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

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No need to worry.

I just loaded your game with the current SVN 5309, did a recalc and was able to build the culture wonders you requested.
See yourself!:)

Thanks a ton, man !!! =) Doing recalc didn't come to my mind :crazyeye: Everything works fine now!
 
Noticed with rev. 5298:

The Forest Worker promotions don't appear to give any bonuses to work speed (at least nothing appears in the tooltip for the promotions), unlike the other Worker promotions (i.e. Field Worker, etc.).
 
i have another promotion error??

Lost my Woodsman promo??
I have a pretty good idea what could be going on with these and how to fix them but I don't have much time to get at it right away. Sorry for that. If you'd like to look into it, check the units that are losing their promos like this and see if they have a <Combat> tag set and not just <SubCombatTypes>. That's the first thing to attempt. If its not that then its a more complex issue in the code somehow.

I'm still having multiple cases of units simply disappearing. While Barbary Corsairs/Privateers maybe hang out on reefs until they are dead a Warlord Corporal disappeared suddenly without any kill message and terrain damage is off. Only noticing this because national units become buildable again. No savegames so far because it takes sometimes a few turn to notice.
Is there a notice in one of the logs whenever a unit is killed/moved off the map?

Edit: Found the defeat entry in the autolog but not in the actual ingame event log.

Edit2: It seems like color="Red" defending messages do not show up in the ingame log, only in the autolog. Why these message are color="Red" instead of color="DarkRed" I don't know.
hm.. there ARE some messaging options that you may have set to less than optimal to your preferences. Take a thorough look through the bug options and see if something in there clears it up.

Noticed with rev. 5298:

The Forest Worker promotions don't appear to give any bonuses to work speed (at least nothing appears in the tooltip for the promotions), unlike the other Worker promotions (i.e. Field Worker, etc.).
This was a problem before my update... I noticed it taking place in our game before she updated her system (where we're playing our hotseat game). I don't know if ls612 will be looking into that on his xml side or if I'll need to later but if its still there by some time this weekend I'll make sure it's up and running correctly.
 
I have a pretty good idea what could be going on with these and how to fix them but I don't have much time to get at it right away. Sorry for that. If you'd like to look into it, check the units that are losing their promos like this and see if they have a <Combat> tag set and not just <SubCombatTypes>. That's the first thing to attempt. If its not that then its a more complex issue in the code somehow.

Bandit Rider:

<Combat>UNITCOMBAT_MOUNTED</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CRIMINAL</SubCombatType>
</SubCombatTypes>

Ranger:


<Combat>UNITCOMBAT_HUNTER</Combat>
 
CTD sometime between turns.
Updated to current SVN to check if taht helped. Still CTD.

Uploading Minidump and a "just press enter" save.

1 things I have done in my game that you should be aware of if it shows to be about any such:
Hunter line units don't go obsolete. Mentioning this as something was problematic with those already.


In responce to the automove units should go first comments so far:
Please don't set them first. I want to be able to look around and STOP any automoves I deem should do something else BEFORE they move every turn in reaction to what opponents might have done or moved to.
This is possible now due to automove not being irrevocably before any other unit pops up. In fact aome other unit always pops up before any automove units as it stands now.
So this comes down to preference and as such could be set as an option but in all fairness it already IS an option.
When your first unit pops up all you need to do is to press CTRL+a (I think, getting uncertain here as it could be SHFT+a too, but it's one of them) and all the automove units will do their moves. Problem solved.

Cheers
 
So what your telling me, BlueGenie, is... you have set your units to automove... and the micromanage them and check their routes every turn before they move?

Why are you using automove in the first place then?

Also, the idea that I need to hit a multikey combo... for every one of literally thousands of turn... all so I don't randomly get screwed up as automated units enter combat after I've got another unit autoselected as the screen abruptly shifts to some random automated unit in combat?

That sounds like a punishment in a negatively aligned afterlife.
 
Bandit Rider:

<Combat>UNITCOMBAT_MOUNTED</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CRIMINAL</SubCombatType>
</SubCombatTypes>

Ranger:


<Combat>UNITCOMBAT_HUNTER</Combat>

Thanks for verifying. Hmm... Ok so its a bit more complex than I'd hoped and I have no idea how anything I recently did could've brought that kind of effect into being but there is a fairly solid set of evidence to point me in the direction of where the problem lies at least. I'll have to analyze what's taking place in a debug run. Do you happen to have a savegame where you get one of these affected units going through this loss? I know its fairly easily duplicated as its happening for us frequently on our hotseat game but I was hoping you might have one to offer - no biggy if you don't.
 
For some paranoia inducing reason the deer makes archery sounds when attacking. Fortunately the are terrible shots or the fact I noticed this while research cooking would be horrifying.
 
So what your telling me, BlueGenie, is... you have set your units to automove... and the micromanage them and check their routes every turn before they move?

Why are you using automove in the first place then?

Also, the idea that I need to hit a multikey combo... for every one of literally thousands of turn... all so I don't randomly get screwed up as automated units enter combat after I've got another unit autoselected as the screen abruptly shifts to some random automated unit in combat?

That sounds like a punishment in a negatively aligned afterlife.

Not quite but if I set a unit to move from A to B and then after seeing an enemy pop up near A I want to be able to stop the unit on the turn I see that enemy and change the path of my unit to go to back to A instead, or to C if an enemy popped up there.
If I cannot do taht I can lose 2 turns of movement (the first automove, the next moving it back again after having cancelled the automove).

For workers; I might get a message of a new resource having been discovered and want to quickly move to and start building an improvement on that (not talking about revealed but popped up via a mine/farm/JC). Being able to move the workers that turn makes it both faster and easier. Click and move, instead of click and cancel to on the next turn click and move.

Basically reacting to what happened between my turns so any automation is only half automation and able to be "broken" on the same turn. Makes it easier to have them move until I tell them not to instead of having to order new every turn. I am an Eternal player so a gatherer would be 60 turns of ordering it to build an improvement each turn if there was no automation, but I might want to move it at some point before it's finished building, for various reasons.

Cheers
 
hm.. there ARE some messaging options that you may have set to less than optimal to your preferences. Take a thorough look through the bug options and see if something in there clears it up.

NVM, somewhere between svn 5296 and 5310 this seems to have corrected itself. Will still look out if it happens again.

Btw, did the addition of other civs change the colors around? In my current game my territory and color where red, now its white. A few other civs in my game changed color too.
 
CTD sometime between turns.
Updated to current SVN to check if taht helped. Still CTD.

Uploading Minidump and a "just press enter" save.

1 things I have done in my game that you should be aware of if it shows to be about any such:
Hunter line units don't go obsolete. Mentioning this as something was problematic with those already.


In responce to the automove units should go first comments so far:
Please don't set them first. I want to be able to look around and STOP any automoves I deem should do something else BEFORE they move every turn in reaction to what opponents might have done or moved to.
This is possible now due to automove not being irrevocably before any other unit pops up. In fact aome other unit always pops up before any automove units as it stands now.
So this comes down to preference and as such could be set as an option but in all fairness it already IS an option.
When your first unit pops up all you need to do is to press CTRL+a (I think, getting uncertain here as it could be SHFT+a too, but it's one of them) and all the automove units will do their moves. Problem solved.

Cheers

Fix will be on the SVN later this afternoon (to the CTD that is)
 
Should Zone of Control by YOUR own GG be hurting YOUR own troops from moving into battle to take an advantage??

I cant move into certain titles because of this???(see attached)

SVN 5304, No VP

I'm not seeing any problem here. Which units are unable to move through the ZoC that should be able to? I am able to attack the enemy stack to the SW of the GG with either mounted stack just fine (and also with the ones in the city)...
 
From rev. 5312:

If you go to the Lumberjack improvement entry in the Civopedia, and click on Lumbermill in the 'Becomes Lumbermill in X turns' line, it takes you to the Lumbermill building instead of the Lumbermill improvement. The same problem exists with the Workshop improvement entry - clicking on Factory takes you to the Factory building, not the Factory improvement.
 
From rev. 5312:

If you go to the Lumberjack improvement entry in the Civopedia, and click on Lumbermill in the 'Becomes Lumbermill in X turns' line, it takes you to the Lumbermill building instead of the Lumbermill improvement. The same problem exists with the Workshop improvement entry - clicking on Factory takes you to the Factory building, not the Factory improvement.

This is correct. The pedia uses the text name of whatever to jump around. This means that if you have two things with the same name you will probably go to the wrong one. The only way to fix the problem is to ensure that there are not two things of the same name. I fixed this problem with the lighthouse by calling the improvement "A lighthouse" and leaving the building as "Lighthouse".
 
How about "Lumber Mill" (for the building - less common than the improvement) and "Light House" (for the improvement which is less common in this case)?
 
Rev 5313:
Researched Economics, 2 turns later when using the Domestic Advisor it becomes unusuable on certain cities. Clicking on the cities in the DomAdv moves the camera there by about 1 tile every few seconds and clicks take ages to register. This happens only to some cites and the build order in the cities seems to have no impact on the behaviour. Selection and behaviour outside the DomAdv is normal.

Savegame and CustomDomAdv.txt attached. This happens on my PC regarding the cities of Ulaanbataar, Kazan, Tiflis, Samarqand and New Sarai. This also keeps through a save/reload.

View attachment 349097
 
I am getting 2 units showing up again in the build list? ie: Explorer and Assassin (see attached pic) if you need saved game let me know, but i believe its happening to ALL games??

Plus again this TXT error, do you guys want me to just take care of these minor TXT errors or do the author want to handle them??(attached 2) Cause i put some on here around the 16th and didnt get anyone to take care of them, I'm just Sayin':p

EDIT: Sentry for workboat on Automated does NOT build it?? It sat there for over 10 turns, till the AI came along and killed it.(attached 3)
 
EDIT: Sentry for workboat on Automated does NOT build it?? It sat there for over 10 turns, till the AI came along and killed it.(attached 3)

:confused:Why would you think that sentry would cause anything to be built? I have seen automated work boats go out build a beacon and then go back to port OK.
 
:confused:Why would you think that sentry would cause anything to be built? I have seen automated work boats go out build a beacon and then go back to port OK.

I miswrote, i meant the beacon didnt get built in that amount of time, DUH!!:blush: Too many things on my mind at once.
 
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