying to keep DH's unit maintenance costs down for him by deleting his hunters. Which would make me question the efficacy of the routine for the AI as well. :rolleyes:

Edit: I have a fix for this now, would you mind if I commit it?

Yes, I am Egypt. Why would it even try to reduce maintenance costs when I have a positive income?
 
Yes, I am Egypt. Why would it even try to reduce maintenance costs when I have a positive income?

Because it says you have too many hunters. It doesn't check such things as whether or not you are human or whether or not you have financial troubles. I have a fix for it, but Koshling may have a better one so I'm waiting for his feedback on the issue.
 
Because it says you have too many hunters. It doesn't check such things as whether or not you are human or whether or not you have financial troubles. I have a fix for it, but Koshling may have a better one so I'm waiting for his feedback on the issue.

I never bother upgrading my hunter line units. When they go obsolete I create new ones and put the old ones on border patrol or send them overseas to explore and hunt other continents.
 
Because it says you have too many hunters. It doesn't check such things as whether or not you are human or whether or not you have financial troubles. I have a fix for it, but Koshling may have a better one so I'm waiting for his feedback on the issue.

I already pushed it.
 
Limited religions bug still in place, where civs keep researching already founded (in this case Tengriism)

Screenshot and savegame attached.
 
Limited religions bug still in place, where civs keep researching already founded (in this case Tengriism)

Screenshot and savegame attached.

Can you clarify the state in the save game - is it where a civ will begin researching Tengriism the next turn or where they already are (in which case it's too late to diagnose from)
 
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