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

#alberts2,

Thanks for the info.

Have you had a chance to see why turn times are increasing? The game I've been posting about is now in the Ren Era and my turn times after updating past SVN 8616 have went from ~2 min to 4+ min, with an occasional 5-6 min turn. Currently using 8663.

JosEPh
 
I noticed that the bug at starting the UWM scenario or when loading a save has disapeared, should be fixed then in scenario start also then. Good job.

Important:

There is a bug message at starting the scenario, you can ignore that, scenario should work. Text: BUG Revolution.xml line 274.
 
Text: BUG Revolution.xml line 274.

That error means that there is something wrong with the Revolution mod parameters in particular (I suspect) with the bit that allows a player to change nation if a revolution happens in their nation. It is 1:30am here and I need to go to bed so I will look at it later.


edit blasted dyslexia! I was looking at 247 which is part of where the Revolutions options are defined to BUG for the BUG Option screen. 274 is much later. I'll look at it later.
 

That error means that there is something wrong with the Revolution mod parameters in particular (I suspect) with the bit that allows a player to change nation if a revolution happens in their nation. It is 1:30am here and I need to go to bed so I will look at it later.


edit blasted dyslexia! I was looking at 247 which is part of where the Revolutions options are defined to BUG for the BUG Option screen. 274 is much later. I'll look at it later.

Dancing, it looks that this bug is fixed now, i will start secnario later again to see if the bug stills in or not, its no longer giving the error message if i load save games.
 
The added movement cost for attackers where their target withdraws has gone a bit too far. My ambusher moves one tile along a mud path and attacks (still on a mud path and all in my territory). If the defender withdraws, the ambusher's movement is all used up. If the defender doesn't withdraw (ie. dies), the attacker has 0.2 moves left, which is what he should have regardless.

Save attached. Take one of the ambushers from my southernmost city Isca to attack the injured explorer next to Thessalonica.

I have noticed the same with outriggers/galleys attacking narwhals etc. It takes up two moves if they (the defender) withdraw.
 

Attachments

Bug in brown bear option text display when you make in city a bear game, bear animal fighting games with it, it should give 1 gold for next 5 turns but displays in text will give 12 gold but gives correctly 1 gold, so text error. If you dont have this bug then its because i did the same in same city with other animal and if you do it within the 5 turns other game runs this will eventually cause this bug.
 
Bug in brown bear option text display when you make in city a bear game, bear animal fighting games with it, it should give 1 gold for next 5 turns but displays in text will give 12 gold but gives correctly 1 gold, so text error. If you dont have this bug then its because i did the same in same city with other animal and if you do it within the 5 turns other game runs this will eventually cause this bug.

The text and amount is generated from the same bit of XML, ie one single <iYield></iYeled> (or iCommerce tag); so this points to a problem in the "action/outcomes" code of the dll.
 
Turn times have hit the 10+ min mark with last turn that went to Desk top during EoT processing hit the 13+ min mark. Minidump file is a 0 byte file again.

There is something very wrong right now with the mod. Will post a save game right before EoT from last save point in a bit. .

EDIT: This is the Save before the 13+ minute EoT Crash. Just click red button and it should take about 8+ minutes for the Running man to stop running.

JosEPh
 
The added movement cost for attackers where their target withdraws has gone a bit too far. My ambusher moves one tile along a mud path and attacks (still on a mud path and all in my territory). If the defender withdraws, the ambusher's movement is all used up. If the defender doesn't withdraw (ie. dies), the attacker has 0.2 moves left, which is what he should have regardless.

Save attached. Take one of the ambushers from my southernmost city Isca to attack the injured explorer next to Thessalonica.

I have noticed the same with outriggers/galleys attacking narwhals etc. It takes up two moves if they (the defender) withdraw.

Sounds like it's charging properly with the exception of taking into account all the unit and path modifiers. It's probably not giving full consideration to anything more than the tile move cost. I'll have to really consider how that's supposed to process. Will take a few weeks for that since I'll be out of town this weekend.
 
Every time i capture barbarian city, Away supply cost counter for Unit supply in financial advisor goes up 3 or so.

Recalculating does not reset it.

Savegame attached.

[edit] also, this Unit supply showing totally incorrect number of units for supply, you can see that on 2 attached screenshots
I have nightmare option on if that matters, difficlty is deity.
 

Attachments

  • 11.jpg
    11.jpg
    104.7 KB · Views: 60
  • 12.jpg
    12.jpg
    86.2 KB · Views: 61
  • Talin XI BC-6245.zip
    Talin XI BC-6245.zip
    2.9 MB · Views: 2,490
Every time i capture barbarian city, Away supply cost counter for Unit supply in financial advisor goes up 3 or so.

Recalculating does not reset it.

Savegame attached.

[edit] also, this Unit supply showing totally incorrect number of units for supply, you can see that on 2 attached screenshots
I have nightmare option on if that matters, difficlty is deity.

Umm... could it be captives?
 
Latest SVN, selecting Community Discussions building to be built causes CTD when leaving city screen or when the building reaches head of queue. This means that the button is missing or not the one defined in the xml.
 
Similar problem as Yudishtira but with units that are below 1 str that can not be attacked by another unit the same turn. You have to wait till next turn to try to finish them off.

Screenshot below illustrates the problem. I have attacked 2 of Monty's Adventure units. Both below 1 str (0.45 and 0.18), the one highlighted is the 0.45. My mounted unit fresh from the city can not finish him off. Same for the other Adventurer in the upper right of the screen shot. This problem has been going on for a week or 3 now.

JosEPh
 
Umm... could it be captives?

nope, just checked.

used 3 civilian captives to hurry production, then did recalc. nothing changed.

Still showing me that i have to supply 70 units when i have like 10-15 running outside borders.

I don't know if it's some of nightmare or difficulty features ... not sure about all handicaps nightmare/deity give.
 
SVN 8616. I have not updated due to slow EOT problems being reported.

Garbage Dock. Is it intended that it gives -50 water pollution points per turn. Or should it be -5 or -10.

-50 per turn seems over the top to me.
 
I'm playing v35.5 (basically someone's 35 update from a month or two ago that was posted to the forum... thank you again btw).

I have what appears to be either an error in building availability or an error in the 'pedia.
I have Meso religion, reached Priesthood and built Temple of An(s) in each of my cities, and the size 13 cities have built Ziggurats. However, none of the other temples are shown as available and their definitions (require Priesthood & Temple of An) have been satisfied.
 
Someone changed the text of the Subdued Red Fox to some girls name:lol: Please someone fix.

I'm playing v35.5 (basically someone's 35 update from a month or two ago that was posted to the forum... thank you again btw).

I have what appears to be either an error in building availability or an error in the 'pedia.
I have Meso religion, reached Priesthood and built Temple of An(s) in each of my cities, and the size 13 cities have built Ziggurats. However, none of the other temples are shown as available and their definitions (require Priesthood & Temple of An) have been satisfied.

There is a problem in the pedia as it is not clear when it means that the religion needs to be in the city or the religion must be the state religion or both.

The Temple of An just requires the religion Meso in your city. All the other Meso buildings require Meso as the State Religion and Meso to be in the city.
 
Similar problem as Yudishtira but with units that are below 1 str that can not be attacked by another unit the same turn. You have to wait till next turn to try to finish them off.

Screenshot below illustrates the problem. I have attacked 2 of Monty's Adventure units. Both below 1 str (0.45 and 0.18), the one highlighted is the 0.45. My mounted unit fresh from the city can not finish him off. Same for the other Adventurer in the upper right of the screen shot. This problem has been going on for a week or 3 now.

JosEPh
I have a suspicion what's taking place here and it has to do with an assumption made somewhere that units always have 100 max hp (whatever is invalidating the ability to attack needs to instead look for what the unit actually has left!) I can't address it this weekend but I'm happy to look for it next weekend.
 
Back
Top Bottom