Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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Possibly. It's possible to have some funny stuff taking place there too. I'd need to see in-game what you're saying exactly, given the many uses of the term culture we have.

Spoiler :
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You'll note this also allows me to build homo neanderthalis, and these never obsolete (as opposed to the neanderthal warrior, which requires either the buildable Culture(Neanderthal) or Native Culture - Neanderthal, but obsoletes at Sedentary Lifestyle). Though the homo neaderthalis is a weak and inconsequential unit so mostly it is just clutter; however, when this native culture issue is fixed, might also consider giving the unit an upgrade path anyway.
 
Noted that the problem of Supply units increasing over time and not being removed persists still, i.e. after lots of turns when having 8 units outside borders it states 27 units outside of borders and paying for 17 of those.
Was this ever properly looked into or fixed?

Also someone had at some point noted that Storytellers (and possibly Bards and up too) when being settled as buildings (Fire Dance a.s.o) can at times persist with their "extra cost per unit" and even add so the cost is higher, so the entry in F2, Financial Advisor, shows a higher cost for Extra Unit Cost than the total gold that should be paid for current units extra costs.
This is also still around, has that been looked at properly too?

Cheers
 
Noted that the problem of Supply units increasing over time and not being removed persists still, i.e. after lots of turns when having 8 units outside borders it states 27 units outside of borders and paying for 17 of those.
Was this ever properly looked into or fixed?

Also someone had at some point noted that Storytellers (and possibly Bards and up too) when being settled as buildings (Fire Dance a.s.o) can at times persist with their "extra cost per unit" and even add so the cost is higher, so the entry in F2, Financial Advisor, shows a higher cost for Extra Unit Cost than the total gold that should be paid for current units extra costs.
This is also still around, has that been looked at properly too?

Cheers
Nope. But the 'new' method is to not move past a reported bug until it's proven it cannot be fixed or it has been. I'm quite a few pages back here and now that you've posted this here, it will eventually be looked into and addressed. If you could add a save or even set of saves that display the issue (with instructions on how to see it happening) that could help.
 
Extra Unit Costs save included.
In this one I am not far enough along yet to get the Supply cost increased.

As you can see I have no Storytellers left at all, and have used 5 to build the storyteller buildings so far, and the "extra unit cost per turn" is still on 7:gold: when it should be 0:gold:, and even if only added 1:gold: cost per storyteller used it should have been 5:gold: only.

Cheers
 

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Why is it "Feline Superior"? If it's supposed to be a Linnaean name, it should probably be Felis Superior.
 
Extra Unit Costs save included.
In this one I am not far enough along yet to get the Supply cost increased.

As you can see I have no Storytellers left at all, and have used 5 to build the storyteller buildings so far, and the "extra unit cost per turn" is still on 7:gold: when it should be 0:gold:, and even if only added 1:gold: cost per storyteller used it should have been 5:gold: only.

Cheers

Ok... does this problem persist indefinitely or could it just be a result of misreporting due to caching? And which screens are you looking at, for reference?
 
Fnancial advisor, F2, for reference, and checking all my units for "extra cost units" and as far as I can tell it's indefinitely. You might want to count your Extra Unit Costs in your saved games and see if they match the reports in the F2 screen too, see if it's only mine or yours too that do that.

As for Caching, it persists over saves and recalcs and loading a completely different save game and then this one again, so should have passed any caching issues?

Oh, for checking it, train a Storyteller and build a building with him, and see what the Extra Costs post says before training, after training but before building, and after building, to see if it all does what it should (meaning first 0, or actually in my save 7, then +1, and then down to 0 again).

A older save of mine (about 2 months maybe) does not have this issue it seems, but it has the supply line issue, meaning it has "invisible units" counted towards supply line costs with a total of (checking F5) in Friendly Territory (if they count towards Supply too): 5, Neutral Territory: 56, Enemy Territory: 17, Barbarian Territory: 32, for a total of 110, but Supply line is counting 140 active units outside of Domestic area and paying for all but the free cost ones.
Also an issue I've had before and reported but not fixed.
Supplying that save too here now. I am not actively playing it as I think I overextended my computer, or the game limits a bit, so the turns were too long and MAF's started happening.
 

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Fnancial advisor, F2, for reference, and checking all my units for "extra cost units" and as far as I can tell it's indefinitely. You might want to count your Extra Unit Costs in your saved games and see if they match the reports in the F2 screen too, see if it's only mine or yours too that do that.

As for Caching, it persists over saves and recalcs and loading a completely different save game and then this one again, so should have passed any caching issues?

Oh, for checking it, train a Storyteller and build a building with him, and see what the Extra Costs post says before training, after training but before building, and after building, to see if it all does what it should (meaning first 0, or actually in my save 7, then +1, and then down to 0 again).

A older save of mine (about 2 months maybe) does not have this issue it seems, but it has the supply line issue, meaning it has "invisible units" counted towards supply line costs with a total of (checking F5) in Friendly Territory (if they count towards Supply too): 5, Neutral Territory: 56, Enemy Territory: 17, Barbarian Territory: 32, for a total of 110, but Supply line is counting 140 active units outside of Domestic area and paying for all but the free cost ones.
Also an issue I've had before and reported but not fixed.
Supplying that save too here now. I am not actively playing it as I think I overextended my computer, or the game limits a bit, so the turns were too long and MAF's started happening.
OK. Will look into it as time allows. Now that its reported it may be a month or three before it gets addressed but it will be eventually.
 
While fixing the Unit Schema file everywhere I noticed that in the Vienna Congress wonder the vote information was using schema files with the prefix CVienna but there were no files with that prefix in the folder. It used to be that we would get an error message if the schema file referenced in the XML was not in the folder with the file.

Now it appears to pick up any existing schema from any folder with that name. If this is what was intended then we have the potential to get rid of all the schema files in the modules and just use the ones in the core. However given the amount of work that was required to get it to work for the art schema files I suspect this is an error.

Either way not reporting schema files not found anywhere is a problem. I think files pointing to such non existent schema files are being ignored. Which would explain the vote not working for the Vienna Congress wonder.
 
Great wonder - Rudolphine. Requires 7 astrology schools.

Can be built after discovery of Heliocentrism, which requires Navigation (after Astronomy), which obsoletes astrology schools.

Thus it can't be built.

p.s. if there any way to change victory condition in WB or options in existing game? Couldn't find any.
 
Great wonder - Rudolphine. Requires 7 astrology schools.

Can be built after discovery of Heliocentrism, which requires Navigation (after Astronomy), which obsoletes astrology schools.

Thus it can't be built.

Looks like Observatory would be a better building. It is available at Astronomy and don't go obsolete.
 
I started a game on June 9 with (I think) the current SVN at the time. No game-breaking problems until 1420 BC, when the game hangs between turns. I went back to earlier saves and tried changing building queues, stopping all automated units, downloaded the latest SVN, that sort of thing, but every time I ended the turn at 1420, it would process a few things and then sit at the running cursor indefinitely. I had to shut down the game through task mgr. I've attached the save and log files, but if you need anything else please let me know. I'm running the game in Win7 on a fairly new gaming machine.
 

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I started a game on June 9 with (I think) the current SVN at the time. No game-breaking problems until 1420 BC, when the game hangs between turns. I went back to earlier saves and tried changing building queues, stopping all automated units, downloaded the latest SVN, that sort of thing, but every time I ended the turn at 1420, it would process a few things and then sit at the running cursor indefinitely. I had to shut down the game through task mgr. I've attached the save and log files, but if you need anything else please let me know. I'm running the game in Win7 on a fairly new gaming machine.

Update to the last one you can without disturbing the save and see if its still hanging. Otherwise, all I can say is I'll address it if I can (if its recent enough that I can load it.) When I can.
 
Update to the last one you can without disturbing the save and see if its still hanging. Otherwise, all I can say is I'll address it if I can (if its recent enough that I can load it.) When I can.

I just updated to the latest SVN, recalced and tried again - same problem. It doesn't freeze; it moves units, completes the current tech research, and then spins. I let it sit for 1/2 hour this time, but no luck.

When you can is fine - I know you're busy. :) Thanks in advance!
 
I started a game on June 9 with (I think) the current SVN at the time. No game-breaking problems until 1420 BC, when the game hangs between turns. I went back to earlier saves and tried changing building queues, stopping all automated units, downloaded the latest SVN, that sort of thing, but every time I ended the turn at 1420, it would process a few things and then sit at the running cursor indefinitely. I had to shut down the game through task mgr. I've attached the save and log files, but if you need anything else please let me know. I'm running the game in Win7 on a fairly new gaming machine.

Just a thought but this sort of thing is known to happen on occasion if you use the option that limits the number of units that can be on a plot. If you are using that option try raising the limit by a lot for a few turns and then back down to your current limit. The AI sometimes creates a unit but can't keep it on its current plot and all the neighbouring plots are already at the limit so it can't move into any of them. The loop is because it does not "remember" that it has tried the plots so tries them again and again.
 
Just a thought but this sort of thing is known to happen on occasion if you use the option that limits the number of units that can be on a plot. If you are using that option try raising the limit by a lot for a few turns and then back down to your current limit. The AI sometimes creates a unit but can't keep it on its current plot and all the neighbouring plots are already at the limit so it can't move into any of them. The loop is because it does not "remember" that it has tried the plots so tries them again and again.

I checked RoMSettings.ini, and MaxUnitsPerTile is set to 0 (unlimited). Is that the only place I should check?
 
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