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

Missing improvement icons.

Hmm checked and everything looks ok in civilipedia :/
Ill try to check it in-game in next days.

1. would it be possible for you to turn the image in Demand.zip into a button for the demand buildings?

Added with slightly better fist image.



2. There is a incorrect button for the Mapingauri units. The Spearman (bronze/copper) one is the same as the subdued and wild animal.

added

3. Would it be possible to get a Guardian/Guard button for
  • Ground Sloth
  • Cave Bear
  • Cave Lion
  • Sabretooth
  • Lion
  • Tiger
  • Moa or generic terror bird

These are for actions, units and buildings that represent Guardians and Cerimonial Guards. The former for Prehistoric plot improvements. The latter will be more for modern tourism plus a bit of defense in the middle ages.

I presume we need same buttons like for Mapingauri but with different animal, yes?
 
Thanks.

I presume we need same buttons like for Mapingauri but with different animal, yes?

Let me think on this. It is an idea from Boonkie. These will guard Wonder Improvements such as National Burial Caves. They wont be able to move and will only defend. I am not sure what happens to them at time goes on.
 
In the unit tooltip, it seems that the bonus XP from the Great Hunter in displayed in the total XP (and correctly included when the unit is created), but not in the "Free Starting Experience" below.

gUxcoDb.jpg


SIBFBz4.jpg


hHWWBEE.jpg
 
Btw, speed is marathon, not eternity.

<snip>
All in all, in my particular case it is highlighted that some extra calculations going on, im sure. And if alberts finds out which and where it could help in overall C2C performance.

And i'm nowhere done in that map, im looking forward for my orbital bombers =)))

Um...sorry but it not. The only Game speed that has 14305 turns is Eternity. Your game has played 995 or 6.91% of that gamespeed turns.

I too hope alberts2 can find some things to help speed up the processes to help C2C in the late game. But I'd also hope that it does not bind him up too much.

Well as for the orbital bombers, Good Luck and I hope you get to see them. :)

JosEPh
 
There is a problem with the display of the promotions with the new Kill Outcomes. I am not sure how to proceed with a fix. It is showing all the adjustments not just the active ones. It is also showing the adjustments I have to do to make the % displayed more accurate.

The way outcomes work is that all the possible valid outcomes have their number added together to get a total and then a % is rolled on that. The default is 10 to subdue and 90 to get :food: and :hammers:.

Promotion bonuses are added to the subdue chance eg if you have a 20% bonus then it is 30 to subdue and 90 for :food: and :hammers:. The actual probability used is 100*30/(30+90) or 25%.

This can be fixed by taking the 20 off the 90. Unfortunately this then shows up as a -20% chance on the promotion display.

It is slightly more complex than that since the chance for a wild animal to become a plot bonus is also defined in a similar way. It is best described that if you subdue an animal there is a 2% chance that it will make a plot resource if it can.

In addition the code is not taking into consideration outcomes that replace other outcomes such as the one that I use to change from moving an animal home to teleporting it home on subdue.
 
The decision to have Neanderthals spawn as barbarian defenders is not working. They are being used to attack.

Why can't the barbarian cities have Stone Throwers or Brutes? As far as I know neither require any techs or resources and they upgrade to the units that they build later.

Further I feel Barbarians are not living up to their name. Currently they are just a strongish nation spread around the world sharing GP and everything.

I feel that they should not be
  • improving their lands
  • building forts

However they should be building barbarian strongholds, bandit camps, pirate camps and the like. They should also be attacking any undefended civilian unit passing them. In fact they should routinely attacking any non-barbarian units next to them which are weaker than they.

They should never get a civilized worker, caravan (land or sea), or settler. Instead they should have a small chance of getting a special barbarian worker who can only build the plot improvements mentioned above.

Barbarian strongholds, bandit camps and pirate camps are similar to the civilized fortifications in that they give the plot to the barbarians but when a non-barbarian enters the plot after killing all defenders the improvement disappears as does the barbarian culture. With a small chance of some treasure. These improvements also spawn more barbarians using the animal spawn mechanism.
 
Um...sorry but it not. The only Game speed that has 14305 turns is Eternity. Your game has played 995 or 6.91% of that gamespeed turns.

JosEPh

I have noticed that (14k turns) as well, but you can open settings (F8) to see it's marathon. I have no idea why it's showing 14k turns total. Also - on eternity no way you can get in 1000 turns to industrial - ancient era techs take 20-40 turns each, and in reneissance its 15-20 turns usually. I used to play on eternity alot before i took your advice and started using marathon. It was around 3000-4000 turns for reneissance usually.

Well as for the orbital bombers, Good Luck and I hope you get to see them. :)

JosEPh

Thanks =)
 
I have noticed that (14k turns) as well, but you can open settings (F8) to see it's marathon. I have no idea why it's showing 14k turns total.
Thanks =)

It is preset to 14305 in the GEM map script. It should be set to 0, so you can correctly choose any game speed.

Here are lines 40/41.

GameTurn=0
MaxTurns=14305

EDIT

It also has new random seed - set.

Which makes debuging specific problems much more difficult, if not impossible.


Line 7, should be removed.
 
Started having non-repeating CTDs at 740BC. Finally caught a repeatable one with this save at 690BC. Minidump included below. Just the EoT button.

On the non repeaters I could load up last save point and ply back up to the turn that would CTD during EoT, usually 2 turns to get back to that point. Then I started saving every turn and had 2 more that would not repeat.

I'll be po'ed if I can go back now and it will play past this one too after 2 attempts to get past it.

Added info every EoT that did not repeat had a tech researched at beginning of next turn. Hope this helps.

I have not updated to latest SVN, this is from SVN 8521

JosEPh
 
There is a problem with the display of the promotions with the new Kill Outcomes. I am not sure how to proceed with a fix. It is showing all the adjustments not just the active ones. It is also showing the adjustments I have to do to make the % displayed more accurate.

The way outcomes work is that all the possible valid outcomes have their number added together to get a total and then a % is rolled on that. The default is 10 to subdue and 90 to get :food: and :hammers:.

Promotion bonuses are added to the subdue chance eg if you have a 20% bonus then it is 30 to subdue and 90 for :food: and :hammers:. The actual probability used is 100*30/(30+90) or 25%.

This can be fixed by taking the 20 off the 90. Unfortunately this then shows up as a -20% chance on the promotion display.

It is slightly more complex than that since the chance for a wild animal to become a plot bonus is also defined in a similar way. It is best described that if you subdue an animal there is a 2% chance that it will make a plot resource if it can.

In addition the code is not taking into consideration outcomes that replace other outcomes such as the one that I use to change from moving an animal home to teleporting it home on subdue.

The percentages aren't absolute once the total is over 100, it is possible that this is not the only place where that happens.

I saw that you created new outcomes but it would be possible to use a Has expression to check for the tech in the bUnitToCity tag. This way only one Outcome would be needed
 
I saw that you created new outcomes but it would be possible to use a Has expression to check for the tech in the bUnitToCity tag. This way only one Outcome would be needed

3-4 hrs work and now you tell me:lol:. It works as is but I will try getting it back to just the one outcome just for ease to maintain.

edit my current game has become unplayable because of all the Neanderthals coming out of the barbarian cities :(
 
Added note on CTD, updated to latest SVN and still CTD at EoT. Here is another Minidump from this mornings CTD.

JosEPh
 
3-4 hrs work and now you tell me:lol:. It works as is but I will try getting it back to just the one outcome just for ease to maintain.

edit my current game has become unplayable because of all the Neanderthals coming out of the barbarian cities :(

Sadly i can't be around here that much because of all the other stuff:(


Where are all the Neanderthals comming from? do they build them in their cities?
 
Sadly i can't be around here that much because of all the other stuff:(


Where are all the Neanderthals comming from? do they build them in their cities?

They do not build them, he is referring to the 3-4 Neanderthals that are spawned together with some barb cities. btw what you did fixed the undefended barb city issue. would be good if Neanderthals could be replaced by Atlatlist or Slinger or Stone Thrower.
 
Code:
>CvGameCoreDLL.dll!CvSelectionGroup::mergeIntoGroup(CvSelectionGroup * pSelectionGroup) Line 7331	C++
 	CvGameCoreDLL.dll!CvUnitAI::AI_groupMergeRange(UnitAITypes eUnitAI, int iMaxRange, bool bBiggerOnly, bool bAllowRegrouping, bool bIgnoreFaster) Line 13420	C++
 	CvGameCoreDLL.dll!CvUnitAI::AI_attackCityMove() Line 3956	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++

Savegame: http://s000.tinyupload.com/index.php?file_id=83319592476903589993
 
Tactical Fusi is not working properly (behaves as a normal nuke restricted to just one cell). And I get this on explosion:

PY:Nuke detonated at 8, 7
20:59:56 TRACE: Error in nukeExplosion event handler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffects.NukeAfterEffects instance at 0x1E406B98>>
20:59:56 TRACE: global name 'iPlot' is not defined
 
Well, I notice the economy errors but I don't know where they come from, or how to replicate them other than that they always appear whenever I conquer an enemy city. And I had it in C2C version 33 on a different PC so maybe it is something in the specific generate-game settings of my games that trips it? I have no idea what to do with this.

Did you get the same bugged values when you conquered the city in my save-game?

I did some more research and it's just a big mess it makes me:crazyeye::crazyeye::confused::confused::(:mad:. There definitely some errors in the code which could explain a few odd things. But those issues are in very old code so those issues exist since a very long time:eek:.
 
I did some more research and it's just a big mess it makes me:crazyeye::crazyeye::confused::confused::(:mad:. There definitely some errors in the code which could explain a few odd things. But those issues are in very old code so those issues exist since a very long time:eek:.

And there is always another new issue that keeps pushing the old stuff down the list. Been that way for years. If it doesn't pop up on a regular basis, it's been like this, move on to something that is creating current issues.

JosEPh :p
 
Tactical Fusi is not working properly (behaves as a normal nuke restricted to just one cell). And I get this on explosion:

PY:Nuke detonated at 8, 7
20:59:56 TRACE: Error in nukeExplosion event handler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffects.NukeAfterEffects instance at 0x1E406B98>>
20:59:56 TRACE: global name 'iPlot' is not defined

If you have the PythonErr.log from that game it would help. I have tracked it down and will fix.
 
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