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

Autosaves work fine for me on SVN 8784.

Edit: Might have spoken too early; on round 312 in the game I started on rev 8783 I suddenly started getting failed to compress save data error message at the beginning of each turn (autosaves being made).
These autosaves were of course totally corrupt.

When loading an autosave that worked (round 311) the issue was non repeatable though.

Edit2: What I wrote in the first edit might not be related to the recent changes as I've experienced that happening many revisions ago too, might just be a quirk due to (alt+tab)-ing too much.
 
@TB: After a quick test of fix attempt 3; everything seems to be in perfect order. Bravo.
That's very good news :D
Then maybe better reduce the crime effect of the tourism instead disrupting the good working tourism system.
Someone else, DH I believe, had also brought up a historical modelling issue with Tourism coming in so early. Tourism wouldn't have existed before a certain age anyhow. It would've only been after writing at least but it seems even more reasonable that it would've begun around the classical era and Classical Lifestyle seemed a graceful place to put it. It also helped game balance as well as the historical model to make this shift.

Any reason i can't occupy cities anymore?

I'm in the transhuman race and for some reason i cant seem to take over cities of civs i'm at war with. what could cause this?
There was a bug a while back that created this but if you're saying this is happening on the latest SVN, a save will be necessary.

TB

after latest SVN "autosaved games" do NOT work now?? saved games work, but not when you go into the auto area???
Old autosaves won't. As noted in the SVN thread, an update that fixed the ability to load autosaves from hotseat games broke autosave compatibilities for all previous autosaves. Someone had changed the location of the autosave action from the original Firaxis placement without realizing the impact it would have on hotseat and since it was apparently safe on other games must have went on thinking the shift in position was OK. It's unfortunate but moving it back makes all autosaves from before that version incompatible. New autosaves on the current SVN and from here on out should work just fine.
 
Old autosaves won't. As noted in the SVN thread, an update that fixed the ability to load autosaves from hotseat games broke autosave compatibilities for all previous autosaves. Someone had changed the location of the autosave action from the original Firaxis placement without realizing the impact it would have on hotseat and since it was apparently safe on other games must have went on thinking the shift in position was OK. It's unfortunate but moving it back makes all autosaves from before that version incompatible. New autosaves on the current SVN and from here on out should work just fine.

this wasnt an old auto save, i just got it this morning?? from a NEW game i started after the svn change.
 
Strange... was it an initial gamestart autosave or one of the normal ones that take place every now and then during play?

i have it set to every turn and what happened was i had revolutions ON before, but then i went into the options area and changed it to NO rev, about 5 turns before this, and then a Rev still happened, and it took my Capital, and i started with a NEW player someplace on the map, and i didnt like that, so i tried to use AUTO save and it STALLS, and i have to alt/ctrl/del just so i can re-start my PC, otherwise i cant get rid of Civ IV at all??
 
I would be willing to bet that changing the game option mid-play destabilized things and had something to do with the game not saving quite right. Rev is another one that isn't safe to change mid-game.

I could be wrong. Keep an eye out for other problems with autosaves.
 
I would be willing to bet that changing the game option mid-play destabilized things and had something to do with the game not saving quite right. Rev is another one that isn't safe to change mid-game.

I could be wrong. Keep an eye out for other problems with autosaves.

OK thx, i kind of figured that, but i asked just to make sure, btw, do the Trackers/Hunters/<aster Hunters etc etc, get exp pts, because i know i killed over 400 animals with the Master Hunter and no promotions ever came up?? Also i had 1 MH with a General attached and he didnt go up on promotions either??
 
Yeah they should be getting xp but you won't get xp from barbarians including animals without the Barbarian Generals option being on.


Joe has informed me that it appears our camel rider UI bug that was solved a while back has returned. This should delay things until Sparth or whoever it is that can resolve it takes another look at how to get it working right again. From what I recall it had something to do with the animation settings on the unit.

So please, whoever can help with this issue please do so ASAP so we can get this thing released without this bug - this was one of the most frustrating bugs we've seen this version cycle.
 
Here it is in all it's Glory! Not! :sad:

This game was started yesterday with SVN 8781 and updated today with 8784.

Last screenie is one of the 1st to show. Then the other 3 are in order.

The save did CTD once hence the Minidump.

JosEPh
 
This bug is known to me. My wife experienced it too. However, there is little to no theory that explained why she (and you now) got a HUGE amount of initial production when the city was placed. We wondered if it might have something to do with an adjacent volcano. But other than that, there's no other current theory. It appears to be a rare bug and unless it's repeatable and we can get a save from before the city is planted, we'll have a tough time zeroing in on the cause.

I loaded the autosave from the turn before the city was created, although now with a clean install from the SVN version instead of the updated version I had when I started this game. The bug didn't occur this time. I guess updating the game messed up some settings somewhere and the clean install fixed it. If I encouter it again after version 36 is released I'll post a savegame here.
 
Crime on the 1st 5 Tourism levels was cut in half. Crime in Preh is Easy to handle with all the changes in now. But as you progress thru the Eras It should become more of a challenge. Crime Diffusion has reduced 25% Before you started becoming a pest over it from your scenario. How about since Crime diffusion was lowered by 25% I raise it back to the level Hydromancerx originally had it?

Your main problem is your Game Speed you chose for your Scenario. And some of the conditions you placed In your Scenario.

Non scenario games are not exhibiting what you carry on about. Below is a screenshot from my Capital city on a Game I started last night, Emperor level Normal Game speed large Map 9 AI. You will see that both Crime and Disease coming out of the Preh into Ancient Era are both in the "negative" range. The scrn shot is from the turn that I finished Researching Sed. Life and enter Anc. Era. My Capital is size 5.

Your clamor over Crime is making you "all wet" as your claims do not fit a normal game.

JosEPh

Yep it has to work with my world scenario, so maybe changes needed, but provide the save please, i want to check how your AI is doing now with your latest changes.
 
Here it is in all it's Glory! Not! :sad:

This game was started yesterday with SVN 8781 and updated today with 8784.

Last screenie is one of the 1st to show. Then the other 3 are in order.

The save did CTD once hence the Minidump.

JosEPh

I too have seen this happen but not on the camel units in C2C; in pie_at's Ancient Med mod and in another mod probably Total War. In all cases I thought I had pressed the wrong key or combination of keys.

Not enough of it is there to be certain but it looks like it may be part of the "build in all cities" queue which defaults to what is in the nearest city but allows you to add units or buildings in before or after the current queue in each and every city in your nation.

.. it has to work with my world scenario...

I did not realise we had mad your map part of the official Caveman2Cosmos. I was under the impression it was still an add on. Which would mean that your scenario must work with C2C not the other way around:mischief:
 
Here it is in all it's Glory! Not! :sad:

This game was started yesterday with SVN 8781 and updated today with 8784.

Last screenie is one of the 1st to show. Then the other 3 are in order.

The save did CTD once hence the Minidump.

JosEPh

We fixed this a number of pages back and when we did it was determined that it had to do with a bad animation setting on the unit. With the recent FPK packing I'm wondering if something went wrong here again.
 
There are some graphic oddities with some of the mounted units. For example, if the bison rider is facing away from you, as his spear rotates it disappears in 1 of the 4 rotation phases. Doesn't hurt anything just an oddity.

JosEPh

I know whats wrong and will fix it sooner or later. Thanks for letting me know. ;)

Nothing serious, just an animation glitch.

While we're on the subject, the horseman attacks with the wrong end of his spear, and the camel rider uses his spear in a chopping or beating motion ie. as if it were an axe or club

From 2 months I dont touch graphics at all.

Yep I know this. Previous weapon of this unit was Scimitar and its not fit to this unit. Then I changed his weapon to spear but animation stays, because I dont know how to change it.

If vanilla bts have a mounted lancer I could make a bone transplant there; other-vice I will have to make new animations for it.

You can take animation from Charlemagne Light/Heavy Cavalry, Persian Immortal or from Carthaginian Numidian Cavalry.

@dexter:
Your save is not from a file named Caveman2Cosmos. Please, in the future, never rename the file to anything but Caveman2Cosmos. Makes debugging much smoother. Additionally, it is known that some bugs can result simply from the name being different than some files expect.

EDIT: I have a sneaking suspicion that if you have updated to 05, you may need to revert to 04 then update straight to 06 to clear up the issue. I think it MIGHT be that Tortoise sees no difference really in the 05 and 06 dlls and that's a problem if you already have 05's.

EDIT: No problem with dexter's save either. Big game. Slightly slow turn times though better than I've ever seen before for that size game.


Note: I did have a problem specifically with the Camel Rider unit last night that I cannot explain. I can't more fully evaluate it because it took place in an MP environment with simul turns. But when I built the Camel Rider, not only did we go immediately OOS, there was no UI bottom panel for the Camel Rider unit when it was selected. It just adopted all the same command and mission options the last unit selected did. The unit art didn't show in the bottom left window and while I could, oddly, give it the commands from the list of options it gave me from the last selected unit, it was impossible to promote the unit though it was glowing blue.

Has anyone seen anything like THIS happen before and therefore may have a concept why its taking place?

Camel Rider have some error associated with it - when i built it i cannot select any promotion, after i select worker and back camel rider promotion buttons are highlighted again. In civipedia entry is also empty - please take a look at it

I found this problem too. I don't have a clue what causes it or what COULD cause this sort of thing but I suspect since its in the UI of the unit, the problem must be in python somewhere. Wouldn't even have a clue where to look in the dll.

I tested it and there is only one "problem" - Camel Rider now uses spear and attack with this weapon like with sword. I know about this problem but for now (until someone with knowledge how to proper animate it) - it must stay.

The problem I'm having is apparently 'art related' (by our best guess) and its hard to say what it would be really but when you build a camel rider, the UI interface doesn't work. That place where actions and promotions come up? It always takes on the UI interface of the last unit selected, not one for the camel rider itself. The AI camel riders are unhindered by this problem - only the player can't use them. This also causes an immediate OOS error.

It might be coding somewhere or bad xml somewhere. Who knows? I only know that it only seems to be impacting the camel rider. Is there some kind of unique python that applies to this unit like a special action or something that no other unit gets?

Ok camel rider bug fixed. Sorry for inconvenience.

This was what happened last time we had this issue and from my recollection of game testing, it had in fact cleared up the problem.

So... Sparth... where are you!?! We need this repaired again apparently.
 
This was what happened last time we had this issue and from my recollection of game testing, it had in fact cleared up the problem.

So... Sparth... where are you!?! We need this repaired again apparently.

When I packed files to FPK, I saw that someone put again old Camel Rider model (with scimitar). I remove him becuase Camel Rider is way before there is no Iron Weapons available in his times. Spear is much better but he uses wrong animation. Maybe Toffer can re-animate :) Camel Rider to this new weapon?
 
I did not realise we had mad your map part of the official Caveman2Cosmos. I was under the impression it was still an add on. Which would mean that your scenario must work with C2C not the other way around:mischief:

It works, but the AI dont works, so if needed i modmod the scenario so it works, i keep gaming in eternity speed for sure. Adding soon a map only version maybe, also the gamer can custom the scenario to another game speed, but this largest earth map is best on eternity speed and C2C mod is designed for eternity game speed as told in the loading screen. I dont still think the AI will work in Josephs save game with current crime setting, also not on other game speeds, if he want to provide the save of his game i can check it. You can use my map and scenario in C2C release but you dont need to, both ok for me. ;) But will be ok for you to use the scenario without modmods in C2C release, will work with C2C normaly, but the AI will suck then, if you balance crime later better it will fix itself. Otherwise better tell players to dont use eternity game speed in C2C, then i provide a eternity game speed modmod for the scenario as optional add on.
 
but this largest earth map is best on eternity speed and C2C mod is designed for eternity game speed as told in the loading screen.

Eternity, like Normal, is an extreme gamespeed for C2C. The 'recommended' gamespeeds are Snail and Marathon.

Balance issues introduced due to extreme gamespeeds and other extreme options or option combos (as well as modmods and scenarios), tend to be a long way down the modders' list of priorities, especially when other debugging issues exist elsewhere (which is pretty much all the time;)).
 
When I packed files to FPK, I saw that someone put again old Camel Rider model (with scimitar). I remove him becuase Camel Rider is way before there is no Iron Weapons available in his times. Spear is much better but he uses wrong animation. Maybe Toffer can re-animate :) Camel Rider to this new weapon?

This could take 2-3 days to do, as I don't have too much free time this week.

If there is a quick fix for the UI issue, maybe we should consider it instead.
 
Eternity, like Normal, is an extreme gamespeed for C2C. The 'recommended' gamespeeds are Snail and Marathon.

Balance issues introduced due to extreme gamespeeds and other extreme options or option combos (as well as modmods and scenarios), tend to be a long way down the modders' list of priorities, especially when other debugging issues exist elsewhere (which is pretty much all the time).

I add a map only version in some minutes. ;) This you can use with every gamespeed and custom options you want. But scenario works fine on eternity game speed and it still reconmed for the scenario, only problem is AI will suck a bit and go bankrupt with the current crime setting but as said i think this still will happen on other gamespeeds also, if joseph can upload a save then i can show you if the AI works or not in other gamespeeds.
 
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