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

Yes I fixed that issue i think and i'm not getting any XML errors, however i'm still getting a CTD. I've uploaded a minidump+save file in my previous post.
 
The CIV4BuildingInfos.xml and CIV4UnitInfos.xml files in the core have lots of errors at the moment. I have to take a closer look this weekend but it is possible that some things don't work as they should at the moment.
 
Should be fixed in the SVN.

BTW Alberts, glad you're back! :)
Sparth said how I feel here. Thanks again Al and welcome back!

Yeah but the bug is still there, in that Always Hostile should not have that effect. After all, other units who are hostile to the HN but can't see it, can move into the tile no problem (at least I hope that remains the case otherwise makes it a much bigger and more embarrassing bug)

Also now your Neanderthals will be unable to attack or be attacked by anyone unless you're at war with them...
Always Hostile should be set to 1 not 0. That they cannot move into a space with a hidden enemy unit is probably a result of an oversight in some of the changes made to make tunnels work more properly that had the intention of allowing some overlaps that weren't previously allowed. The fact they can't see them should've made it possible for them to overlap but some logic is flawed in there apparently. My apologies.
 
The CIV4BuildingInfos.xml and CIV4UnitInfos.xml files in the core have lots of errors at the moment. I have to take a closer look this weekend but it is possible that some things don't work as they should at the moment.

I am checking Rwn's latest changes to the unit infos file at the moment. I may not get to finish the testing of it and putting it on the SVN as I have an 18th and 21st birthday party to go to (two nieces same parents, what were they thinking:mischief::lol:).

There were a couple of entries for the Prophet and Engineer and both are working as expected but the entries should be merged. Is that the sort of error you are taking about? I intend to fix those.
 
Food merchants, early merchants are used by the AI as scouts, IMO they should not be able to enter my land without a right of passage agreement. Also in this save a Byzantium great merchant has walked in circles for 200 turns in neutral/my territory quite a waste of a GP. The Russians chose to do the same with their great merchant earlier in the game, I thought this was a rare opportunity and took it out with my rogue.

This behavior is not something new btw.
 
I am checking Rwn's latest changes to the unit infos file at the moment. I may not get to finish the testing of it and putting it on the SVN as I have an 18th and 21st birthday party to go to (two nieces same parents, what were they thinking:mischief::lol:).

There were a couple of entries for the Prophet and Engineer and both are working as expected but the entries should be merged. Is that the sort of error you are taking about? I intend to fix those.

I don't know if this was caused by all the merging but it wasn't like this a few monts ago. Some tags are used twice like here
Code:
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<iAmountPerTurn>-20</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]
			<iPrereqPopulation>13</iPrereqPopulation>
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_EDUCATION</PropertyType>
					<iAmountPerTurn>6</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]

Or the
Code:
<Type>BUILDING_BISON_CAMP</Type>
has second Type Tag
Code:
			<ImprovementFreeSpecialists />
			<Flavors />
			<TechHappinessChanges>
				<TechHappinessChange>
					<PrereqTech>TECH_ECOLOGY</PrereqTech>
					<iHappiness>-1</iHappiness>
				</TechHappinessChange>
			</TechHappinessChanges>
			[COLOR="Red"]<Type>BUILDING_BOAR_CAMP</Type>[/COLOR]
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_BREEDING_BOAR</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>

and so on..................
 
I don't know if this was caused by all the merging but it wasn't like this a few monts ago. Some tags are used twice like here

Those ones are not my doing...

Or the
Code:
<Type>BUILDING_BISON_CAMP</Type>
has second Type Tag

Though this one most likely is (I remember working on it, probably a bad copy&paste when merging the two different existing entries), sorry about that.
 
There is a line of promotions available to hunter units only called ensnare that gives +capture witch is a useless bonus for hunters they need bonuses vs animals or to the chance to capture them(i think that is subdue animal).
 
There is a line of promotions available to hunter units only called ensnare that gives +capture witch is a useless bonus for hunters they need bonuses vs animals or to the chance to capture them(i think that is subdue animal).

Ah... good point to a degree. It had always been meant to get a strong bonus to capturing animals specificaly. Since it doesn't come with a combat benefit aside from capturing people, it should be the strongest way to go directly for capturing animals too. The problem was I never sorted out with DH how to setup animal capture value. And how much he felt it should be since he's done a pretty good job of balancing that system so far.

So... DH? Can you give this some consideration here?
 
Food merchants, early merchants are used by the AI as scouts, IMO they should not be able to enter my land without a right of passage agreement. Also in this save a Byzantium great merchant has walked in circles for 200 turns in neutral/my territory quite a waste of a GP. The Russians chose to do the same with their great merchant earlier in the game, I thought this was a rare opportunity and took it out with my rogue.

This behavior is not something new btw.
I don't mind letting them enter foreign lands without open borders - they have to to perform their trade function. But they shouldn't use them to scout with. At the very least until lands in enemy territory is all they have left to discover. Even then, this seems to be the role of a spy, not a merchant. Strength-wise they make very easy targets to pick off and thus can become a major waste of effort for an AI that's getting their merchants eradicated by HN unit attacks.

Maybe take them off of the recon AI, define a new merchant AI (all of this was on my list of things to do here) and perhaps even make them incapable of exploring what isn't already revealed would keep their usefulness for foreign exploration to a minimum.

I still balk loudly at the ability of a food merchant to vastly imbalance population growth.

I don't know if this was caused by all the merging but it wasn't like this a few monts ago. Some tags are used twice like here
Code:
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_DISEASE</PropertyType>
					<iAmountPerTurn>-20</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]
			<iPrereqPopulation>13</iPrereqPopulation>
			[COLOR="Red"]<PropertyManipulators>
				<PropertySource>
					<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
					<PropertyType>PROPERTY_EDUCATION</PropertyType>
					<iAmountPerTurn>6</iAmountPerTurn>
				</PropertySource>
			</PropertyManipulators>[/COLOR]

Or the
Code:
<Type>BUILDING_BISON_CAMP</Type>
has second Type Tag
Code:
			<ImprovementFreeSpecialists />
			<Flavors />
			<TechHappinessChanges>
				<TechHappinessChange>
					<PrereqTech>TECH_ECOLOGY</PrereqTech>
					<iHappiness>-1</iHappiness>
				</TechHappinessChange>
			</TechHappinessChanges>
			[COLOR="Red"]<Type>BUILDING_BOAR_CAMP</Type>[/COLOR]
			<ReplaceBuildings>
				<ReplaceBuilding>
					<BuildingClassType>BUILDINGCLASS_BREEDING_BOAR</BuildingClassType>
					<bReplace>1</bReplace>
				</ReplaceBuilding>
			</ReplaceBuildings>

and so on..................

Prereq pop is a common one? This is definitely due to modules being merged into core. One of the most common adjustments the modular buildings were making was to the PrereqPopulation. There were quite a few buildings defined in both core and modules where this was the only difference. Of course, the way it was loading, the module version was taking precedence.
 
Prereq pop is a common one? This is definitely due to modules being merged into core. One of the most common adjustments the modular buildings were making was to the PrereqPopulation. There were quite a few buildings defined in both core and modules where this was the only difference. Of course, the way it was loading, the module version was taking precedence.

There were a few duplicates prereq pop that were there before the merge but I don't think there are any remaining (I've looked for them during the file cleanup); alberts2 was pointing out the repeated <PropertyManipulators><PropertySource></PropertySource></PropertyManipulators>.
 
Load game CTD:

Unhandled exception at 0x0505D3B0 (CvGameCoreDLL.dll) in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0x000000B4.

Code:
>CvGameCoreDLL.dll!CvUnit::getGroup() Line 17464	C++
 	CvGameCoreDLL.dll!CvPlayer::updateGroupCycle(CvUnit * pUnit, bool bFarMove) Line 19633	C++
 	CvGameCoreDLL.dll!CvUnit::joinGroup(CvSelectionGroup * pSelectionGroup, bool bRemoveSelected, bool bRejoin) Line 17638	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::validateLocations(bool bFixup) Line 8472	C++
 	CvGameCoreDLL.dll!CvPlayer::read(FDataStreamBase * pStream) Line 25552	C++
 	CvGameCoreDLL.dll!CvPlayerAI::read(FDataStreamBase * pStream) Line 24467	C++
 	Civ4BeyondSword.exe!004affb8()	Unknown

Using latest svn: 8511

PS If you need the save game, let me know how I can upload >10MB file here.
 
So no more XML errors but the game crashes right when it's supposed to load the save.

Help?

Yes I fixed that issue i think and i'm not getting any XML errors, however i'm still getting a CTD. I've uploaded a minidump+save file in my previous post.

so just gotta wait?

At the moment i can only tell you that your save also crashes for me. But i'am sorry to tell you that it's not the kind of crash that is easy to fix. So it could take a while and it could be possible that the save itself has an error.
 
Ah... good point to a degree. It had always been meant to get a strong bonus to capturing animals specificaly. Since it doesn't come with a combat benefit aside from capturing people, it should be the strongest way to go directly for capturing animals too. The problem was I never sorted out with DH how to setup animal capture value. And how much he felt it should be since he's done a pretty good job of balancing that system so far.

So... DH? Can you give this some consideration here?

The whole capturing of animals is done via the kill missions on units. It s all in one bit of XML so is not hard to do.

Which are these capture promotions and how much do you want them to apply to animal capture?
 
Food merchants, early merchants are used by the AI as scouts, IMO they should not be able to enter my land without a right of passage agreement. Also in this save a Byzantium great merchant has walked in circles for 200 turns in neutral/my territory quite a waste of a GP. The Russians chose to do the same with their great merchant earlier in the game, I thought this was a rare opportunity and took it out with my rogue.

This behavior is not something new btw.

Merchants have always been explorers, in game and in real life. Removing this will greatly reduce the usefulness of these units.

However the AI is using them poorly.

The only time a merchant unit should not be able to enter someones territory without at least a right of passage, would be when the target nation is running the "Closed Borders" civic.

I don't mind letting them enter foreign lands without open borders - they have to to perform their trade function. But they shouldn't use them to scout with. At the very least until lands in enemy territory is all they have left to discover. Even then, this seems to be the role of a spy, not a merchant. Strength-wise they make very easy targets to pick off and thus can become a major waste of effort for an AI that's getting their merchants eradicated by HN unit attacks.

Maybe take them off of the recon AI, define a new merchant AI (all of this was on my list of things to do here) and perhaps even make them incapable of exploring what isn't already revealed would keep their usefulness for foreign exploration to a minimum.

I still balk loudly at the ability of a food merchant to vastly imbalance population growth.

The main reason that I and the AI use merchant units to explore is because the explore units have been nerfed so much that they can't fulfill the role. It used to be that explorers could safely explore territory of other nations when you got a right of passage with them, but now they can't do that because of the criminal and other hidden nationality units that attack them on sight. Same goes for missionaries and corp execs with open borders - they can't do the job they were designed for.
 
Well the autosave which is a turn before that save also crashes.

Yeah that more than likely is an ART failure, (I believe) and I hope you have a few saved games prior to these 2 and just go back and find one that is working, then save every turn, till the CTD. then post it in the Single error/bug thread(this thread). I hope this might help , because for now C2C modders are having ALOT of "personal" problems of REAL LIFE going on.
 
The whole capturing of animals is done via the kill missions on units. It s all in one bit of XML so is not hard to do.

Which are these capture promotions and how much do you want them to apply to animal capture?
There is a line of promotions available to hunter units only called ensnare
I'm not sure what would be an appropriate amount that wouldn't overwhelm the system so maybe just 5% each level? 10% would be very interesting as it would certainly make the promo line very powerful for that purpose which means you're not spending your selections on combat enhancements but are getting a lot of good value towards capturing. But I worry that it would cause other capture values to add up to too much if all sources of modifiers were combined on a given unit. Still... I'd probably start there myself and back it down if it seemed too strong.

Merchants have always been explorers, in game and in real life. Removing this will greatly reduce the usefulness of these units.
I dunno... maybe so but the usefullness should really be just the missions they can provide and otherwise should be the perfect example of an optimal target for criminals. Not to say that I don't think they SHOULD be able to enter enemy territory.

The only time a merchant unit should not be able to enter someones territory without at least a right of passage, would be when the target nation is running the "Closed Borders" civic.
Do we have a way established to do this? May be a good idea.



The main reason that I and the AI use merchant units to explore is because the explore units have been nerfed so much that they can't fulfill the role. It used to be that explorers could safely explore territory of other nations when you got a right of passage with them, but now they can't do that because of the criminal and other hidden nationality units that attack them on sight. Same goes for missionaries and corp execs with open borders - they can't do the job they were designed for.
Whether recon is nerfed or not has a LOT to do with the various game options. They haven't been reduced in strength... haven't been changed at all in the core game. Maybe other things have gone up a bit there I dunno. Or become more dangerous somehow.

On size matters base (not uncut), the recon units have been nerfed a bit yes. But this is intended to be used in conjunction with fight or flight where their abilities to flee combat is unparalleled among all unit types, which should make them very difficult to kill.


Edit: Wait... yes, you're right that strengths were way too high in the later game recon units to the point that they were able to fight military forces head on which doesn't seem right at all. Made them very fast moving walls. On the defense they were stronger than any other contemporary units so they could be used to plug anywhere on the board you wanted. Ugh...
 
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