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

Hey

I am getting an error with the text "Error in the combatResult event handler <function onCombatResult at 0x1c8807b0" which causes a CTD. the event happens when I hit end turn, so I can't really see what is creating the error.

a search didn't uncover anything, so hopefully this is the correct place to ask for help?

That sort of error should show more detail in the PythonErr.log file (not the PythonErr2.log file mind that shows other stuff). If you have logging on and have the log please post it. The log gets overwritten every session.
 
Checked these sounds and they are exacly the same after wav to mp3 changes like before these changes.
Religions which dont have any spread sounds are:
- Tengrism
- Scientology

Religions which uses Buddhism spread sound are:
- Ngaaism
- Yoruba
- Zorroastrianism

Religions which uses Hinduism spread sound are:
- Andean
- Kemetism
- Mormon
- Jainism

Religions which uses Great Prophet sound are:
- Naghualism
- Voodoo

Religions which uses neutral religion sound (bells and choir sound) are:
- Asatru
- Druidism
- Hellenism
- Shamanism
- Mesopotamism
- Baahaism
- Caananite Religion

Shinto uses Confucianism sound and Sikhism - Islam sound.

I hope everything is clear now :)

I had hunted up and installed unique sounds for most of them. Mostly from the Rapture mod. I know Druid and Shinto had their own sounds as I usually get those religions in game. I'll see if I can find them again.

edit The sounds look to be in the sounds folder so it is something in the XML that is not right.

It is the <religion name>MissionaryActivate.MP3 and the Build<religion name>Missionary.MP3 files that should be being played. These were .wav files in the old versions.

edit2 Strange the XML etc for the Andean one looks fine. Need to check the rest.
 
That sort of error should show more detail in the PythonErr.log file (not the PythonErr2.log file mind that shows other stuff). If you have logging on and have the log please post it. The log gets overwritten every session.

I can only find the pythonerr2 file so I'm guessing I don't have logging on (though I do believe it says so in the debug option in-game?) too late to turn on?
 
Hey

I am getting an error with the text "Error in the combatResult event handler <function onCombatResult at 0x1c8807b0" which causes a CTD. the event happens when I hit end turn, so I can't really see what is creating the error.

a search didn't uncover anything, so hopefully this is the correct place to ask for help?

Sounds like a repeatable error, in which case it is not too late to make sure logging is on and then repeat it. Then post the log file right away, as they seem to have a habit of disappearing...:)
 
(see attached save game)

No pop growth in one city (others are fine).

I conquered an enemy city (Yasodharapura) at pop size 2. The food box filled up to 819/819 after a while but no population growth happened. It stays at pop size 2 and a full box for many turns despite a positive food production. I spent several hours trying to work around it (recalc, messing in worldbuilder, going back to an early save and replay etc) but nothing can make the city grow. It seems I'll have to abandon this game.
 

Attachments

(see attached save game)

No pop growth in one city (others are fine).

I conquered an enemy city (Yasodharapura) at pop size 2. The food box filled up to 819/819 after a while but no population growth happened. It stays at pop size 2 and a full box for many turns despite a positive food production. I spent several hours trying to work around it (recalc, messing in worldbuilder, going back to an early save and replay etc) but nothing can make the city grow. It seems I'll have to abandon this game.

It has "avoid growth" turned on. City buttons below "DRAFT" bottom right.
 
It needs to be on before the error happens to record it. ;)

Instructions are unclear :P

I have logging on in the debug menu under logging, running the save, hitting end turn, experiencing crash. so all that's going on, but where am I supposed to find the log file? it is creating one that is my computer name with some upcoming buildings finishing, doesn't really seem helpful?
 
I can only find the pythonerr2 file so I'm guessing I don't have logging on (though I do believe it says so in the debug option in-game?) too late to turn on?

Instructions are unclear :P

I have logging on in the debug menu under logging, running the save, hitting end turn, experiencing crash. so all that's going on, but where am I supposed to find the log file? it is creating one that is my computer name with some upcoming buildings finishing, doesn't really seem helpful?

The PythonErr.Log should be in the same place as the PythonErr2.log. If it is not creating one or it's size is zero then I was wrong and it is not the sort of error I can help fix :(
 
The PythonErr.Log should be in the same place as the PythonErr2.log. If it is not creating one or it's size is zero then I was wrong and it is not the sort of error I can help fix :(

That's ok :-) from trial and error I think it might have something to do with a composite bowman doing some ranged attack, as I have been able to bypass the event with a green log entry of missing a ranged attack. It does repeat at other intervals, so I guess I just have to save more frequently.
 
That's ok :-) from trial and error I think it might have something to do with a composite bowman doing some ranged attack, as I have been able to bypass the event with a green log entry of missing a ranged attack. It does repeat at other intervals, so I guess I just have to save more frequently.

I save every turn, just for cases like this, its better this way, IMPO .
 
Repeatable WfoC CTD, latest SVN, save attached, just hit enter.

I get a Rev popup saying that a Pirate city wants to join my empire. Ignore it - CTD happens anyway.

(And this save is two years old today - how sad! :cry:)

Also, screenshot shows Python error when I select to refuse the city. Do note that CTD happens whether I do this or not, so this may be a relatively minor problem.
 

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Repeatable WfoC CTD, latest SVN, save attached, just hit enter.

I get a Rev popup saying that a Pirate city wants to join my empire. Ignore it - CTD happens anyway.

(And this save is two years old today - how sad! :cry:)

Also, screenshot shows Python error when I select to refuse the city. Do note that CTD happens whether I do this or not, so this may be a relatively minor problem.

I thought I would have a look at the python error but I just get the CTD with mini dump no python errors at all. :(
 
I thought I would have a look at the python error but I just get the CTD with mini dump no python errors at all. :(

Do you get the popup offering you the city? You have to get that and refuse the city to get the Python error, and you don't have much time, maybe 20 seconds...

If you refused the city and still got no Python error, thanks anyway for trying. If you still want to look, it says line 6048 of Revolution.py. I tried to look & I think it may be in Lemmy101's multiplayer edits...
 
Do you get the popup offering you the city? You have to get that and refuse the city to get the Python error, and you don't have much time, maybe 20 seconds...

If you refused the city and still got no Python error, thanks anyway for trying. If you still want to look, it says line 6048 of Revolution.py. I tried to look & I think it may be in Lemmy101's multiplayer edits...

No, I did not get the pop-up at all.
 
Has this kind of AI behaviour been addressed? There's 143 sheriffs in that AI city. That's a tad excessive, to say the least. Is the AI wise to the fact that I've been spying in that city for a long time (since espionage missions are cheapest there)? Law enforcement units do help in catching enemy spies, right?

Steam cloud screenshot.

Did you miss my post? For me, this is a very serious issue. If the AI is that screwed up, what's the point in playing the mod? :sad: Caveman 2 Cosmos is my favourite mod of all time, please check the AI. Unless you've fixed the issue already. I started that game maybe a month ago, I've updated the the SVN several times since then. I always let the mod recalculate modifiers if there's a popup for it.
 
Did you miss my post? For me, this is a very serious issue. If the AI is that screwed up, what's the point in playing the mod? :sad: Caveman 2 Cosmos is my favourite mod of all time, please check the AI. Unless you've fixed the issue already. I started that game maybe a month ago, I've updated the the SVN several times since then. I always let the mod recalculate modifiers if there's a popup for it.

This bug was adressed in past but fixing AI behaviuour is complex thing and our only modder which work on AI is away for a while.
 
This bug was adressed in past but fixing AI behaviuour is complex thing and our only modder which work on AI is away for a while.

Thanks for the reply, I'd help if I knew how. The best I can do is to report bugs that I encounter.

This probably isn't the right place to drop suggestions, but here's a quick one: One thing I'd love to see is more filters for buildings, like a seperate filters for buildings that have a positive effect on crime. Right now, the crime filter mixes buildings that cause crime with those that fight crime. One entirely new filter I would use is a filter for buildings that cure sickness (the biohazard symbol, can't remember if it's called sickness or something else). Oh! And a button that queues up all the buildings in the current filter setting! That would save a lot of clicking.

Just thought of another one (sorry): In my current game, I don't want the social services building in any of my cities, because of the +10% maintenance cost, it'd be nice if I could "ban" buildings from the list so I can't accidentally build them.
 
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