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

Highlight Tracker 1 and mouse over Malayan Tapir and no info. Interestingly I went into WB clicked on the Tapir with unit adjust, didn't change anything, exited WB back to game and info came back. I was then able to advance the turn. These CTDs started late last week so it could be some change since SVN 8574.
 

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Does anyone is able to do next turn? For me every new game crashes after couple of turns with Revision: 8593, and -1 as well (caches was cleaned etc). When I restored previous version of C2C (I don't know to which one - no svn data), I am able to do next turn.

Game was created by current revision
 

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So my SVN game was crashing 1106BC consistently on turn end, when a lackadaisical auto piloted bandit with march promotion no less was parked healing next to a town with a crap ton of siege units (as all the AI overdo - 175 siege rams alone, never mind the onagers and whatnot - it was obviously off the screen). Thankfully, since the idiot bandit :rolleyes: was healing in harms way, it had it's full move available and was I was able to move it the hell away from the town and not have to delete the moron, bam no more crash moving to 1099BC.


I have fight or flight on, but none of the other mods like size matters etc , not sure all that helps but something about a metric ton of AI ranged bombardment can do strange things. :lol:


Turns out this is a repeatable bug with any of the AI controlled AI Siege 'Mountains'. The game crashes on the inter-turn as I'm dealing with their defences, as the siege try and spam me. I had to turn off Siege ranged bombardment to let the turns process without crash to desktop, this after deleting my outlaws and sharpshooters:mad:..... bah, snipers soon enough to cover it all.

Edit:
Bandit related again, but a bug that does not CTD at least :). It appears, to the best of my bandit/strike_team focus, that Vanilla's code has issues with class specific promotion availability when a upgraded Trooper changes basic class (e.g. melee based assassins upgraded to gunpowder sharpshooters). What this boils down to is say the gunpower based Sniper skill, a highwayman built from the factory can access the promotion after combat 4, but a bandit rider with combat 4+ upgraded into a highwayman will never see sniper offered as a promotion. I can only assume the game still somehow considers the upgraded bandit rider is still melee when it comes to promotions; something is not getting updated with the unit's ID.


Cheers!
-Liq
 
Little update: it seems that it was my fault
I was using a copy of svn w/o .svn directory as a mod. After exporting it from repository (as we have in instruction) - everything is ok

EDIT: it is not ok, after few turns it is crashing
 
Highlight Tracker 1 and mouse over Malayan Tapir and no info. Interestingly I went into WB clicked on the Tapir with unit adjust, didn't change anything, exited WB back to game and info came back. I was then able to advance the turn. These CTDs started late last week so it could be some change since SVN 8574.

That one is caused by the Outcomes of the Tapir. The OUTCOME_SUBDUE_TRANSPORT and OUTCOME_SUBDUE_TELEPORT simply don't exsist anymore and that causes your CTD's. I can't fix this today and it might be possible that other animals also have the old outcomes in the xml and cause the same issues.

Code:
			<KillOutcomes>
				<Outcome>
					<OutcomeType>[B][COLOR="Red"]OUTCOME_SUBDUE_TRANSPORT[/COLOR][/B]</OutcomeType>
					<iChance>10</iChance>
					<UnitType>UNIT_SUBDUED_TAPIR</UnitType>
					<bUnitToCity>
						<Constant>0</Constant>
					</bUnitToCity>
				</Outcome>
				<Outcome>
					<OutcomeType>[COLOR="Red"][B]OUTCOME_SUBDUE_TELEPORT[/B][/COLOR]</OutcomeType>
					<iChance>10</iChance>
					<UnitType>UNIT_SUBDUED_TAPIR</UnitType>
					<bUnitToCity>
						<Constant>1</Constant>
					</bUnitToCity>
				</Outcome>
				<Outcome>
					<OutcomeType>OUTCOME_HUNTING_KILL</OutcomeType>
					<iChance>90</iChance>
					<Yields>
						<iYield>3</iYield>
						<iYield>1</iYield>
						<iYield>0</iYield>
					</Yields>
				</Outcome>
			</KillOutcomes>
 
Upgrading wooden ships into steamships slows them down since the steam ships can't get maneuvering or mobility to halve the movement cost of most water. Is this intentional?
 
Upgrading wooden ships into steamships slows them down since the steam ships can't get maneuvering or mobility to halve the movement cost of most water. Is this intentional?

If IRC, if you lose a promotion due to upgrading, you should get the points back, so you can use them for a a newer promotion - more relevant to the new unit. :)
 
If IRC, if you lose a promotion due to upgrading, you should get the points back, so you can use them for a a newer promotion - more relevant to the new unit. :)

Not if you don't have the unlimited exp option on because the unit's exp goes back to 25 with an upgrade.
 
Not if you don't have the unlimited exp option on because the unit's exp goes back to 25 with an upgrade.

That's the problem with all the options - I forget which are base or optional. :)

Particularly, if you have been using them for a long time and have forgotten you have set them.

Having played RI for a number of years, I still expect some of their features to be present (As if in the base Civ4) - then remember I am playing a different Mod. :D
 
Ok so long story short, I stupidly erased my auto save by accidentally clicking start a new game on start BS; well, it was not labeled that exactly :D

So I am stuck back to inter-turn CTD circa 1106BC, where I ended up deleting anything involved in banditry/barb bashing, rebooting the PC etc. I turned off all that ranged bombardment stuff I never liked in the first place yet the crash still exists.

Here's a mini dump, please help!:badcomp:

Edit: FIXED

It was the hunting of some animal that was the cause of the CTD's, I went into world builder and nuked every single damned wild animal I could find (shocker was that a giant effing panda escaped my notice, but was a safe animal), even the ones on islands.; The turn processed normally.

Wake me up when it is fixed and it's safe to let the hunters run about unsupervised please.

Cheers!
-Liq'd
 

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Upgrading wooden ships into steamships slows them down since the steam ships can't get maneuvering or mobility to halve the movement cost of most water. Is this intentional?

No. They are supposed to halve the movement of both coasts and deep sea by nature of combat class. It should return to some ship types halving coast and some halving deep sea until later as move pts start going up significantly.

This MAY be a matter of some things being stuck mid-audit on naval units as we were moving into implementations of the naval review. Could also be a bug in the unitcombat tag intended to give all units of a unitcombat the ability to halve their movement in particular terrains. That's a new tag.
 
Not if you don't have the unlimited exp option on because the unit's exp goes back to 25 with an upgrade.

The way I originally designed the mechanism it wouldn't have been impacted by that. However, Koshling changed some things and I noted that the way he changed it would re-introduce that problem. I THOUGHT I had changed it back so that it wouldn't be this way but I'm not looking into it again for a while.
 
If IRC, if you lose a promotion due to upgrading, you should get the points back, so you can use them for a a newer promotion - more relevant to the new unit. :)

We're talking about losing Manoeuvring, which none of the promos available to steam ships makes up for.

However, many steam ships ignore terrain movement cost. (It's a terrible solution, but it's a solution.)

The only one I remember having this problem with is the paddle steamer. Which I thought was fair enough because they shouldn't really be at sea at all... I was still using galleons for all serious transport tasks until transports:eek::lol:

There is an 'ongoing' review of all naval units, although it is on hold along with nearly everything else while TB is away.
 
SVN 8591, Caveman2Cosmos folder, repeatable CTD just by pressing end-turn.

Edit: And now it's not. I think it was related to my having files in MyMods, which clearly hates me. :(
 

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An actual (:() bug this time - DH (I assume) has added a Rodnoveri tech in the Custom Religions module, but forgotten to change the tech pre-req from Asatru to Rodnoveri. :)
 
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