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

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Repeatable CTD at end of turn. Latest SVN.

For some reason forum doesn't let me upload attachment. did a few tries.

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I put zip file with a savegame here zalil.ru/34470413/7814a15e.517c8d90/turksctd.ZIP
 
Hey, love the mod. I'm experiencing a CTD bug with v29.

To reproduce, load the attached save and then end the turn.

Please let me know if I should provide anything else.

This one has already been fixed on the SVN, but I don't think there is workaround in vanilla V29. You'll either need to upgrade to the SVN version, or else wait for V30 and upgrade to that I think.
 
Hey, love the mod. I'm experiencing a CTD bug with v29.

To reproduce, load the attached save and then end the turn.

Please let me know if I should provide anything else.

Problem reproduced and more-or-less understood. I should have a fix for it on the SVN later today.

General note regarding V29 users and SVN-based fixes: I *think* it *should* be ok to run with the SVN DLL without changing anything else, which should get you the fixes without any significant gameplay changes (apart from some AI behaviour changes maybe). However, this is not really a well-supported setup and it's not one we test, so it's slightly at-your-own-risk. I'll upload a DLL at the end of today to the patch thread for this purpose so that people can get at it without having to negotiate SVN itself.
 
Problem reproduced and more-or-less understood. I should have a fix for it on the SVN later today.

General note regarding V29 users and SVN-based fixes: I *think* it *should* be ok to run with the SVN DLL without changing anything else, which should get you the fixes without any significant gameplay changes (apart from some AI behaviour changes maybe). However, this is not really a well-supported setup and it's not one we test, so it's slightly at-your-own-risk. I'll upload a DLL at the end of today to the patch thread for this purpose so that people can get at it without having to negotiate SVN itself.

Thank you very much. It's immensely appreciated.
 
thats a bit much of a production bonus, current svn , (focused traits if it matters)

can provide save game if needed
 

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Could someone please post the dll file to the patch thread?
 
PINK and red errors, i cant find these can someone pls fix these or at least let me know where they are at? Thx. (attached 1-3)

Traits: I have Deveop Traits on but the attached (4) say it will also take away a Neg trait but NOT with Dev, but it still shows up??
Also there is a error with the pedia entry for Protective ?? (also see settings if you need to (attach 6)

On the Promo Silver tongue it is a promo but there isnt any entry for WHAT it does??(attach 5)
 
Problem reproduced and more-or-less understood. I should have a fix for it on the SVN later today.

General note regarding V29 users and SVN-based fixes: I *think* it *should* be ok to run with the SVN DLL without changing anything else, which should get you the fixes without any significant gameplay changes (apart from some AI behaviour changes maybe). However, this is not really a well-supported setup and it's not one we test, so it's slightly at-your-own-risk. I'll upload a DLL at the end of today to the patch thread for this purpose so that people can get at it without having to negotiate SVN itself.

I don't think so, I've added a new mission since V29 came out. If that isn't defined in the XML I'm pretty sure bad things will happen.
 
I don't think so, I've added a new mission since V29 came out. If that isn't defined in the XML I'm pretty sure bad things will happen.

Actually it could be handled easily with a small code change provided the mission had been added at the end, but it look like it was added in the middle of the enum. Note that this is potentially also a save game incompatibility ANYWAY, since mission ids are not translated by the compatibility save/load - I **think** we'll get away with it because the missions after the point at which the MISSION_GOTO was added are ones that I wouldn't (at least currently) expect to see persisted in a save.

As a general rule - ALWAYS add to enums like this at the end.

Since the code that relies on NUM_MISSION_TYPES is anyway incorrect (it should always use GC.getNumMissionInfos() which encapsulates the 'FIXED_MISSION_NUMBER' define interpretation), I'll fix that before I push the changes, which **should** be enough to not cause that to be an issue I think.

Edit - actually the use of NUM_MISSION_TYPES is fine - it's a macro that redirects to GC.geNumMissionInfos() anyway. As such I think it will be fine, but I'll check a with a quick test in my V29 folder (the one I use for the MP games)
 
Traits: I have Deveop Traits on but the attached (4) say it will also take away a Neg trait but NOT with Dev, but it still shows up??
Also there is a error with the pedia entry for Protective ?? (also see settings if you need to (attach 6)
1) That's... odd. I'll review the code to see what could've taken place there but can you provide the save from the round before that comes up? If not, just a save so I can look at some settings there would still help.
2)There wasn't an attach 6 :( As a result, makes it tough to see what you're referring to.
 
Actually it could be handled easily with a small code change provided the mission had been added at the end, but it look like it was added in the middle of the enum. Note that this is potentially also a save game incompatibility ANYWAY, since mission ids are not translated by the compatibility save/load - I **think** we'll get away with it because the missions after the point at which the MISSION_GOTO was added are ones that I wouldn't (at least currently) expect to see persisted in a save.

As a general rule - ALWAYS add to enums like this at the end.

Since the code that relies on NUM_MISSION_TYPES is anyway incorrect (it should always use GC.getNumMissionInfos() which encapsulates the 'FIXED_MISSION_NUMBER' define interpretation), I'll fix that before I push the changes, which **should** be enough to not cause that to be an issue I think.

Edit - actually the use of NUM_MISSION_TYPES is fine - it's a macro that redirects to GC.geNumMissionInfos() anyway. As such I think it will be fine, but I'll check a with a quick test in my V29 folder (the one I use for the MP games)

AIAndy told me at the time to add them directly after a specific thing (which was not at the end) and since we haven't had incompatability with saves since then I think that as it stands now it is working properly.
 
not sure if this is a bug or just circumstances. Rebel civ appeared in a neighbor empire, they are at war with that empire, but now also at war with one of my vassals. They are NOT at war with me or any of my other vassals. Since a vassal cannot conduct diplomacy, they cannot make peace with those rebels. I will have to declare war, and THEN I can make peace with them.

Is this correct, possible, or an error?
 
AIAndy told me at the time to add them directly after a specific thing (which was not at the end) and since we haven't had incompatability with saves since then I think that as it stands now it is working properly.
Koshling is right that potentially it might cause a savegame to point to another mission than originally intended but only for those missions afterwards and most of those are outcome missions which should not be in that enum anyway.
It is somewhat of a hack though what I did there to differentiate between outcome missions and other missions and at some point it should probably be looked at again (and at least remapping added for missions). But for now it should be fine.
 
This may belong to another thread, but this bug has been occuring ever since version 27 for me. The dynamic names for civs mod that is part of C2C begins to bug out after civs change civics to Monarchy or above.
All of the civ names revert to "Ethiopian provisional government", "Roman provisional government", Basically "X provisional government" after the civic swap to monarchy, including the players.
Anyone know why this is? (Or if there is some thread where this kind of question can be addressed).
 
not sure if this is a bug or just circumstances. Rebel civ appeared in a neighbor empire, they are at war with that empire, but now also at war with one of my vassals. They are NOT at war with me or any of my other vassals. Since a vassal cannot conduct diplomacy, they cannot make peace with those rebels. I will have to declare war, and THEN I can make peace with them.

Is this correct, possible, or an error?

It's a bug and it rings a bell (as in I think it may have been fixed). Are you using V29 or latest SVN?
 
I'm deciding whether to declare war, but the prospective enemy has stacked his units with a stack of mine. When I select a unit outside the tile, and ALT-mouseover for the combat odds, it selects one of my units as the defender.
 
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