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

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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").

I'll look at fixing that.

Does any one know why we have two Python screen enums? SevoScreenEnums and CvScreenEnums. I have only been updating the first with the pedia stuff. I assume I should be keeping the other in sync - No?

I also assume that the other is where I set up the C2C parameter screen when I get to it. I've figured out how to draw it but not ye how to call it or interact with the options.;)
 
Does any one know why we have two Python screen enums? SevoScreenEnums and CvScreenEnums. I have only been updating the first with the pedia stuff. I assume I should be keeping the other in sync - No?

I also assume that the other is where I set up the C2C parameter screen when I get to it. I've figured out how to draw it but not ye how to call it or interact with the options.;)

I have NO idea, but the normal one stops around 200 (attach 1) and Sevo (attach 2) over 200, BUT 1 does not put numbers after 200 either??:crazyeye:
 
I thought that the -1 from 0 turn/starts have been dealt with??

OK 1st turn took away the -1, but now i am dealing with also of UNhappiness and Yuck??
See 3rd pic i only have 1 turn in:mad:

Now at 15 day, no more :mad: but now i am staring:( (pic 4)
 
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>

I just got Tribal Warfare and it looks fine to me??
 
I tried to recreate the CTD as you suggested first, then three other times, once recreating the path I took when playing on, then moving different chars, then different techs. but no CTD.

It must be one of the non repeatable type???

Also, after I uploaded the save I restarted the game and was able to play 4 or 5 turns before it CTD again. then I continued but it only ran for 2 turns before CTD so I gave up.

I do not have the last autosave as I went and played some V26 so the autosave was wiped out.

Anyway, thanks for looking into this I wish that I could be more helpful.

update- game has not crashed since my last post today. maybe 100 turns. what ever it was I guess I finally got past the problem hooray1 Again Thanks for your interest.
 
I thought that the -1 from 0 turn/starts have been dealt with??

OK 1st turn took away the -1, but now i am dealing with also of UNhappiness and Yuck??
See 3rd pic i only have 1 turn in:mad:

Now at 15 day, no more :mad: but now i am staring:( (pic 4)
@SO,
:lol:
Welcome to C2C!!! The Land of :yuck: and :mad: and No Gold for Yeww!!! :mischief:

JosEPh ;)

EDIT: Religions, Lack of Founding and AI even Researching Religion giving techs Is still a Problem. See this post. http://forums.civfanatics.com/showpost.php?p=12360394&postcount=728
 
@SO,
:lol:
Welcome to C2C!!! The Land of :yuck: and :mad: and No Gold for Yeww!!! :mischief:

JosEPh ;)

Yes, that is the new traits for you.:lol:

All right you "rascals":lol:

I was thinking about all this when i was writing this down, and i said to myself, what the heck am i talking about, they NEVER cared about :gold: in the PreH days, and it was ALWAYs :mad: and :yuck: Heck i believe i read that they were lucky to make it to their 25 birthday:sad:
 
I'll look at fixing that.

Does any one know why we have two Python screen enums? SevoScreenEnums and CvScreenEnums. I have only been updating the first with the pedia stuff. I assume I should be keeping the other in sync - No?

I also assume that the other is where I set up the C2C parameter screen when I get to it. I've figured out how to draw it but not ye how to call it or interact with the options.;)
The pedia entries in CvScreenEnums is to allow the usage of the vanilla pedia instead of the sevopedia. That is rather pointless in our case and there is no need to invest the effort to duplicate any code to there.
In the case of non pedia screens you can use CvScreenEnums as normal.
 
The pedia entries in CvScreenEnums is to allow the usage of the vanilla pedia instead of the sevopedia. That is rather pointless in our case and there is no need to invest the effort to duplicate any code to there.
In the case of non pedia screens you can use CvScreenEnums as normal.

Thank you. I'll put a comment to that effect in CvScreenEnums.
 
Heck i believe i read that they were lucky to make it to their 25 birthday:sad:

I don't know about prehistoric times, but I know that in ancient greece/rome, it was actually common for people to live well into their 50's or older. The low life expectancy (20's or 30's) was largely caused by the very high infant/child mortality rate. But if you managed to survive long enough to be a teenager, odds are you'd live past 50.


v29 - Viewports enabled - I spotted some cocoa plants floating in the air. Other oddities include bridges in the middle of the ocean, volcano smoke coming from grassland, "new resource discovered" popup icon that was 10 squares left of the actual plot, etc. I couldn't reproduce the glitchs with a savegame, but I've attached it anyway if it helps. This all started happening when I enabled viewports.
 

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I've gathered some more candidates for bugs and/or balance/design issues. Some might be features, some might have been already reported, but I wasn't sure so I posted every candidate.
  • Tannery gives a +5% production bonus with Salt and Wax (+10% total). Its upgrade, Leather Factory, doesn't provide any production bonus, therefore Tannery seems superior to its upgrade.
  • Glassmith can employ one Engineer, the upgrade (Glass Factory) cannot.
  • Apothecary is required to train Monks. When upgraded to Pharmacy the monks become untrainable, while still being available in unit list. To train them one would need to Destroy the Pharmacy. (I think it only happens in cities without Apothercary built prior to building Pharmacy or while having Apothercary guild.) Also Apothecary has lower Maintenance, heals units 8% per turn and provides 5 more disease suppression.
  • Shaft Mine is inferior to Mine. Mine gives +2 production +3 with research, +1 with roads and +1 with Caste. Shaft Mine gives +3 production +1 with roads, +1 with Caste. That is 2 hammers less. It also removes forests so building it on a forested tile is 3 hammer loss compared to the good ol' Mine. Well, it gives +1 commerce, which feels weak compared to 2 hammers.
  • Peat Cutter and Thatch Cutter get bonuses from Roads and Paved Roads built on the tile, but not from later road types. This means that building a railroad over those tiles decreases production and commerce.
  • Animal units that ignore terrain costs (Eagles and Hawks) will always move 3 tiles per turn, even when moving on railroads, while other animals use all types of roads. This becomes really annoying once you have railroads or better version of roads and they slow down your stack. They also love to screw up pathing of the stack. When I move stack with such units, they often choose tiles with no roads at all and end up wasting several turns.
  • Sometimes the pathing AI fails to choose the optimal path. When I move regular units through an area with railroad built, they often avoid it.
  • Corporation executives are national unit (limit of 5, at least in my current game), while missionaries can be built ad nauseam.
  • Female executives spawn with Morale promotion (probably from Famen Temple wonder), while regular ones don't.
  • Some executives have slightly different production cost than others.
  • Magi (Zoroastrianism), Tlenamacac (Naghualism) and Scribe (Kemetism) only have 1 movement point. and no female counterpart.
  • Zoroastrianism (Magi), Naghualism (Tlenamacac), Ngaiism (Laibon) and Jainism also lack female versions of missionaries. There is a female version of Kemetism missionary, but I've never seen it, so I'm not sure about that one. Missionaries of Canaanism, Hellenism, Scientology, Shamanism are also female in both versions (the regular version is female, they just have different names and art). If the male/female versions are done according to the religion's beliefs, please disregard this.
  • For Buddhism, Christianity, Confucianism, Hellenism, Hinduism, Islam, Judaism, Kemetism, Naghualism, Taoism and Zoroastrianism, the regular missionaries all have extra 1 gold per turn maintenance, while neither their female versions nor missionaries of other religions have such extra costs.
  • Edison's Workshop cannot be built in a city which already built Copernicus' Observatory or Isaac Newton's College, but it doesn't prevent the city from building those wonders after building Edison's Workshop.
  • All power plants seem to require Power Lines, but the steampunk dynamos can be built without them.
  • Culture (Dieselpunk) only requires Steampunk technology and is therefore buildable before researching the Dieselpunk technology.
  • There's an issue with how unit and building availability is resolved. When opening a city screen for the first time in a turn it correctly resolves the availability at that moment, but if a resourced become improved in the city's radius or a national unit dies, or something similar happens, making a building or a unit available for building it will still display them as unavailable. Reloading the game resolves the issue, but it's quite impractical. Also religion buildings (temples, monasteries and other religion related buildings) seem to be exception in that they only require refreshing the list (by clicking hide and show unavailable buildings filter button).
  • Upgrading Galleons into Paddle Steamers is sort of "trap". The ship is better, but steam ships cannot acquire Maneuvering I promotion which means they need 2 movements point for moving on open ocean. Also when Paddle Steamers become available, Galleons become unavailable.
  • Animals spawned from Montreal Biodome are quite powerful. Their strength seems to be between 20 and 30. This matches the strength of units from techs that are around the Biodome's prerequisites, but it feels pretty weird to have a lion with 30 strength.
  • There are two resources named Fossils. One is obtained from improving a tile with Fossils resource on it, the other is obtained through building a special building that become available in city which has Fossils in its radius. Players might be unaware (like I was) that they need to get access to the second ones to build Paleontology Lab due to this ambiguity.
  • Guinea Pig resource (not sure if it's used by generators) cannot be "planted" by Great Farmer even while having it improved in you territory. All other animal resources can be "planted".
 
I have finally gotten enough "military - captives" in a game ie 3. However when I try and remove Slavery I am getting a python error but as far as I can see the line of code is right. @AIAndy or other python programmer can you look and see if you can see what I have done wrong. I the attached save, there is only the prophet to move - give it the remove slavery mission.
 
I've gathered some more candidates for bugs and/or balance/design issues. Some might be features, some might have been already reported, but I wasn't sure so I posted every candidate.

I a only addressing those that I am "responsible" for, ie religions, terrain and some wonders. Someone can answer the others.

btw Jugger I was going to ask if you could help with getting the terrain/feature to improvements issues you mentioned before documented better. the ones where improvements could be built on the bare terrain but not if the terrain had features on it.

  • Shaft Mine is inferior to Mine. Mine gives +2 production +3 with research, +1 with roads and +1 with Caste. Shaft Mine gives +3 production +1 with roads, +1 with Caste. That is 2 hammers less. It also removes forests so building it on a forested tile is 3 hammer loss compared to the good ol' Mine. Well, it gives +1 commerce, which feels weak compared to 2 hammers.

OK

  • Peat Cutter and Thatch Cutter get bonuses from Roads and Paved Roads built on the tile, but not from later road types. This means that building a railroad over those tiles decreases production and commerce.

These were added in a hurry. They also need some bonuses due to technologies defined.

  • Animal units that ignore terrain costs (Eagles and Hawks) will always move 3 tiles per turn, even when moving on railroads, while other animals use all types of roads. This becomes really annoying once you have railroads or better version of roads and they slow down your stack. They also love to screw up pathing of the stack. When I move stack with such units, they often choose tiles with no roads at all and end up wasting several turns.

Yes, I know. I keep meaning to change them. It is a hold over from when hunter units were able to have a hawk as air recon - way OP.

  • Corporation executives are national unit (limit of 5, at least in my current game), while missionaries can be built ad nauseam.

User demand, so by design.

  • Female executives spawn with Morale promotion (probably from Famen Temple wonder), while regular ones don't.

They should not.

  • Magi (Zoroastrianism), Tlenamacac (Naghualism) and Scribe (Kemetism) only have 1 movement point. and no female counterpart.

Movement is correct. No one has made female versions of the units so they aren't in the game.

  • Zoroastrianism (Magi), Naghualism (Tlenamacac), Ngaiism (Laibon) and Jainism also lack female versions of missionaries. There is a female version of Kemetism missionary, but I've never seen it, so I'm not sure about that one. Missionaries of Canaanism, Hellenism, Scientology, Shamanism are also female in both versions (the regular version is female, they just have different names and art). If the male/female versions are done according to the religion's beliefs, please disregard this.

Again it is what art is available but there should only be one female version so I will need to check for duplicates.

  • For Buddhism, Christianity, Confucianism, Hellenism, Hinduism, Islam, Judaism, Kemetism, Naghualism, Taoism and Zoroastrianism, the regular missionaries all have extra 1 gold per turn maintenance, while neither their female versions nor missionaries of other religions have such extra costs.

That would be because it was modded in the core modules but not the optional modules.

  • Edison's Workshop cannot be built in a city which already built Copernicus' Observatory or Isaac Newton's College, but it doesn't prevent the city from building those wonders after building Edison's Workshop.

I've commented on this before and thought Afforess fixed the problem. @Hydro you are the building guy.:mischief:

  • Animals spawned from Montreal Biodome are quite powerful. Their strength seems to be between 20 and 30. This matches the strength of units from techs that are around the Biodome's prerequisites, but it feels pretty weird to have a lion with 30 strength.

It is not a single lion but a pack working together.

  • Guinea Pig resource (not sure if it's used by generators) cannot be "planted" by Great Farmer even while having it improved in you territory. All other animal resources can be "planted".

I have not seen Guinea Pig or parrots appear in game so I will need to look at the definitions. The definitions are supposed to be enough for all map generators to use them.
 
Tannery gives a +5% production bonus with Salt and Wax (+10% total). Its upgrade, Leather Factory, doesn't provide any production bonus, therefore Tannery seems superior to its upgrade.

Leather by the industrial era is less important. Thus if you don't want to loose access to leather resource then you will need to build the leather factory even if the tannery has more appealing stats.

Glassmith can employ one Engineer, the upgrade (Glass Factory) cannot.

Similar reasoning to the tannery. Though I might consider having it carry over to the factory.

Edison's Workshop cannot be built in a city which already built Copernicus' Observatory or Isaac Newton's College, but it doesn't prevent the city from building those wonders after building Edison's Workshop.

I will look into this. I thought I removed them all. It seems there are still left overs from RoM/AND.

All power plants seem to require Power Lines, but the steampunk dynamos can be built without them.

Yup. I suppose I could always make them require Power Lines OR some Steampunk version of Powerlines.

Culture (Dieselpunk) only requires Steampunk technology and is therefore buildable before researching the Dieselpunk technology.

Ok this sounds like a bug. I will go check it out.

Anywho thanks for the feedback Jugger! :goodjob:
 
I thought that the -1 from 0 turn/starts have been dealt with??

OK 1st turn took away the -1, but now i am dealing with also of UNhappiness and Yuck??
See 3rd pic i only have 1 turn in:mad:

Now at 15 day, no more :mad: but now i am staring:( (pic 4)

The unhealth is normal and by design (and a brilliant design imo that separates the start of play in C2C as totally different strategically to other mods - frustrating to a player at first but it can be appreciated as a unique an unusual challenge, particularly when it vies for resolution along with other key things to unlock along the early tech tree, strengthening the intensity of the 'interesting choices' in early research determinations.)

The unhappiness I'm curious about. You didn't show us a breakdown of the unhappiness sources on that city screen so its tough to know what source is causing it to push just past the happiness balance. I've not personally seen a game start this way, but under a non-developing leader + start with No Positive Traits scenario I can see how that could happen. Truth be told, the traits are easier to balance under the Developing Leader design than they are under the normal one! Even easier still if the leader has no initial traits to begin with at all. The negative traits you'd get out the gate when starting in a non DL+NPT setting could certainly put your city into immediate unhappiness and its tough to eliminate that factor while keeping any balance for the later game setup.

Note that No Positive Traits on Gamestart does suspend the first negative trait in a developing leader game as well.

The gold I'm really not sure about but could probably be something similar to the answer on unhappiness.
 
I'm not sure if it's a bug or design flaw but wooden ships have the ability to upgrade to hunter grade 3 and 4 but the require promotions that a wooden ship cannot get (woodsman II/III or Gorilla II/III respectfully). Are ships not supposed to get these or should the upgrade tree be changed to something like combat 4 and 5?
 
I had a CTD right when I hit 'enter' to end the first turn. No error messages or anything appeared, just right to desktop. This was with revision 5247.
 

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I decided to try v29 (vanilla). I'll come straight to the point. See attached. My canoe has got to the stage - and it's not very far away at all - where the terrain it explores has stopped showing up.

Please help! :(:sad:

What else do you need?
 

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[*]Guinea Pig resource (not sure if it's used by generators) cannot be "planted" by Great Farmer even while having it improved in you territory. All other animal resources can be "planted".
Guinea pig is a resource out of a modmod and therefor not included in the Great Farmers build list of the main game.

I'll add parrots as soon as i see one in my games.

Speaking of seeing certain resource i want to point out that i have to see a papyrus resource.
May i ask the modder in charge of the resources to check the prereqs for papyrus spawning?
 
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