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

SVN 8191 Combat sometimes results in ghost unit

Very occasionally an attack ends with the enemy unit near death
but then battle stops and both units seem to survive.
Furthermore, the enemy unit can no longer be attacked.
If you save/reload afterwards the enemy unit disappears.

Attachment: screenshot after battle. Combat log ends with enemy
unit (Pacal II's tracker) not dead.

Odd thing noticed: the enemy unit seems to have 101 base hitpoints
according to the combat log. If I load an autosave, refight the battle and
win, the enemy unit has only 100 base hitpoints in the combat log.
 

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Oh one more strangeness came to mind. Only weird, not even a bad one. When i built ornithopters in production rows of three in a same city, first two units were completed fine but the third one suddenly appeared in a city south of the proper city that produced it when it was complete. This happened several times.

Maybe because only 2 air units can fit into 1 city at that time ?

Indeed. There is a limit on the number of air units allowed in a city. If you already have that number in the city the new built unit will re-base to the nearest city or fort which has room for it. There are many buildings that increase the number of air units allowed in a city.
 
Ok, so the workers in question were normal worker units and planes were stealth fighters that sometimes appear as modern jet fighters. Haven't noticed this occasional weirdness with other units and not in previous versions. Strangest thing about it is that it happens once in a while and if the unit is activated, it immediately changes to proper image... for a while.

Try to disable in graphics options:
- single unit
- animations frozen
 
Started another game with Developing leaders on, No positive traits at start on.
About 200-300 turns passed since first AI researched tribalism (about half AI researched it by now) and not a single city have been founded - all AI have 1 city.

Can anyone tell me what options i should never use to play normal game?

That should never happen no matter which options you are using. What svn revision are you using and what game speed?
 
That should never happen no matter which options you are using. What svn revision are you using and what game speed?

I'll wait another 100-200 turns then ...

SVN revision is current, gamespeed is eternity. I am using civ megapack from modmods section, dunno if it's a reason, but all was ok with it in previous games.
same thing was happening with week old SVN.

I was posting savegame few pages back, where AIs are researching pottery/caste system etc. and have all except one 1 city, and that one had 3 since time i met him.

[edit] AI's have tribes sit in their cities moving nowhere ...
 
I'll wait another 100-200 turns then ...

SVN revision is current, gamespeed is eternity. I am using civ megapack from modmods section, dunno if it's a reason, but all was ok with it in previous games.
same thing was happening with week old SVN.

I was posting savegame few pages back, where AIs are researching pottery/caste system etc. and have all except one 1 city, and that one had 3 since time i met him.

Your problems have to do with the game speed, snail seems fine but anything slower could have this problem.
It was caused by the recent changes to give settlers more unit's as escort.

I have already fixed this but i can't commit the changes to fix it until i get home or tomorrow.
 
Your problems have to do with the game speed, snail seems fine but anything slower could have this problem.
It was caused by the recent changes to give settlers more unit's as escort.

I have already fixed this but i can't commit the changes to fix it until i get home or tomorrow.

Thanks, i will wait till tomorrow then. I'm used to play on eternity for last year or so.
 
Thunder, still have that problem of destroy the trail path. I destroy it with my archer and all units in plot just disappear.

I've been able to see the problem - figuring out exactly why it's happening has been a bit more difficult. But I'm working on it.
 
I just looked up some of the Wall buildings and I found that the Meta Material Wall for example only allows units to enter if the defense has fallen below 12% - yet gives a "25% minimum city defense" bonus.

Is there a way now to reduce this minimum defense further or is this just a bug?

Access is always granted when the city has been taken down to its minimum defense level - strange design on the building perhaps but it shouldn't cause a problem.
 
SVN 8191 Combat sometimes results in ghost unit

Very occasionally an attack ends with the enemy unit near death
but then battle stops and both units seem to survive.
Furthermore, the enemy unit can no longer be attacked.
If you save/reload afterwards the enemy unit disappears.

Attachment: screenshot after battle. Combat log ends with enemy
unit (Pacal II's tracker) not dead.

Odd thing noticed: the enemy unit seems to have 101 base hitpoints
according to the combat log. If I load an autosave, refight the battle and
win, the enemy unit has only 100 base hitpoints in the combat log.
An interesting hint as to why the ghost unit issue is taking place, but I really need to catch a save from just before that battle to fully diagnose how the combat is ending while the HP is not fully depleted.
 
An interesting hint as to why the ghost unit issue is taking place, but I really need to catch a save from just before that battle to fully diagnose how the combat is ending while the HP is not fully depleted.

That is a problem. I encounter this bug once every few hours of play but I cannot reproduce it because the problem does not happen again if I reload the autosave (I have set autosave to every turn) and fight the same battle. I've tried a few times.
 
That is a problem. I encounter this bug once every few hours of play but I cannot reproduce it because the problem does not happen again if I reload the autosave (I have set autosave to every turn) and fight the same battle. I've tried a few times.

Okay. I'll have to try to figure it out in the code logic itself.

You said that the unit had 100 hp after being loaded but this was incorrect as well since the unit has a promotion that should elevate it to having 101. So there's 2 strange things afoot there.

EDIT: Ok, I believe I've found the source of both problems and the fixes will be included in the next update. (Just to confirm a suspicion, Noriad, you aren't playing a game with Size Matters are you?)
 
Cool... that should confirm the cause then. I'd forgotten I'd not originally intended the extra HP tags to be in use in anything but Size Matters. I changed my mind on this, obviously, once the system proved as stable as I'd hoped but I forgot I'd left a problem in the code if the tag was to be used outside that constraint. There was also an old compatibility enforcement bit of code that was removing extra HP from units when the game loaded that the need for has now been obsoleted. So I was also right that there were 2 distinctly separate issues there.

Both repaired. I've also been able to find the source of the route destruction = unit destruction issue and fixed that as well.
 
Try to disable in graphics options:
- single unit
- animations frozen

Indeed i have both of these options disabled. In other words, single unit option if off and animations frozen=off too.

Yet the mentioned happens.
 
Indeed i have both of these options disabled. In other words, single unit option if off and animations frozen=off too.

Yet the mentioned happens.

Ok then try newest SVN. Maybe this will help.
 
SVN 8195 Stone Tool Maker shows different bonuses in different cities.

See attachments (three screenshots and the save game).

Screenshot 1 is Istanbul, a city I just conquered. Stone Tool Maker shows (13/5/5) hammers/gold/beakers but mouseover shows 17 hammers.
Screenshot 2 is Copenhagen, my capital. Stone Tool Maker shows (5/5/5) hammers/gold/beakers but mouseover shows 9 hammers.
Screenshot 3 is Roskilde, a city I founded later. Stone Tool Maker shows (8/5/5) hammers/gold/beakers but mouseover shows 12 hammers.

As the difference between the building and the mouseover is 4 hammers every time, I suspect that the hammerbonuses from techs are counted double in the mouse-over.


After using ctrl-shift-t (recalculate everything) all three Stone Tool Makers show (5/5/5) with mouseover (9/5/5). Total city hammer production changes also:

Pre-recalc
Roskilde 89 hammers
Copenhagen 212 hammers

After recalc:
Roskilde 75 hammers
Copenhagen 213 hammers

P.S. I have a sneaking suspicion that there are errors in calculating total city production of hammers also, with some bonuses counted double and others not counted. Next time I start a new game I'll keep notes on changes in production as I add buildings, techs, housing and herds.
 

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SVN 8195 Stone Tool Maker shows different bonuses in different cities.

See attachments (three screenshots and the save game).

Screenshot 1 is Istanbul, a city I just conquered. Stone Tool Maker shows (13/5/5) hammers/gold/beakers but mouseover shows 17 hammers.
Screenshot 2 is Copenhagen, my capital. Stone Tool Maker shows (5/5/5) hammers/gold/beakers but mouseover shows 9 hammers.
Screenshot 3 is Roskilde, a city I founded later. Stone Tool Maker shows (8/5/5) hammers/gold/beakers but mouseover shows 12 hammers.

As the difference between the building and the mouseover is 4 hammers every time, I suspect that the hammerbonuses from techs are counted double in the mouse-over.


After using ctrl-shift-t (recalculate everything) all three Stone Tool Makers show (5/5/5) with mouseover (9/5/5). Total city hammer production changes also:

Pre-recalc
Roskilde 89 hammers
Copenhagen 212 hammers

After recalc:
Roskilde 75 hammers
Copenhagen 213 hammers

P.S. I have a sneaking suspicion that there are errors in calculating total city production of hammers also, with some bonuses counted double and others not counted. Next time I start a new game I'll keep notes on changes in production as I add buildings, techs, housing and herds.

It seems to be a one really major issue that mod can't keep it's "sh1t" straight. Fixing issues like this should definitely get far higher priority than adding yet more things.
 
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