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

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I played through a hundred turns to establish the no Barbs did indeed mean not barbs. Ctrl+Shift+Q listed the active game options... Including 'No barbs' and 'Raging barbs' simultaneously. No barbs was obviously the winner at that point.

Then I searched through bug options, three times through. Then I started a new custom game... searched through the options 3 times and picked a larger map size. Same issue.

So its either a major bug with C2Ccontients... or some expletive over wrote some basic game options like the time 'autopass turn at whatever time will kill the most units. Which I still can't find. Having to prewake combat units so I don't lose battles from autoturn passing is miserable. I'd still love to know where that option is so I can beat it to death with a fish.

@Necratoid,
They (the Team) need a screenshot (or 2), possibly a savegame, and/or BBAI log, and/or Python ER2 or PythonDbg logs And if it CTD's the MiniDump file (compressed).

With a detailed description of what to do to replicate it.

Thanks,
JosEPh
 
I got around to playing v29 and found what I think is an infuriating bug.

I'm playing C2C continents with raging barbs... and for some insane reason right above the 'Raging Barbs' on the starting features side bar (Cntl+Shift+Q) is 'No Barbs' as and a map feature.

I can't find anything in the starting option screen or Bug menu that explains this.

Am I missing something? Is it the Map type that is bugged?
It can happen that Civ4 transfers settings between mods so some settings that are supposed to be set a specific way (and are therefore invisible in the main option selection) are set the wrong way.
The fix for new games (not running ones though) is to start one game as Play Now, then go back out and into the normal custom game.
 
@Koshling:

My Rogue is going from a secure area of (auto-kill) and then into a deadly area right next to a city of all places, and well getting killed by them of course .. (the idiot) DUH!

Submitted 1 turn BEFORE he moves, SVN 5278, No VP.

EDIT:

The Civics have 3 PINK btn errors??
 
Okay starting a new bland game fixed that issue... though the only thing I imported recently was v29. Make of that what you will.

On the sillier side I noticed something odd. I was getting REV points for no real reason in my game. It took a while, but I figured out the source. The food rot was causing starvation to happen. So every time I actually feed people they freaked out about what a terrible leader I am. Apparently I was taunting them with false hope.

It didn't cause real issues and is bleeding off REV points now that I'm gaining food (or on turns they aren't technically starving before hand). Just thought I'd mention this as it was odd enough to notice.
 
I got a weird bug with trade. After a certain point in the game, my cities stop trading production, and i have no idea why. I couldn't pinpoint when, though, but it was working for a majority of the game up until the renaissance/enlightenment era. Here's a pic of what i'm looking at. Usually, the trade window shows: +food, +production, +gold. Now it just skips the production value.
 

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Trade routes generally only provide production when you are running certain civics.

The "normal" setting for production is 0% of the commerce rate so you only get some if something is giving a "+X% production from trade routes" type modifier, which generally means a civic or possibly a trait (there might be some other possible source for a modifier of this type, but I can't think of any at the moment - in fact, I don't remember any of the traits modifying the production either, just the food and commerce).
 
That will be because the gatherer "build seed farm" is not the same as the worker "build seed farm". So the worker has to start from scratch. They are not the same because one consumes the unit and the other does not.

Thanks for replying. It sounds like you're saying that's not a bug, but you can't be. Are you saying it's not one any of you will fix soon?

As it stands, does it mean Gatherers and Workers can't work together on anything? Or just anything that would consume the Gatherer? I can't afford to upgrade any more Gatherers, but I'm still capturing them from Barbs (who are roading neutral territory - go figure/:eek:!).
 
Thanks for replying. It sounds like you're saying that's not a bug, but you can't be. Are you saying it's not one any of you will fix soon?

As it stands, does it mean Gatherers and Workers can't work together on anything? Or just anything that would consume the Gatherer? I can't afford to upgrade any more Gatherers, but I'm still capturing them from Barbs (who are roading neutral territory - go figure/:eek:!).

Any units you capture can be deleted and you will get some gold back for them. I do not want to spend for upgrade either so I delete them and at least get a little money out of them.

The Barbarians consider that they own all the neutral territory and will also build roads, paths, to connect their cities.
 
Thanks for replying. It sounds like you're saying that's not a bug, but you can't be. Are you saying it's not one any of you will fix soon?

As far as I can see it is just not fixable - so it is a design feature not a bug. It is all because gatherers (and slaves) get used up so their build definition is different to the worker build definition for any improvement.
 
Any units you capture can be deleted and you will get some gold back for them. I do not want to spend for upgrade either so I delete them and at least get a little money out of them.

Is this true, or is it only the unit maintenance for the turn that you get?

If true, does it apply only to captured units, or to all?

As far as I can see it is just not fixable - so it is a design feature not a bug. It is all because gatherers (and slaves) get used up so their build definition is different to the worker build definition for any improvement.

We can agree to disagree as to the marketing jargon...:)

Can they co-operate on non-fatal activities ie. roading?
 
I just found something really weird: I discovered that a great farmer can put land resources on a sea tile, provided you can access the tile with a sea tunnel. See pics (in the secon one, the farmer is actually placing a grapes bonus)

EDIT: another bug, unrelated to what I posted before

when I build the Svalbard wonder (which gives you a source of all the food resources available), in the same city I am able to build allt he food related buildings, just like if those resources were in the city vicinity. The same thing happens when you build a desalination plant: after that, you can build a salt quarry even if you don't have salt in the city radius
 

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@Koshling:

My Rogue is going from a secure area of (auto-kill) and then into a deadly area right next to a city of all places, and well getting killed by them of course .. (the idiot) DUH!

Submitted 1 turn BEFORE he moves, SVN 5278, No VP.

EDIT:

The Civics have 3 PINK btn errors??

Er...where's the save?
 
Okay starting a new bland game fixed that issue... though the only thing I imported recently was v29. Make of that what you will.

On the sillier side I noticed something odd. I was getting REV points for no real reason in my game. It took a while, but I figured out the source. The food rot was causing starvation to happen. So every time I actually feed people they freaked out about what a terrible leader I am. Apparently I was taunting them with false hope.

It didn't cause real issues and is bleeding off REV points now that I'm gaining food (or on turns they aren't technically starving before hand). Just thought I'd mention this as it was odd enough to notice.

If you mean 'food waste' I should never occur if there is net negative food so it should never be possible for it to cause starvation. Save game...?
 
If you mean 'food waste' I should never occur if there is net negative food so it should never be possible for it to cause starvation. Save game...?

All games have this problem. Right at the start of the game your people end up with no food income ie total consumed > total gathered but since pop =1 it can't go below zero so you are not considered to be starving. When you kill an animal the food goes in your granary. Your food is now positive but goes down (= starvation) until it reaches zero again. While it is going down you get revolution points because your populace is starving.
 
charismatics trait has +1000000+% military building. you can build huge stacks of to keep your upkeep in green (build+sell)
lastest SVN.
 
All games have this problem. Right at the start of the game your people end up with no food income ie total consumed > total gathered but since pop =1 it can't go below zero so you are not considered to be starving. When you kill an animal the food goes in your granary. Your food is now positive but goes down (= starvation) until it reaches zero again. While it is going down you get revolution points because your populace is starving.

So nothing to do with the wastage mechanic then.
 
Just started a NEW game, and all of a sudden POOF CTD??

SVN 5280, No VP


If you need any of the stuff i have before this, pls do so now, i am going to delete all around mid-night, thx.

I cannot reproduce this - does it reproduce reliably for you from that save?

The minidump has some clues, that may be enough to pin it down, but I'm not sure - if you are able to reproduce it that would be helpful to know.

Edit - nvm - I am fairly sure I've got it.
 
I think so. In my test it doesn't seem to matter what I do. It always seems to get stuck at the dog offscreen.

I still cannot reproduce this. Could you post a screen shot of the state where the dog is selected and off screen (before you provoke a crash by trying to give any orders).

Could you also tell me what your BUG settings are for the viewport border settings (I have a 40X40 viewport with border settings 2 and 5)
 
Hello everyone,
I play the latest SVN version and I have noticed that for some time in the custom game there is no option, which allows to reset draws mechanism upon reloading.
 
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