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

I noticed that when you start a new game and build your first city, your total science in the main screen is for example +11 :science:, but the city itself only produces 10 :science: (if you have 2 :commerce: from working tiles). Where is the last 1 :science: coming from?

Is it the one you get even in anarchy to avoid divisions by zero?
 
"Bandit Rider/Footpad" can split & merge. They have a crime property modifier and can thus wreak havoc in a city if split down. they are expensive, +5:gold: unit cost, but I still think it's an exploit.
 
"Bandit Rider/Footpad" can split & merge. They have a crime property modifier and can thus wreak havoc in a city if split down. they are expensive, +5:gold: unit cost, but I still think it's an exploit.

Are :gold: unit cost really taken into account? I had several Ambushers in my last game while my unit maintenance cost remained at 0.
 
Are :gold: unit cost really taken into account? I had several Ambushers in my last game while my unit maintenance cost remained at 0.

-Tribal warfare, junta, divine cult, mercenaries, etc. gives an amount of free units.
-I think empire population size affects the amount of free units as well.

-Ambusher does not have extra unit cost only +1:gold: as any other units in the game has.

Have never really checked if those who have extra unit cost, actually cost more (Edit: works as intended); or if the most expensive units are the ones you will have to pay for first when overstepping the free unit limit.

If you look at the economic advisor you will be able to see how much you pay for units. When mousing over unit cost it will tell you how many free units you can support.

Edit: the point of my previous post was not that they are expensive but that they (Bandit Rider/Footpad) can split and merge and thus you can multiply their +10/15 crime per turn property modifier.
 
I get frequent CTDs during AI's turn which apparently have to do with air combat and in particular "pDefender" being "NULL" in CvGameCoreDLL.dll!CvUnit::airCombatDamage

> CvGameCoreDLL.dll!CvUnit::plotExternal() Line 18463 C++
CvGameCoreDLL.dll!CvUnit::airCombatDamage(const CvUnit * pDefender) Line 16052 C++
CvGameCoreDLL.dll!CvUnitAI::AI_defensiveAirStrike() Line 28292 C++
CvGameCoreDLL.dll!CvUnitAI::AI_defenseAirMove() Line 11262 C++
CvGameCoreDLL.dll!CvUnitAI::AI_update() Line 419 C++
CvGameCoreDLL.dll!CvSelectionGroupAI::AI_update() Line 316 C++
CvGameCoreDLL.dll!CvPlayerAI::AI_unitUpdate() Line 1931 C++

I "solve" it by enforcing peace in World Builder.
I use latest SVN build: 8496

View attachment 393753

EDIT: Actually same crash occasionally happens when you automate your airplanes; so not just during AI's turn.
Fixed a similar issue recently - whomever was programming those optional air missions overlooked a major factor - apparently this must apply to another mission, not just the one I found and fixed. sigh
 
Early prehistoric EoT CTD; non repeatable but happened twice at different turns before this report.

Edit: Almost all the prehistoric wonders have text errors now.

and the CTD always happened when barb attacked my tribal guardian before any animations.
 
Early prehistoric EoT CTD; non repeatable but happened twice at different turns before this report.

Edit: Almost all the prehistoric wonders have text errors now.

and the CTD always happened when barb attacked my tribal guardian before any animations.

Are you tried single-style fix xml?
 
Fixed a similar issue recently - whomever was programming those optional air missions overlooked a major factor - apparently this must apply to another mission, not just the one I found and fixed. sigh

Thanks for looking into this.

So, will this particular one be fixed some time? Do you require additional information?

I thought as a quick fix you can just do something like: "if (pDefender != NULL) {only then do the rest}"?
 
-Tribal warfare, junta, divine cult, mercenaries, etc. gives an amount of free units.
-I think empire population size affects the amount of free units as well.

-Ambusher does not have extra unit cost only +1:gold: as any other units in the game has.

Ambushers should have, they have an <iExtraCost>1</iExtraCost> and it shows on their Pedia page.

I'm thus surprised if it works differently for Bandit Riders (who indeed have an <iExtraCost>5</iExtraCost>).
 
If you are reffering to this, then no. Do you think the crashes i recently experienced are due to a problem in ethnic unit graphics?

Always worth to check. If yes then ill track them and fix them. Otherways its hard to tell what is wrong.
 
I noticed this the following in a multiplayer game and did a test in a single player game and it seems to hold true. My neanderthal warrior seems to act like a visible rogue or ambusher in my opponents cultural border.

SVN revision 8497

"I was playing a hotseat game when some strange things happened with my neanderthal warrior (which had been a captive). Outside the border of my opponent it appeared as a barbarian to my opponent as it should. When I moved him into my opponents cultural borders my opponent noticed the flag changed from barbarian to mine. Then, since we were not at war, I was able to move my neanderthal into his city since he did not have the strength available to kill me. My neanderthal was operating like rogue or ambusher. This did not seem logical as he wasn't an invisible unit."
 
Ambushers should have, they have an <iExtraCost>1</iExtraCost> and it shows on their Pedia page.

I'm thus surprised if it works differently for Bandit Riders (who indeed have an <iExtraCost>5</iExtraCost>).

My bad, I thought I remembered correctly but I obviously did not. ^^
 
I hope the ambushers Don't get messed with again, as they are now showing up in new games after being absent for ages!

JosEPh
 
They don't, I was talking about Bandit Rider/Footpad.
Ah... then the UnitCombat they share should be set to not be able to split or merge. Scoundrel if I recall.

Thanks for looking into this.

So, will this particular one be fixed some time? Do you require additional information?

I thought as a quick fix you can just do something like: "if (pDefender != NULL) {only then do the rest}"?
I'm only discussing on the forums at the moment. My direct involvement in modding is currently on indefinite hold while I am involved in some other things for a bit. I really need this break. But I was saying I did recently make a fix like this... my last commit I think. So following that example and looking at your crash it should be a simple one to resolve if Alberts or someone wants to pitch in on that one.
 
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