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

has tofflers bug fix been commited to svn yet?

ggm

You may want to try looking at the SVN thread, to find out. :rolleyes:
 
TB,

can you pls check this game out, it is taking 10X the normal turn times, and i just checked and there is only 1 city per civ, and only like 8 civ or so, in PreH Era?? waaaaaaaay to long for turn times, i expect it to be less than 10 seconds, not 30-40 secs??

You sure you weren't posting that save due to a crash bug? Unexpectedly, I found a particularly nasty one that could easily come up in many games. Have you run that save one more turn? lol.

Anyhow, THAT's been fixed. Inadvertently.

Note: this fix should be included in v36! So await my next commit before finalizing please.
 
You sure you weren't posting that save due to a crash bug? Unexpectedly, I found a particularly nasty one that could easily come up in many games. Have you run that save one more turn? lol.

Anyhow, THAT's been fixed. Inadvertently.

Note: this fix should be included in v36! So await my next commit before finalizing please.

:lol::crazyeye: No but great then :goodjob: I was just getting upset because it was taking to darn long for turn times on a land map.

Anyways as in the para i wrote i am trying an UPDATED version of a great python map, i made a few changes, only thing i dont like is all the darn thundra and snow. . . maybe DH can help since AIAndy is gone . .
 
:lol::crazyeye: No but great then :goodjob: I was just getting upset because it was taking to darn long for turn times on a land map.

Anyways as in the para i wrote i am trying an UPDATED version of a great python map, i made a few changes, only thing i dont like is all the darn thundra and snow. . . maybe DH can help since AIAndy is gone . .

As I sorta suspected, it's a very violent and populated wilderness out there. There are a lot of animals about. Lots of time is being spent on Hunting, Barbarian, and Subdued Animal AI choices. The lion's share of this is being spent on odds calculations which are regularly cached when possible but there must be a lot of animals spawning and creating new situations on plots every round. There are some units spending its regularly excessive amount of time wondering if they are stranded and that may be coming from units like scouts being entrapped by animals surrounding them so that they cannot move.

So yeah, the wilderness is getting so packed its complicating things for the AI. Did that have anything to do with what you suspected?

Anyhow, it was very good to catch this crash bug! What a doozy that!
 
Spoiler :
After removing all instances of these:

  • <UnitCombatChangeModifiers>
  • <PursuitVSUnitCombatTypesChanges>
  • <DodgeVSUnitCombatTypesChanges>
  • <PrecisionVSUnitCombatTypesChanges>
  • <ArmorVSUnitCombatTypesChanges>

from unitcombatinfos, the issue disappeared completely.

I also noticed that I've made this error in almost every instance I used <PrecisionVSUnitCombatTypesChanges> which might be the root of my troubles.
Spoiler :
Code:
			<PrecisionVSUnitCombatTypesChanges>
				<PrecisionVSUnitCombatTypesChange[B][COLOR="Red"]s[/COLOR][/B]>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iModifier>5</iModifier>
				</PrecisionVSUnitCombatTypesChange[B][COLOR="red"]s[/COLOR][/B]>
			</PrecisionVSUnitCombatTypesChanges>
I am now certain that there are no more typos in my xml and will test if the "bug" persist after fixing this typo. So in the meantime you don't need to worry about this issue, might have been a false positive/flag.
Damn it, the bug is still there. Good news is I figured out what triggers it; loading a save. So every time a save is loaded all the the unitcombats stats gets added on top of whatever stats the unit had when the save was made.
 
Damn it, the bug is still there. Good news is I figured out what triggers it; loading a save. So every time a save is loaded all the the unitcombats stats gets added on top of whatever stats the unit had when the save was made.

Well that's strange. Very strange. I haven't seen this on this end and no others have reported such incredibly obvious strange behavior so I wonder if it could still be a particular tag in use there causing this effect. Loading a save should not cause a unit to reprocess all its unitcombats again. Shouldn't even be possible. And while it could be possible that final values are being SAVED incorrectly, such as perhaps double what they were somehow, it's hard to fathom what could trigger this... or what modification could have triggered it.

hmm... I'll be thinking on this.

EDIT: I've stress tested saves and loads and can't find a problem. Reloading the game while in the middle of it, saving it and reloading it multiple times from multiple approaches. Nope. So it really would have to be something in the xml (though there's obviously a code flaw) that triggers this. Maybe a game option. Perhaps something in the bug options. I really don't know.
 
Well that's strange. Very strange. I haven't seen this on this end and no others have reported such incredibly obvious strange behavior so I wonder if it could still be a particular tag in use there causing this effect. Loading a save should not cause a unit to reprocess all its unitcombats again. Shouldn't even be possible. And while it could be possible that final values are being SAVED incorrectly, such as perhaps double what they were somehow, it's hard to fathom what could trigger this... or what modification could have triggered it.

hmm... I'll be thinking on this.
The bug appears to be non reproducible if the game just got launched, so it only happens after having played some turns, then save; this save will show the bug even if one exits the game before loading it.
So it's narrowed down to a save game issue, and it's probably related to caching error as it doesn't happen before a variable amount of turns have passed before the save is made.
 
Do you have a cache folder in your Assets that is showing more than just a Cache.dat file? If so... delete that whole Cache folder and the issue may clear up entirely.

My wife and I are about to play some so I'll be on the lookout for any issue.
 
Do you have a cache folder in your Assets that is showing more than just a Cache.dat file? If so... delete that whole Cache folder and the issue may clear up entirely.

My wife and I are about to play some so I'll be on the lookout for any issue.
There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.

Found out that the caching error happens when a unit whith ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats Split or Merge. There might be other caching error spots as I've seen the error in barbarian Neanderthals which I believe never split nor merge.

So to reproduce the bug:
Load a save file that has stored correct unit stats; split or merge a unit that has: ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats, then make a save. This save will contain wrong stats for that unit.

UnitCombatChangeModifiers, PursuitVSUnitCombatTypesChanges, & PrecisionVSUnitCombatTypesChanges are cleared of any suspicion.

I think I've narrowed it down enough now. ;)



Edit: the way I narrowed it down to those two tags was by removing all subcombats from a unit and adding one of the suspicious tags at a time to it's main combattype along with a iCityDefense tag. Then looked to see if the city defense stat doubled after doing the reproduction steps.
 
Hi all,

Odd AI behaviour in my last Game (started with SVN 7881).

Egyptien seems to love shepherds ;) : 10x that unit in Capital. I defeated him too easily



View attachment Save_Shepherds.CivBeyondSwordSave.7z

Ps : I'm working on French translation again - I'll commit what I've already done after v36 release.
 
SHAKA Bug: After checking the AI as i fixed the crime bug all AI civs working fine now. But the Shaka bug still in, hes the only civ that went bankrupt now, remember i told you he has huge stacks of animals, look the screenshot upper left at his gold it says STRIFE or STRIPE? What meens this? Looks like shaka or the zulu civ is bugged, anyone can fix this?

And this fool still building more units...
 

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That says "Strike" and it's what happens when a civ has no money to support a large army. Clearly, the bug is keeping huge amounts of animals, rather than using them at once.
 
Looks like he is using the subdued animals, it is just that they have no more things to build with them in the capital city.

edit I am seriously considering making all subdued animals have zero combat since they are supposed to represent a couple of animal (2 or 3) and a handler. That may reduce the use of them for combat and recon by the AI.
 
Looks like he is using the subdued animals, it is just that they have no more things to build with them in the capital city.

edit I am seriously considering making all subdued animals have zero combat since they are supposed to represent a couple of animal (2 or 3) and a handler. That may reduce the use of them for combat and recon by the AI.

You will make the strength of animals to 0? That will suck in hunting, no danger anymore. Cant you teach them to butcher animals if no building is available to build with the animal? Ah ok you will have subdued animals only set to 0, that may work and will make hunting harder because i cant use my grizzlys as backup anymore for new hunters.
 
I fixed the current crime bug thats killing all AI civs, so you can continue my scenario with your savegames.

http://forums.civfanatics.com/showthread.php?t=552901

Enough Pit! There is No bug in current Crime that kills the AI. It is all relative to your scenario Only. Please do Not present false accusations as fact! :mad:

Stop posting about your Scenario in the Bug thread. You have a Thread in the Maps and Scenario Forum use it!

JosEPh
 
It has already been reduced in size:lol:. It needs to be bigger than its main food, the Moa.

I too think it looks too big for a 9-15 Kg bird. Moas have 15 times that body mass and would look bigger even when the 2.6 m wingspan of the haast eagle was outstretched.

In the game the Haast eagle looks like it's 3 times bigger than the Moa.
 
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