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

If you actually want things fixed the least you could do is file a proper bug report. To do this,

-update to latest SVN version
-set autosave to every turn before playing

If you encounter a bug,
-give a proper decription, preferably including screenshots
-add a save game so programmers have a test case to work on and to test afterwards if the bug is indeed fixed
-if necessary, instructions on how to trigger the bug.

I guarantee you that such reports will get a MUCH higher priority than posts of the type "(subject) is screwed up" followed by insults.

Learn to know the difference of insults and honest reality, you can use the picture as a first aid to your pain. :lol:

I don't know how many more broken versions i want to chew. Definitely i'm not going to report same bugs over and over again. Just keep adding more bugs and breaking more things and this could-have-been-one-of-it's-kind-mod will die at 100% certainty.

If you can't take feedback that is honest, true and not even close to insults, don't start your browser.
 

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Also if it is not too much trouble, could some tell me exactly what are the power ratios and destructive ability differences between nuke units. Lets say tactical nuke, icbm, hydrogen bomb and tactical fusi for example. Return of the ground eating ability for the fusis would be great but current info also interests me. How much more destructive is tac fusi compared to tac nuke for example ?

Is this really a too difficult question to answer ? :confused:

How about true power ratios of tac nuke, irbm, mrbm, icbm and hydrogen bomb ? C'mon, there must be some difference right ?! Someone must know since someone has put them in mod.
 
The nukes are inherited from RoM and RoM:AND. The person who added them is not around much. Doesn't the pedia provide enough information for you to calculate what you want?
 
Is this really a too difficult question to answer ? :confused:

How about true power ratios of tac nuke, irbm, mrbm, icbm and hydrogen bomb ? C'mon, there must be some difference right ?! Someone must know since someone has put them in mod.

From this file: CIV4UnitInfos.xml

Hydrogen
Cost: 5000
Range: entire map
Power: 40

Tactical nuke
Cost: 1500
Range: 4
Evasion Probability: 50
Power: 1000

ICBM
Cost: 2500
Range: entire map
Power: 1000

MRBM
Cost: 2000
Range: 8
Evasion Probability: 32
Power: 30

IRBM
Cost: 3000
Range: 16
Evasion Probability: 25
Power: 30
 
I have updated but it still CTDs :(
Damn... yours was the only one I didn't have time to test. I was hoping it was all the same issues. I'll check yours later today when I can.

I revert to 8199 version and the storytellers who have a bad function "build up" just gone.
The storytellers disappeared?

The new ones back to normal and can "build up" education. The revision 8200 mess up with this units and with the IA, after 8200 the Egypt just build a lot of healers and "attack" me with them. When i revert to 8199 the healers disappear too.
Yeah, healers still need a little tweaking. As for the Build Up of education, you realize it's only supposed to allow just the first step on that in the earliest era of the game right? This probably led to some odd stuff with units that might've been building up at the time of the update.

See if (if you're able to still use an updated version) you're able to fortify then re-enact the buildup. There was an adjustment made to buildups to make it possible to reset them like that and somehow this might've made the system go a bit funny as a whole so if that doesn't work, check other buildup types on your units and let me know if they're all broken.

The AI now builds lot's of Healers and put's them on plots outside cities.
It looks like I might've made an adjustment in the wrong direction - will check on that again later. Healers should not be built to support themselves. Obviously, this can lead to an infinite or nearly infinite loop of healers being trained to support healers when healers can't support more than one unit at the base.
 
I cannot attack the city. I don't think there's a zone of control issue either, there's no forts next to the city. If I hold down alt and hover over the city, the game doesn't show attack odds like it's supposed to. (I had a similar problem with an almost dead brown bear (health below 0.1) in an earlier version, the hunters would lose their movement but the attack never actually happened. I updated the SVN and loaded the game, the bugged bear vanished so I didn't report that occurance.)

The game is saved from 8201, but I updated to 8204.

Screenshot: http://cloud-2.steampowered.com/ugc/41989306066257678/45696BD6172CCF5E2D72140223B7B3A74BC32FD8/
 

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I cannot attack the city. I don't think there's a zone of control issue either, there's no forts next to the city. If I hold down alt and hover over the city, the game doesn't show attack odds like it's supposed to. (I had a similar problem with an almost dead brown bear (health below 0.1) in an earlier version, the hunters would lose their movement but the attack never actually happened. I updated the SVN and loaded the game, the bugged bear vanished so I didn't report that occurance.)

The game is saved from 8201, but I updated to 8204.

Screenshot: http://cloud-2.steampowered.com/ugc/41989306066257678/45696BD6172CCF5E2D72140223B7B3A74BC32FD8/

When you reload you still have the problem here? The issue with the bear you report there has been fixed. I'm curious to take a look at this as soon as I can of course - I just want to make sure its a replicable situation. (There could still be some remnants of previous issues created before that fix hanging around - but it should not be a problem that will continue to crop up - however, those remnants could be a bigger issue now because they won't immediately be eliminated when reloading anymore.)
 
Learn to know the difference of insults and honest reality, you can use the picture as a first aid to your pain. :lol:

I don't know how many more broken versions i want to chew. Definitely i'm not going to report same bugs over and over again. Just keep adding more bugs and breaking more things and this could-have-been-one-of-it's-kind-mod will die at 100% certainty.

If you can't take feedback that is honest, true and not even close to insults, don't start your browser.

Just what do you define as an insult exactly? Because pretty much most of what you say comes across that way to me. Albeit funny, that picture's a perfect example of a finely crafted insult.
 
Units only don't heal if fortified if they're sitting on a tile that would injure them.

It was inside my own city were I fortified them. I can understand that they don't heal at the field if fortified, but in a city...
Ok it would make sense if they are still defending. It's just a force of habit to fortifiy injured city defenders but I'll get over it ;)
 
@TB are you gong to remove the "fortify" mission now that it has been enhanced? Or are you combining the two into one and not show the pop-up if there is only one choice for the unit?

Also selecting "never mind" on the new fortify still does something with the unit. I would have thought that it would have left the unit active but it doesn't.
 
It was inside my own city were I fortified them. I can understand that they don't heal at the field if fortified, but in a city...
Ok it would make sense if they are still defending. It's just a force of habit to fortifiy injured city defenders but I'll get over it ;)
That sounds more like a bug I'd like to evaluate. If you could make that a bit easier to do and provide a save showing this then it would be appreciated. There's numerous potential reasons your units may be recovering very slowly too so I might find it's part of the design yet but if they aren't healing AT ALL that's probably not correct, particularly in a city.

@TB are you gong to remove the "fortify" mission now that it has been enhanced? Or are you combining the two into one and not show the pop-up if there is only one choice for the unit?

Also selecting "never mind" on the new fortify still does something with the unit. I would have thought that it would have left the unit active but it doesn't.
Fortify is not altered. Build Ups don't replace the option. It COULD be made to replace Fortify however if we add the normal Fortify benefits to a promotionline that covers this and then clean up the coding to only expect buildups. And in many ways it might be easier from an AI perspective to do so. May also eliminate the need for a number of new tags I had added. I just didn't want to disrupt player expectations without much deeper discussion on that matter.

By the way... if you have units that can hit the build up but then you don't get a popup when that happens, it SHOULD be because the type is already set - a round under a fortification or sleep command can clear that setting and then allow you to reselect.

I noticed that about the never mind option - its putting the unit to sleep under the buildup command but it's not defining the type so basically its just sleep. I'm not sure how to correct that yet but I can probably fix it at some point soon here.
 
The build-up promotions are being reset/removed as soon as you move a unit aren't they? If not they are probably to OP. The fortify defense bonus goes as soon as you move the unit so I fell these build-up promotions should also.
 
The build-up promotions are being reset/removed as soon as you move a unit aren't they? If not they are probably to OP. The fortify defense bonus goes as soon as you move the unit so I fell these build-up promotions should also.

If you upgrade a unit with the build up bonus, the new unit dont lose the bonus when moves.
 
When you reload you still have the problem here? The issue with the bear you report there has been fixed. I'm curious to take a look at this as soon as I can of course - I just want to make sure its a replicable situation. (There could still be some remnants of previous issues created before that fix hanging around - but it should not be a problem that will continue to crop up - however, those remnants could be a bigger issue now because they won't immediately be eliminated when reloading anymore.)

After reloading, I still couldn't attack the tamed horse protecting the city, but the next turn I could. So the problem does correct itself. There might be something iffy about units that are under 0.1 health, should they even exist?
 
I cannot attack the city. I don't think there's a zone of control issue either, there's no forts next to the city. If I hold down alt and hover over the city, the game doesn't show attack odds like it's supposed to. (I had a similar problem with an almost dead brown bear (health below 0.1) in an earlier version, the hunters would lose their movement but the attack never actually happened. I updated the SVN and loaded the game, the bugged bear vanished so I didn't report that occurance.)

The game is saved from 8201, but I updated to 8204.
Are you sure you can't attack it? The Movement "circle" under that tile normaly changes if you can't move somewhere. Plus at first I thought their defending unit was a Worker since there is no HP bar. But 0.06 :strength: should have a combat odd, even if it is definetly 100%. Just try attacking it please.


That sounds more like a bug I'd like to evaluate. If you could make that a bit easier to do and provide a save showing this then it would be appreciated. There's numerous potential reasons your units may be recovering very slowly too so I might find it's part of the design yet but if they aren't healing AT ALL that's probably not correct, particularly in a city.

I don't have the save anymore, sorry :sad: The unit in question was a merged (1 time) Archer; they healt even in the field at a reasonably rate, but not at all in the city. There was no Healers Hut nor Healer Unit. But when I discovered it, a hover over over the Heal button said 2 or 3 turns, and so long it took. But it makes kinda sense, if they are still fortified at the walls etc, then they can't heal since they are "busy".
 
The build-up promotions are being reset/removed as soon as you move a unit aren't they? If not they are probably to OP. The fortify defense bonus goes as soon as you move the unit so I fell these build-up promotions should also.

If you upgrade a unit with the build up bonus, the new unit dont lose the bonus when moves.
Oh... now that's interesting. Thinking on it I can see why - has to do with the promotions being assigned to the new unit as a result of the upgrade promotion transfer as opposed to the normal buildup method. I can easily fix that. And no - its not intended - they usually are removed when the unit moves.

After reloading, I still couldn't attack the tamed horse protecting the city, but the next turn I could. So the problem does correct itself. There might be something iffy about units that are under 0.1 health, should they even exist?

No that's fine. Health can be as low as .01 and the unit still survives. The problem correcting itself sounds like the code was just taking a round to sort things out properly. It sounds like its working correctly now as it should be. This situation should not keep coming up but if it does there's something more taking place I'm unaware of so I need to be informed of that.

EDIT: Actually... what you explained may mean there could be a problem in the evaluation that determines if a unit can attack (based on the combat limit) so I'll take a look into that. If the unit healed the next round it may have thus been attackable and now that combat won't stall as a result of this it seemed 'resolved'.
 
I don't have the save anymore, sorry :sad: The unit in question was a merged (1 time) Archer; they healt even in the field at a reasonably rate, but not at all in the city. There was no Healers Hut nor Healer Unit. But when I discovered it, a hover over over the Heal button said 2 or 3 turns, and so long it took. But it makes kinda sense, if they are still fortified at the walls etc, then they can't heal since they are "busy".
Yeah, it might make rational sense but it's a game bug if its taking place. Too bad I can't evaluate it with a save. If you see this happen again, let me know.
 
I got this error when I upgraded all my atla-atla units to bowmen.

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 1363, in forceScreenRedraw

  File "CvMainInterface", line 1462, in redraw

  File "CvMainInterface", line 5987, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

edit: @Hydro I allow the Tarantula to build BUILDINGCLASS_BUG_CATCHER but it is showing up as Bark Gatherer:confused::crazyeye:
 
Repeatable CTD with mini dump and save. Current SVN only differences between mine and SVN is the text file fixes I am about to upload.

Ok, found the issue and fixed. Soon to be committed, along with numerous fixes to other issues brought up today.
 
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