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

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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?

Guinea pig is in the core C2C. Papyrus - I see the problem I have it defined as only on flood plains and marsh nor or since flood plains don't appear on marsh. I'll see what I can do to fix it.
 
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.
Sure, if you explain what you need I'll try looking at it. Anyway I've made the table for "buildability" of the improvements which seemed inconsistent. Those were Workshop/Factory, Cottage, Seed Camp/Farm and some minor inconsistencies in Ancient Relics special improvement and Lumbermill improvements, but they seemed so minor I just mentioned them in post #237. I also wasn't sure which terrain types should and which shouldn't allow building of Tree Nurseries or reforestation so I again only mentioned what seemed off. Anyway I can add those to the sheet if required.
I didn't test building special improvements on resources located on tiles with different features extensively. They seemed fine to me from some rough tests I did, but I could do that as well.
Btw I also included some terrain/feature combinations that make no sense (like Oasis on Tundra Mountains). It wasn't supposed to mean that those need to be addressed. I just included them for debugging purposes.
 
I can't seem to get the papyrus to work even if I just have it on flood plains. :( I have another look in the morning.

I see it reasonably often in R2R, although I didn't used to (so I changed it), which has it set for terrains and features like so:
Code:
			<TerrainBooleans>
				<TerrainBoolean>
					<TerrainType>TERRAIN_MARSH</TerrainType>
					<bTerrain>1</bTerrain>
				</TerrainBoolean>
			</TerrainBooleans>
			<FeatureBooleans>
				<FeatureBoolean>
					<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
					<bFeature>1</bFeature>
				</FeatureBoolean>
			</FeatureBooleans>
			<FeatureTerrainBooleans>
				<FeatureTerrainBoolean>
					<TerrainType>TERRAIN_DUNES</TerrainType>
					<bFeatureTerrain>1</bFeatureTerrain>
				</FeatureTerrainBoolean>
				<FeatureTerrainBoolean>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bFeatureTerrain>1</bFeatureTerrain>
				</FeatureTerrainBoolean>
			</FeatureTerrainBooleans>
It shows up on marsh (with no feature), or on flood plains on dunes or desert.

In my last test game I had one on a marsh right next to my capital.
 
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.
It might still be usable if executives and missionaries hadn't lost their auto-spread command and you could build them in batches of 5 and tell them to find a city to spread to, but having to deal with both the national limit and finding cities for them to spread to makes them far too annoying to micromanage.
 
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.


Could you try with the latest SVN DLL (attached) and see if that helps? I **think** this will work ok with the V29 assets, so it should be a case of drop it in and go (save a copy of the old on first just in case).
 

Attachments

It might still be usable if executives and missionaries hadn't lost their auto-spread command and you could build them in batches of 5 and tell them to find a city to spread to, but having to deal with both the national limit and finding cities for them to spread to makes them far too annoying to micromanage.

Autospread for missionaries works fine for me (either through the button or the game options 'missionaries and executives start automated' (IIRC)).
 
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.

The minidump points a finger but not accurately enough for m to diagnose easily. I have tried the save and for me if I load it (latest SVN which is one rev after the one you had) and just end turn immediately (WITHOUT moving any units or founding or anything) it's fine for me. Can you confirm hat doing exactly that reproduces the crash for you? (or are you moving something/founding a first city?)
 
It might still be usable if executives and missionaries hadn't lost their auto-spread command and you could build them in batches of 5 and tell them to find a city to spread to, but having to deal with both the national limit and finding cities for them to spread to makes them far too annoying to micromanage.

I suspect you have turned of the spread mission in the BUG options by accident.
 
The minidump points a finger but not accurately enough for m to diagnose easily. I have tried the save and for me if I load it (latest SVN which is one rev after the one you had) and just end turn immediately (WITHOUT moving any units or founding or anything) it's fine for me. Can you confirm hat doing exactly that reproduces the crash for you? (or are you moving something/founding a first city?)

Sorry, that was the starting autosave. I had founded the city in place, started European culture, selected Nomadic Lifestyle, and moved the Stone Thrower north. Then when I clicked 'enter', immediate CTD.
 
I am trying to attack this city all other units worked, but i cant get the LAST unit (stone axeman) to attack the unit in the city?? it refuses to do so??

Now if i move it ONE tile to the east then attack, it works?? (see attach 2):crazyeye:
 
Sorry, that was the starting autosave. I had founded the city in place, started European culture, selected Nomadic Lifestyle, and moved the Stone Thrower north. Then when I clicked 'enter', immediate CTD.

Ok, tried exactly that without a CTD. Is it reproducible for you from that save? Are you using viewports or any unusual options at all?
 
I am trying to attack this city all other units worked, but i cant get the LAST unit (stone axeman) to attack the unit in the city?? it refuses to do so??

Now if i move it ONE tile to the east then attack, it works?? (see attach 2):crazyeye:

I can reproduce this, and am looking into it...

Edit - it's already attacked this turn, which is why it cannot attack again. The mystery is why it still has a movement point left - looks like the previous attack (if you look at the event log you'll see it confirms that axeman has already attacked). However, those events took place before you did the save, so it cannot be reproduced from it (that is to see what caused I we'd need a save from the start of the turn to see what happens when the axeman makes its first attack). This sounds like an example of an attack not using up movement points, which I think has been reported by other people also, but for which we have no save to reproduce it from yet.
 
Anyone else who cannot load their recent saves?

I can load saves SVN 5247 or older without any problem but as soon as i want to load a save with SVN 5248 or later the game won't start or load.
 
I can reproduce this, and am looking into it...

Edit - it's already attacked this turn, which is why it cannot attack again. The mystery is why it still has a movement point left - looks like the previous attack (if you look at the event log you'll see it confirms that axeman has already attacked). However, those events took place before you did the save, so it cannot be reproduced from it (that is to see what caused I we'd need a save from the start of the turn to see what happens when the axeman makes its first attack). This sounds like an example of an attack not using up movement points, which I think has been reported by other people also, but for which we have no save to reproduce it from yet.

OK this I believe is the 1 turn before .
 
I can reproduce this, and am looking into it...

Edit - it's already attacked this turn, which is why it cannot attack again. The mystery is why it still has a movement point left - looks like the previous attack (if you look at the event log you'll see it confirms that axeman has already attacked). However, those events took place before you did the save, so it cannot be reproduced from it (that is to see what caused I we'd need a save from the start of the turn to see what happens when the axeman makes its first attack). This sounds like an example of an attack not using up movement points, which I think has been reported by other people also, but for which we have no save to reproduce it from yet.

I also gave a save game long ago about this problem in post 108.
 
It used to be that in order to be traded, a unit needed to be inside your cultural borders, but it seems that is not the case anymore. I captured a worker with an Ambusher, and the very next turn, I could trade it right back to the very country I just captured it from, even though it was still inside THEIR territory, not mine. I do not have a save game for this but can get one if you need. It is very reproducible.
 
AI is still broken in regards to founding and converting to a Religion. The AI is also noticeably weaker at researching. This has been an ongoing problem since ~svn 5190. Release v29 AI is a better play than the current svn AI.

@Koshling,
Log file compressed for this game is over 20Mb so I can't upload it. Is there any specific parts you need.

JosEPh
 
AI is still broken in regards to founding and converting to a Religion. The AI is also noticeably weaker at researching. This has been an ongoing problem since ~svn 5190. Release v29 AI is a better play than the current svn AI.

@Koshling,
Log file compressed for this game is over 20Mb so I can't upload it. Is there any specific parts you need.

JosEPh

Just right click on the file and go to "send to" Compressed (zipped) file, then it will work.
 
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