Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

The Harpy is kinda big too. Not that I mind the size of any of the Birds.

Now the Preh Ground Sloth, That's a Big Boy!

JosEPh
 
There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.

Found out that the caching error happens when a unit whith ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats Split or Merge. There might be other caching error spots as I've seen the error in barbarian Neanderthals which I believe never split nor merge.

So to reproduce the bug:
Load a save file that has stored correct unit stats; split or merge a unit that has: ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats, then make a save. This save will contain wrong stats for that unit.

UnitCombatChangeModifiers, PursuitVSUnitCombatTypesChanges, & PrecisionVSUnitCombatTypesChanges are cleared of any suspicion.

I think I've narrowed it down enough now. ;)



Edit: the way I narrowed it down to those two tags was by removing all subcombats from a unit and adding one of the suspicious tags at a time to it's main combattype along with a iCityDefense tag. Then looked to see if the city defense stat doubled after doing the reproduction steps.
That does help to have that to look into then. Thanks! ArmorVS and DodgeVS haven't been put to use in the main mod yet so they could be suspect of strangeness.
Hi all,

Odd AI behaviour in my last Game (started with SVN 7881).

Egyptien seems to love shepherds ;) : 10x that unit in Capital. I defeated him too easily



View attachment 399556

Ps : I'm working on French translation again - I'll commit what I've already done after v36 release.
Welcome back Cal! It looks like either he once had a lot of animals and had prepared to heal them as if they were his defenders or he has chosen them as his disease control units. If its the latter, its not surprising he'd have so many as they aren't as good at filling that role as the human healers are. The question would be why he chose them and it would be due to a bug I THINK I fixed at some point since then but if we see this happen again I think I'd have a good bead on fixing it now.

SHAKA Bug: After checking the AI as i fixed the crime bug all AI civs working fine now. But the Shaka bug still in, hes the only civ that went bankrupt now, remember i told you he has huge stacks of animals, look the screenshot upper left at his gold it says STRIFE or STRIPE? What meens this? Looks like shaka or the zulu civ is bugged, anyone can fix this?

And this fool still building more units...
Strike is what happens when you run out of gold. Each round on strike you lose some units. He's lost the units he believes are critical to his empire and continues to build them back assuming the strike will clear itself up and he can rebuild again.

I would imagine he was hit a bit harder than other civs by crime due to his traits. And he's rotting in unhappiness now as well. The AI has never handled strike too gracefully... I saw rev have the AI take over my nation in a game and it plunged into strike immediately because it won't build gold unless it has nothing else to do so can't see the value of doing so to stave off emergencies. He's overgrown at this point and can't manage his property values and will now certainly spiral into absolute defeat. Traits have a hand in this because after a point of crime he'll be gaining a lot more crime still and he's not tried to address his education at all which is a little concerning.

Now that he's in this situation it's probably impossible for him to recover unless his city revolts and a more clear headed leader takes over. But would he have gotten here if the game were begun and assets not changed along the way? Hard to say. It will be easier for the AI once I give them more to work with to control the hardest hitting properties earlier in the game.

Looks like he is using the subdued animals, it is just that they have no more things to build with them in the capital city.

edit I am seriously considering making all subdued animals have zero combat since they are supposed to represent a couple of animal (2 or 3) and a handler. That may reduce the use of them for combat and recon by the AI.

When they run out like that perhaps they should just slaughter them. At least if they have one of the same type held aside for the next city already.

They aren't being used for combat and recon. They are just slow at getting them back home and won't ever field slaughter. There's certainly a few things to eventually tweak there.
 
There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.

Found out that the caching error happens when a unit whith ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats Split or Merge. There might be other caching error spots as I've seen the error in barbarian Neanderthals which I believe never split nor merge.

So to reproduce the bug:
Load a save file that has stored correct unit stats; split or merge a unit that has: ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats, then make a save. This save will contain wrong stats for that unit.

UnitCombatChangeModifiers, PursuitVSUnitCombatTypesChanges, & PrecisionVSUnitCombatTypesChanges are cleared of any suspicion.

I think I've narrowed it down enough now. ;)



Edit: the way I narrowed it down to those two tags was by removing all subcombats from a unit and adding one of the suspicious tags at a time to it's main combattype along with a iCityDefense tag. Then looked to see if the city defense stat doubled after doing the reproduction steps.

Your efforts to narrow things down and your instructions on how to replicate were instrumental in solving this problem. The fix can't heal units already flawed due to the bug in existing games but this problem shouldn't continue to persist after my next dll. I had been about to give up on this one... but the problem wasn't with just your assets nor an xml error. It was a severe problem for unitcombat processing in save loading, as you suggested. It stemmed from an old backwards compatibility module that had severely flawed logic.
 
Hunting stacks should never wait around to heal the subdued animals. Perhaps setting their combat to zero and having them subdued with no damage may solve the issues.
It could make sense to have subdued animals be 0 combat units because if they were engaged in combat they would quickly just try to get away. They aren't trained yet, merely captives really.

Would this change the way the AI reacts with healers? I'm not 100% sure on that. It certainly would be an automatic solve on having hunting stacks pause to heal them but in the city where they are being hoarded I'm not sure it would stop the healers from gathering. If it doesn't then it becomes something to address in the healer AI needs evaluation which may point out an oversight that applies to other factors as well so in all reality it would still be good.

I... reluctantly because I know it may be met with a lot of resistance, would back the concept of making subdued animals (but not trained or tamed animals) 0 strength units.
 
It could make sense to have subdued animals be 0 combat units because if they were engaged in combat they would quickly just try to get away. They aren't trained yet, merely captives really.

Would this change the way the AI reacts with healers? I'm not 100% sure on that. It certainly would be an automatic solve on having hunting stacks pause to heal them but in the city where they are being hoarded I'm not sure it would stop the healers from gathering. If it doesn't then it becomes something to address in the healer AI needs evaluation which may point out an oversight that applies to other factors as well so in all reality it would still be good.

I... reluctantly because I know it may be met with a lot of resistance, would back the concept of making subdued animals (but not trained or tamed animals) 0 strength units.

I don't understand this "healers" concept. Subdued animals don't heal other units. They have no healing properties. They could only get healing promotions via exp but they should not be getting much exp. They should not be being used in combat.

If they are getting healing promotions then the simplest solution may be to change their combat classes so that they can't.
 
I don't understand this "healers" concept. Subdued animals don't heal other units. They have no healing properties. They could only get healing promotions via exp but they should not be getting much exp. They should not be being used in combat.

If they are getting healing promotions then the simplest solution may be to change their combat classes so that they can't.

We're having two conversations at once here but you're only following one of them. You quoted a response to an issue and replied to it as if it were a discussion on another issue entirely. I responded addressing both.

The original quote you took from me was a comment on a reported phenomenon where Animal Healers (not Healers that are animals but rather healers that heal animals), specifically Shepherds, were being unusually amassed in an AI city. I figured this was either due to:
A) The Shepherds being poorly chosen to perform the role of disease control.
OR
B) There had been a large number of subdued units that the AI believed would need to be supported with healers in case they were to be attacked and damaged.

You took my comment to be commentary on another issue entirely which is that Hunter stacks are waiting for animals to heal in the field.

Both bugs are issues to address so I replied to your suggestion that subdued animals be reduced to 0 strength with commentary that addressed both situations, that Healers of Animals were being oddly amassed in a city which could be a bug that might not be resolved by reducing subdued animals to 0 strength, and that animals in the field would have no need of healing at all if they were reduced to 0 strength so could be a big benefit to the AI there without having to code the fix where such healer stacks would ignore the health of accompanying animals. Such an xml shift would automatically resolve that issue because 0 strength units are never considered damaged - they're only either dead or alive.
 
It is partially dyslexia and partially lack of coffee. I did not connect the two words "animals" and "healers" into the concept "animal healer" unit. :blush:
 
I just did a clean download of the SVN and all my lakes are pink as if the terrain or something is missing.

I just updated to latest and started a play Now Lakes game. See screenies below.

No Problem found.

JosEPh
 
had that happen to me also, you need to re-do the assets completely again from the SVN copy to YOUR mod copy, that solved mine.


TB

can you look at this map again i have a weird thing happening again, (look at attached), the stone maceman needs to attack the numbat, but it had a HUGE hesitation and something happening, this had happened alot lately now??

Looking into it.
 
@SO: A little clarification would be good here. In your save there is a Rogue (VERY hurt), a Thief and a Stone Axeman in the field at the moment. A stone maceman is in the city and too far away from any animals. The Rogue and the Thief are so hurt they shouldn't be attacking anything. The Stone Axeman has already moved and there's no numbat anywhere near him.

From your posted save, I cannot replicate any situation in which a stone maceman would be attacking a numbat here.
 
Your efforts to narrow things down and your instructions on how to replicate were instrumental in solving this problem. The fix can't heal units already flawed due to the bug in existing games but this problem shouldn't continue to persist after my next dll. I had been about to give up on this one... but the problem wasn't with just your assets nor an xml error. It was a severe problem for unitcombat processing in save loading, as you suggested. It stemmed from an old backwards compatibility module that had severely flawed logic.

Was this related to the tag-bug we've discussed?

As stated earlier on this page... yep! I'm proud to report that the bug we've been looking at is now resolved and was indeed more serious than I had imagined.
 
@SO: A little clarification would be good here. In your save there is a Rogue (VERY hurt), a Thief and a Stone Axeman in the field at the moment. A stone maceman is in the city and too far away from any animals. The Rogue and the Thief are so hurt they shouldn't be attacking anything. The Stone Axeman has already moved and there's no numbat anywhere near him.

From your posted save, I cannot replicate any situation in which a stone maceman would be attacking a numbat here.

look at the pic i attached, i dont know if it was a stone axeman or maceman, sorry . .
 
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