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

Woohoo!

Found the problem with buildings doubling up after capture. Fixing now. It has been with us for a VERY long time. Shameful... I think Koshling may have even pointed out there was a problem there but I had not understood what he was trying to say at the time. It was a combination of ls612 and I both overlooking how a particular effort was being implemented in entirely the wrong manner. He put it in and I tried to 'repair' it due to seeing some other obvious problems... ultimately we were both wrong. How obvious the error was to me today certainly shows me how much I've actually been learning since then. I still have a lot to learn but its nice to occasionally have experiences that show me how far I've come like these.

Anyhow... the solution should be on the SVN very shortly here. Looking to debug some other brought up matters before committing though.
 
@T-brd,
Bravo!:clap::goodjob:

JosEPh :)
 
Latest SVN update reset my tourism to 0 you want that to happen? Still rising again but you took my gold... grrr but the tourism levels rmoved now maybe the old bug is fixed now that tourism levle is not removed if tourism is getting to low.
 
Latest SVN update reset my tourism to 0 you want that to happen? Still rising again but you took my gold... grrr but the tourism levels rmoved now maybe the old bug is fixed now that tourism levle is not removed if tourism is getting to low.

I noticed before that tourism resets to zero on recalc (SHIFT-CTRL-T). As a new SVN version often asks for a recalc on loading a save game, this is probably the reason.
 
I noticed before that tourism resets to zero on recalc (SHIFT-CTRL-T). As a new SVN version often asks for a recalc on loading a save game, this is probably the reason.

Dont happens on all xml recalc, but looks like it happens on dll recalc maybe.
 
See attached screenshot.

Latest SVN (downloaded today) playing a non expansive leader (Christian IV of Denmark), trying to build a gatherer, getting weird expansive leader bonuses:
Found and fixed. Pending next update.
Can someone track and remove this anoying bug with double Angry citizens from buildings? Recalculating doesn't work and its really game breaking bug. I can provide save if needed.
Found and fixed. Pending next update.

However... It's accurate. The problem was as I suspected in that the calculation was correct but the text was vague. There were three potential ways you could get differing building unhappiness reports. One is from the total of area affecting buildings (such as buildings that may create X unhappiness in all cities on the same continent), another from local buildings (which I figure was the assumption for a player reading that particular text) built in the city including autobuildings, and the last, the one that's really causing a LOT of unhappiness in your particular game, is stemming from buildings that cause all cities of the player to suffer from an amount of unhappiness.

I don't know what building(s) is/are causing this national effect to generate over 200+ unhappiness but this is a transhuman era game and I'm not fully familiar with everything up to that stage where major building effects are concerned. Maybe someone else will have some insight there.

Nevertheless, what I've done at this point is create text keys that break it down so that the player can see what the difference is in those unhappiness sources at least. This will help you to sort out what the source of the problem may be for you. I'm not 100% certain its accurate by design but I suspect it is... somewhere.



I'm working on sorting out a hang bug and I'll be looking into the profiling saves I've been given so that I can see if there are any obvious sources of slowdown that can be effectively addressed with some ease before v36 release but I'm quickly nearing in on giving the dll a fair enough bill of health to justify release here. I suspect by the end of the weekend it will be an 'any time y'all are ready' sort of position from me.
 
Latest SVN update reset my tourism to 0 you want that to happen? Still rising again but you took my gold... grrr but the tourism levels rmoved now maybe the old bug is fixed now that tourism levle is not removed if tourism is getting to low.

I noticed before that tourism resets to zero on recalc (SHIFT-CTRL-T). As a new SVN version often asks for a recalc on loading a save game, this is probably the reason.
There's a simple boolean available in the XML that establishes the property type that toggles whether this happens or not on a recalc. I should be able to fix this quickly and add it to the list to address with the next commit.

Latest SVN , no changes: CTD
I'll take a look immediately, possibly even tonight.
 
Latest SVN , no changes: CTD

All the mini revealed was that the problem took place in python. Perhaps there's some python err logs that could help sort that out?
 
Looked into the Audio logs and found this??

Could not find string AS3D_SPIDERSILK of TagId 4
[781467.859] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_SPIDER

didnt know we had any spiders ingame?


Could not find string SND_TECH_ELECTROMAGNETIC_FIELD_SHIELDING of TagId 0
[781462.843] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_TECH_QUANTUM_COMPUTING of TagId 0
[781463.000] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_TECH_SYNERGETICS of TagId 0
 
Nevertheless, what I've done at this point is create text keys that break it down so that the player can see what the difference is in those unhappiness sources at least. This will help you to sort out what the source of the problem may be for you. I'm not 100% certain its accurate by design but I suspect it is... somewhere.

I cannot look at entire list of unhappiness buildings because is to long but never then less still found some bugs. For example look at Moscow and Terrorist's Compund. In Moscow this building was not build but still provide unhappiness to the city.
 
Need stats confirmation on civic building called "Welfare office"

building stats,
2/2 happy/healthy
-10% gold;
+10% maintenance;
and it enables a crime at +60, -5 hammers -5 gold and 1 unhappiness

crazy to have self built building with stats like that at all, want to know maybe there is a typo somewhere.

Also have my doubts that buildings get disabled properly after civic changes, buildings disappear from city view while bonuses (feels like just negatives lol) still get counted , my income dropped by 15k :D, all civic buildings seem to behave the same, i see Pirates's Cove, Highwayman's Hideout and Smuggler's Shanty still active (Revolution mouseover).
 
I cannot look at entire list of unhappiness buildings because is to long but never then less still found some bugs. For example look at Moscow and Terrorist's Compund. In Moscow this building was not build but still provide unhappiness to the city.

The game is too large to just open to look for an issue but if you check the xml on that Terrorist's Compound you may see that it acts in a different way to the standard unhappiness... perhaps it's set to give unhappiness to all cities on the continent or to all cities of the player?

Plus, after a recalc you may find that building issues created by captured cities double-processing buildings will clear up (and now it won't continue to create those problems.)

Out of curiosity, how would you know a specific source of happiness or unhappiness from a building that doesn't exist in a city?
 
When i build a stone work shop on a gold resource it says to me it will provide gold, but it isnt, will only work with a mine later you want that so? Otherwise maybe fix it.
 
When i build a stone work shop on a gold resource it says to me it will provide gold, but it isnt, will only work with a mine later you want that so? Otherwise maybe fix it.

Being able to see and build improvements that access particular resources is a different tech point than being able to trade that improvement. Without the tech that enables trading an improvement, your cities cannot benefit from it nor say they have 'access' to it despite what other steps may have been taken to obtain it. I suspect this is the gap creating this effect, a product of the definitions of visibility and tradeability on the bonus, Gold - not the particular improvement.
 
The CIV4SpawnInfos file may have a couple of errors. The two entries for Dingo have the following:

<iMaxLongitude>1800</iMaxLongitude>

Also the
<Type>SPAWN_ELEPHANT_NATIVE</Type>

has
<iMinLongitude>60</iMinLongitude>
<iMaxLongitude>-180</iMaxLongitude>

Should the latter be 180.


Some entries i.e. Panther have the following:

<iMinLongitude>60</iMinLongitude>
<iMaxLongitude>-60</iMaxLongitude>

Does that mean they appear in Asia and North America and not Europe if in the Northern Hemisphere?
 
Being able to see and build improvements that access particular resources is a different tech point than being able to trade that improvement. Without the tech that enables trading an improvement, your cities cannot benefit from it nor say they have 'access' to it despite what other steps may have been taken to obtain it. I suspect this is the gap creating this effect, a product of the definitions of visibility and tradeability on the bonus, Gold - not the particular improvement.

Yes barter reveals and mining enables, i miss mining but on horse its saying in hover over it need research: equine domestication tech to provide horse, so gold should say it needs mining tech to provide? Maybe fix hover over. Same problem by mushrooms i think.
 
Could be some oddity to the hoverover I suppose. Perhaps it assumes that if you don't have access then it must be because of an insufficient improvement issue even if it's just a tech to enable trading issue.
 
Could be some oddity to the hoverover I suppose. Perhaps it assumes that if you don't have access then it must be because of an insufficient improvement issue even if it's just a tech to enable trading issue.

Look resource hover over horse, this one works correctly.

Also BUG: Atlatl tech hast fish text and fish voice text when researched tech screen pop up, must be bug.
 
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