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

Something seems to be wrong with the civ power calculation or the power values in the xml.
Because sometimes you see huge jumps in the power-ratios between two players or it is visible in the stats like this
attachment.php
.

I don't think this is normal:confused:.
 

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I have been checking the power of the animals and their subdued and tamed counterparts as I review the units. Some are off but not by much.

My units are healing twice as fast as they should. This is in the field with no healers and no healing promotions. It says it will take two turns to heal but I set to heal while on sentry, ie wake if danger approaches. They heal in one turn. Those that should heal in 8 turns are only taking 4. I have seen this for rafts, recon, hunters and stone throwers.
 
Peak improvement suggestions:
Mountain Windmill (upgrades to wind power?)
Mountain Quarry
Mountain Resort

Peak Along River:
Metal/Mineral washing (upgrading to Mountain Mine?)
Watermill/works (available without river if Construction tech is known, aqueducts providing water?)(upgrades to Dam?)
Dam
Water based extreme sports resort (kayak, canoeing, a.s.o)

Route:
Mountain Pass (enable normal movement through this peak plot before mountaineering if getting a mountaineer leader to bring a worker along to build it)

Of course I am throwing a few options out that would be way before Mountaineering which is why the route option too, to enable those few that are before Mountaineering.

There are probably more options too, but then again there are loads of options for normal improvements too, and even with more is more it does not mean one can push everything into it.

Cheers
 
Something seems to be wrong with the civ power calculation or the power values in the xml.
Because sometimes you see huge jumps in the power-ratios between two players or it is visible in the stats like this
attachment.php
.

I don't think this is normal:confused:.

When you see this alberts2 do you also notice a drop and then jump in Gold per turn? Your screen shot has GNP too so I would be curious to see if that registers this too.

JosEPh
 
I'm getting a repeatable crash to desktop which always happens during the same turn. I tried reloading from a few turns earlier and playing completely differently but it still crashes during the same turn.
I started the game using SVN 8287. I then updated to SVN 8312 (after getting the crash) but it made no difference.
I'm including the save just before the crash. Any help would be greatly appreciated.
 

Attachments

Suffering a CTD during my current game with the following message:

Assert Failed

File: CvArtFileMgr.cpp
Line: 109
SVN-Rev: 8295
Expression: false
Message: ArtInfo: '' was not found

----------------------------------------------------------
 
Not sure if already reported, but this is on r8309. The Taxonomy tech description (please see attachment)
 

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I'm getting a repeatable crash to desktop which always happens during the same turn. I tried reloading from a few turns earlier and playing completely differently but it still crashes during the same turn.
I started the game using SVN 8287. I then updated to SVN 8312 (after getting the crash) but it made no difference.
I'm including the save just before the crash. Any help would be greatly appreciated.

I looked at this save and its something strange with city of Wra (south-western continent). There is no problem with units in this city but with city alone. When city is removed game can continue. Anyway can someone with better mod skills look at this city?
 
I'm getting a repeatable crash to desktop which always happens during the same turn. I tried reloading from a few turns earlier and playing completely differently but it still crashes during the same turn.
I started the game using SVN 8287. I then updated to SVN 8312 (after getting the crash) but it made no difference.
I'm including the save just before the crash. Any help would be greatly appreciated.

Every one of the citizens are angry. Crime is increasing at a large rate. I suspect that a new crime building is being built which increases the unhappiness more but that makes it more unhappy than there are population. Just a guess.

Either that or current happy population = 0 and somewhere something is dividing by that zero!
 
Every one of the citizens are angry. Crime is increasing at a large rate. I suspect that a new crime building is being built which increases the unhappiness more but that makes it more unhappy than there are population. Just a guess.

Either that or current happy population = 0 and somewhere something is dividing by that zero!

Yep I saw it too. 148 :mad: from buildings its sick. Also look at huge transport of slaves in north_western continent :)
 
Playing with SVN version 8315 and I can only trade resources to my vassal. No gold or techs. Every civ I can trade to but not my vassal.
 
Not a Gameplay problem. Even though players with no patience see it as one, hence DH's comment.

Build several Town watch men (to help hold down the Crime) and Dog units with the Visibility trait. The Bandit riders will leave eventually and if you keep a good mounted force handy they can be dealt with. They will leave the city eventually. You just have to be vigilant and pick them off when they do.

JosEPh
Which is really bad AI imo... once they're there they should be very careful not to give up their position don't you think? Still, I've seen some rogue rushes into the city that are really epic with so many coming in that you can't address them all even though you can see them. The ai's actually taught ME a trick or two this way. But then they screw it up by leaving themselves vulnerable when they leave for no good obvious reason.

Whenever I build a seed camp I get a forest grow on the plot. This is wrong.
Oh... carp... that's a test situation that was not reverted before being committed with the rest of the changes a while back. I won't be able to get right on it and you're more than aware of the tag in use now so if you want to fix it whenever it's convenient to do so for you by all means go right ahead. I'll try to correct it when I have a little focus here.

Something seems to be wrong with the civ power calculation or the power values in the xml.
Because sometimes you see huge jumps in the power-ratios between two players or it is visible in the stats like this
attachment.php
.

I don't think this is normal:confused:.
I was seeing something like this in the MP game and at the time it had to do with a birthed Great General and the way I think he was used. Joe's power rating went through the same thing and I found it really strange... I thought he'd attached the unit as a leader to another unit in the field and then promptly got the unit killed the next round but apparently the system only thought Joe supremely powerful for having taken this action in the round or two following it then came back around to a more appropriate level of consideration. I'm not sure what was taking place in the math there... just observation of process. I was a bit surprised to find the unit he'd chosen to have his GG lead was still quite alive and well.

I have been checking the power of the animals and their subdued and tamed counterparts as I review the units. Some are off but not by much.

My units are healing twice as fast as they should. This is in the field with no healers and no healing promotions. It says it will take two turns to heal but I set to heal while on sentry, ie wake if danger approaches. They heal in one turn. Those that should heal in 8 turns are only taking 4. I have seen this for rafts, recon, hunters and stone throwers.
That's very interesting. I'll be looking at another reported bug in there so I'll try to figure out what's happening with that. Are the units in question specifically ones with two Heals As types by chance? I can see that being a tricky spot in the math that may explain it.

Peak improvement suggestions:
Mountain Windmill (upgrades to wind power?)
Mountain Quarry
Mountain Resort

Peak Along River:
Metal/Mineral washing (upgrading to Mountain Mine?)
Watermill/works (available without river if Construction tech is known, aqueducts providing water?)(upgrades to Dam?)
Dam
Water based extreme sports resort (kayak, canoeing, a.s.o)

Route:
Mountain Pass (enable normal movement through this peak plot before mountaineering if getting a mountaineer leader to bring a worker along to build it)

Of course I am throwing a few options out that would be way before Mountaineering which is why the route option too, to enable those few that are before Mountaineering.

There are probably more options too, but then again there are loads of options for normal improvements too, and even with more is more it does not mean one can push everything into it.

Cheers
Lots of cool ideas but I would leave out the quarry since the mountain mine is designed entirely so as to include both the functions of a quarry and mine. In all reality if we go that way we may as well remove the mountain mine entirely and go back to opening up more of what we already have to being available for mountains. Really the whole point of the mountain mine was to combine the two so we could eventually get a single graphic that would be more compatible with a peak. I found this a little questionable from go considering that nobody here is really all that in to making new improvement graphics from scratch and it would require that to finalize the value in the proposal. But I'm workable and willing to give quite a few proposals a try if I can.

I'm getting a repeatable crash to desktop which always happens during the same turn. I tried reloading from a few turns earlier and playing completely differently but it still crashes during the same turn.
I started the game using SVN 8287. I then updated to SVN 8312 (after getting the crash) but it made no difference.
I'm including the save just before the crash. Any help would be greatly appreciated.

Happy to look into this when some time permits. I'm beyond out of time tonight given my current level of exhaustion.
 
The speed of years in eternity speed need some tweak. I'm playing at 3000 b.c.and have technology of 100 b.c. In reality.
 
In no surprise to anyone, I would hope, slower speed settings are wildly imbalanced.
 
@Sparth The Mangrove feature is way to small to see with alternate 1 terrains. It is much smaller than the one you showed earlier, which I liked.

The Turkey farm button is much better.

edit Changed the scale to 1.0 and it is fine. Did you forget to update the feature art define XML?
 
The speed of years in eternity speed need some tweak. I'm playing at 3000 b.c.and have technology of 100 b.c. In reality.

Speed of technology is ok, but the game has not modeled that since the end of the last ice age 12000 years ago, the sea level has risen 120 meters, possibly in 3 big pulses, destroying several large ancient coastal cities. As the biggest concentrations of people tend to be near coasts, this must have set back the progress of mankind significantly.

The below documentary: Underworld - Flooded Kingdoms Of The Ice Age (part two)
shows the remains of 2 large stone cities (each the size of Manhattan) in deep water off the coast of India. Gathering stuff from the sea floor there uncovered tools, artefacts and human bones, that were carbon dated to up to 9500 years ago.

https://www.youtube.com/watch?v=wPWQ-Ax0o84
 
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