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

Um... I... don't know.

EDIT: My wife just told me that Entertainers don't have the option to get promotions so I'm thinking that's the issue. So I'll have to ask... what's keeping them from being able to? More to the point, how did you turn on Bards to BE able to in the first place? Whatever you did there apparently wasn't done for Entertainers.

THAT would be a bug yes.
 
Why can't I take the Spanish city of Saville? None of my siege or city attack or mounted can attack the city!

You have a module or two active that I don't so when I loaded it gave me a message that the spy hideouts were removed. Aside from that I don't know what the problem is and can't figure it out from your save because I don't get the problem. All units that should've been able to attack could. I was able to take the city immediately. Reviewing the minimum defense for entry was possible since I could look in the city and hover over the defense icon and that was as low as it would need to be to attack. So the core mod files show no problem here... sorry.
 
I am promised 11 exp for my Spy units but only get 3. It is obvious that some of the pluses are wrong but I expected at least 5.

This is with my espionage tweaks that no one has bothered to look at:lol:. They are only new buildings so it should not be affecting the display. This problem has been reported before for spies but with out a save

Problem diagnosed. Fix pending (it'll take a little bit.)
 
You have a module or two active that I don't so when I loaded it gave me a message that the spy hideouts were removed. Aside from that I don't know what the problem is and can't figure it out from your save because I don't get the problem. All units that should've been able to attack could. I was able to take the city immediately. Reviewing the minimum defense for entry was possible since I could look in the city and hover over the defense icon and that was as low as it would need to be to attack. So the core mod files show no problem here... sorry.

Only one active. I am awaiting feed back by anyone on it but no one has downloaded it to try :(. I suppose that means no one else thinks it (Scotland Yard) is a problem.

I deleted the two units in the city in World builder and I was able to take the city. They were mounted rogue/bandits.
 
Here is another one. My subdued pheasant can't enter the mountain even though I have mountaineering and there is a road there.

It starts with terrain impassible of peak but has terrain passable at mountaineering.

edit Two other things of note in that save.

1) Kahun has sulpher in the mountain next to it but it is not counted as being in the vicinity

2) the single plot peak near Alexandria has seals but I can't build anything there to get it. I would like to claim the plot with a fort but can't.
 
Only one active. I am awaiting feed back by anyone on it but no one has downloaded it to try :(. I suppose that means no one else thinks it (Scotland Yard) is a problem.

I deleted the two units in the city in World builder and I was able to take the city. They were mounted rogue/bandits.

1)I'm just reluctant to use modules. I'd prefer to test it openly on the SVN. That said I eagerly await the new building structure... it sounds cool.

2)There were no units in the city when I tested the save so perhaps the problem has to do with HN units and whether they are attackable in a city. Suggesting that situation itself should be tested.


re the next bug there, my wife has some oddities she's reported to me regarding peaks too so maybe there's a connection. Will be looking into that soon too.

EDIT:
2) the single plot peak near Alexandria has seals but I can't build anything there to get it. I would like to claim the plot with a fort but can't.
If I recall, we aren't supposed to allow anything but minerals to exist on a peak because ONLY the few mineral accessing improvements are allowed on one.
 
EDIT:

If I recall, we aren't supposed to allow anything but minerals to exist on a peak because ONLY the few mineral accessing improvements are allowed on one.

That was more of a comment to myself but IMO I think it should be possible to build forts in mountains.

Single plot islands are special and can get seals and walrus bonuses as they are added in after map generation. There is no (longer a?) check for terrain in that code. They would also make a good place for birds also. The problem is that we (I) have not made improvements that can use them if they are on peaks.

We need an improvement that claims the territory but is not a fort and provides the bonus to the nation. I am thinking about the sealing and whaling "settlements".

It is something to think about anyway.
 
@DH: I've managed to debug the experience displays for both spies and some inaccuracies on other units. I also tested your save that denied your attacks on the city with some bandits placed into the city by world builder and still could not replicate the issue. It looked like it didn't give them the Hidden Nationality so that's still somewhat suspect. Let me know if you can capture that bug again before you've removed the units that caused trouble ;)
 
I've given up on that game as I should be fixing and testing the myth stuff and I have reached Education which ends their usefulness. I did not have any troubles with the Education property but then I am adding a lot of Myths and Stories.
 
rev. 8146

An enemy rouge that cannot be attacked or moved onto.
My trained dog spotted the rouge moving to a plot during end turn and I thought, I got you now, and sent the dogs on him.

Neither the dogs nor the axemen around were allowed to attack and the unit graphic for the rouge was hidden as if the rouge was undetected. At mouseover the plot window said there was a rouge there.


Save: View attachment 386876

View attachment 386877

Edit: found out that loading the save fix the issue; will see if it's reproducible with an earlier save.

EdirEdit: It was not.
 
Ah... so the units that were there weren't showing on the map except on a hoverover?

I think there may be a pathing issue creating that but I'm not sure.
 
Ah... so the units that were there weren't showing on the map except on a hoverover?

I think there may be a pathing issue creating that but I'm not sure.

Correct, although, the rouge was visible while it moved to the plot and got detected; when I got my turn the rogue was gone.

Doesn't feel like a pathing code bug, unless, detection of camo units is in the pathing code.

It's Almost like the rogue is hidden and detected at the same time. your team recognize that there is an enemy at the plot and cannot move there but since the unit is hidden it cannot be attacked.
 
I have a bug where i can't attack a unit, almost similary to this one. You can't reproduce it because when you reload it disappears I manage to take a few screenshots.

1/ my rogue and ambusher near the tracker
2/ and 3/ my 2 units can attack with 100% winning chances
4/ after the rogue attack the tracker is still here with 0.02 hp
5/ the ambusher can't attack to finish the job.

In my last game i encounter several times this bug and always with ennemy units that have the self-heal promotion IMO it's could be related to the 1% hp it gives
 

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Lastest SVN (8153)
Lots of errors on start:
-subdued_ewolf_civ4unitinfos.xml
-subdued_fennecfox_civ4Unitinfos.xml
-subdued_manedwolf_civ4unitinfos.xml
-subdued_pigmyhippo_civ4unitinfos.xml
-canines_civ4unitinfos.xml
Generally - class was incorrect for each animal ~myth ~story ~stories.
Also FullOfResources seems to be causing crash when you try to change options.
Any (new or old load) game loads without HUD.
 
Lastest SVN (8153)
Lots of errors on start:
-subdued_ewolf_civ4unitinfos.xml
-subdued_fennecfox_civ4Unitinfos.xml
-subdued_manedwolf_civ4unitinfos.xml
-subdued_pigmyhippo_civ4unitinfos.xml
-canines_civ4unitinfos.xml
Generally - class was incorrect for each animal ~myth ~story ~stories.
Also FullOfResources seems to be causing crash when you try to change options.
Any (new or old load) game loads without HUD.

Fixed. I forgot to tick the box to include the new stuff when I did the commit:blush:.
 
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