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

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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.

Look at post 199 in this thread...
 
Just right click on the file and go to "send to" Compressed (zipped) file, then it will work.

That is the Compressed size 20Mb. Only allowed 10Mb.

JosEPh
 
That is the Compressed size 20Mb. Only allowed 10Mb.

JosEPh

For now don't worry. I have been playing games to sedentary lifestyle in order to try to see why the AI is doing badly. I haven't really pinned down anything NEW (i.e. - new bugs) but I have started making adjustments. I believe the issue is just that it is not handling the new building setup well (for example it would never build a research building, such as knowledge inheritance or elder council if there were ANY food buildings that could be built in less than 10 turns - currently there tends to be a steady flow of fairly cheap food buildings in prehistoric and that was greatly delaying the key elder council build). Anyway, I'm working on this with the goal of making sure I cannot beat the AI to sedentary lifestyle playing on immortal (which I easily could before I started tweaking).

In regard to your log, I can't really say which bits would be useful. If you have something that can handle very large text files then just sample it for the end of turn stats dumps at various points and see if you can spot here the AI starts to drift of course (probably where your research starts to exceed theirs). Easiest way to find a player stats dump section is to go to approximately the right part of the file (i.e. - if you want to look at a turn abo half way through try about half way through the file) and then search from there for 'num cities' which will land you in the city count stat line of the next stat dump from the point you started (which will obviously be '1' before tribalism - the search is just an easy way to find the stats dump region).

FYI - I use LFTViewer (http://www.swiftgear.com/ltfviewer/features.html) for large file viewing - it's entirely fine with gigabyte text files.
 
In my game I have viewports on. However it jumped to a unit that was not within the viewport. So I told it to go to sleep and when I did it gave a CTD.

Do you have a save that will reproduce the jumping to a unit outside the viewport without auto-switching the viewport? That is the key aspect here.
 
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 am not having this problem. Can you provide a save that exhibits it please.
 
Not sure if anyone has posted this but Jade Gatherer can never be built.
Jade is revealed at Barter but enabled at Mining.
Jade Gatherer should be buildable at Bead Making but due to enabling of Jade at Mining you can not build it until Mining, at which point the Jade Mine is put into play and replaces Jade Gatherer, so the Jade Gatherer can never be built.
(am changing it in my game to enable at Barter, don't know what you will do about it TeamC2C)

Cheers
 
Not sure if anyone has posted this but Jade Gatherer can never be built.
Jade is revealed at Barter but enabled at Mining.
Jade Gatherer should be buildable at Bead Making but due to enabling of Jade at Mining you can not build it until Mining, at which point the Jade Mine is put into play and replaces Jade Gatherer, so the Jade Gatherer can never be built.
(am changing it in my game to enable at Barter, don't know what you will do about it TeamC2C)

Cheers

Since I gave the "show replaced buildings" options on I always get to build such buildings.
 
Not sure if anyone has posted this but Jade Gatherer can never be built.
Jade is revealed at Barter but enabled at Mining.
Jade Gatherer should be buildable at Bead Making but due to enabling of Jade at Mining you can not build it until Mining, at which point the Jade Mine is put into play and replaces Jade Gatherer, so the Jade Gatherer can never be built.
(am changing it in my game to enable at Barter, don't know what you will do about it TeamC2C)

Cheers

@Hydro the above is a problem.

I have also noticed in games that I can build the "National Copper Smelter" before I can build a copper smelter in any city, mostly because I have to build the expensive copper mine somewhere first.

I thought the "National ... Smelting" buildings were going to come at a tech or two latter than the normal smelting buildings so as to give players with the resource in the vicinity a bit of an advantage and simulate the difficulty of moving resources around.
 
@Dancing Hoskuld & BlueGenie

1. I thought the special stone worker can be built on Jade and thus allow for the Jade resource to be worked. In which triggers the Jade Gatherer building.

2a. Yes the National Smelters do not require you have a normal smelter built. They work like normal smelters but just without the copper mine requirement.

2b. According to the civpedia it shows both the normal and National come at the same tech.

2c. Not that know of. Mainly because then people would complain that they have a mine with copper resource linked up but could not build the smelter.
 
@Dancing Hoskuld & BlueGenie

1. I thought the special stone worker can be built on Jade and thus allow for the Jade resource to be worked. In which triggers the Jade Gatherer building.

2a. Yes the National Smelters do not require you have a normal smelter built. They work like normal smelters but just without the copper mine requirement.

2b. According to the civpedia it shows both the normal and National come at the same tech.

2c. Not that know of. Mainly because then people would complain that they have a mine with copper resource linked up but could not build the smelter.

1) you are right, it is the fact that jade is not enabled until mining that is the problem. You can see it and build the improvement but you can not build the building Jade Gatherer because jade does not appear in the city until it is enabled. The tech that enables it allows a building that replaces the Jade gatherer building.

2) So all the discussion on trade network was not ignored it was thrown out on purpose. :( We also need a not vicinity tag to go on the National Smelters so that they are not built in cities with the resource in the vicinity.
 
@TBd Attached is a save that shows the change of exp threshold problem when I do a recalc. I am using standard/default traits one of which means that I need more exp to gain a level. When do a recalc I no longer need the extra points so many of my units can get another promotion.
 
1) you are right, it is the fact that jade is not enabled until mining that is the problem. You can see it and build the improvement but you can not build the building Jade Gatherer because jade does not appear in the city until it is enabled. The tech that enables it allows a building that replaces the Jade gatherer building.

2) So all the discussion on trade network was not ignored it was thrown out on purpose. :( We also need a not vicinity tag to go on the National Smelters so that they are not built in cities with the resource in the vicinity.

1. Ok well then I guess fix it so its enabled at the same time its revealed.

2. Why would matter if they were built in the same city? The problem comes when a player has say a Mine on Copper resource and cannot make Copper Ingots. The National Smelter allows for that. If you had copper in the city vicinity then it would just produce 2 Copper Ingots because each building would make it. However since the National Wonder is not limited to city vicinity it could be built in any other city in the empire that has access to Copper Ore resource.

And really it should not matter where the National Smelter is built. Its not like Horses where the National Horse Breeder enables the Horse Trainer. The National Copper Smelter just makes Copper Ingots which are spread to every city its connected to.
 
I thought that we agreed that the National Smelters required one better road tech than the one available at the time you get the ability to work the metal to represent the difficulty in transportation of the raw material over the refined ingots.
 
Honestly I don't remember that part. :hammer2: If you have a link I would be happy to re-read it.

At any rate what are you proposing? That say the National Smelters require the Road line of buildings such as Roads OR Paved Roads OR Asphalt Roads OR Skyroad Control Tower OR Teleportation Booth? Would Trails count? Or only Roads and up? Note I don't have a building equivalent for mud paths.
 
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