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

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I am also having this error when i airbomb defenses or improvements that the game crashes. just to be clear is there a solution to this problem or does it as of now remain unsolved.
Currently the workaround is to turn off all animations by turning on the quick combat options. It will be a while, if ever, that we can get them working again since the reason they aren't is a complete mystery.

I think that why we are thinking we are first is that the Great People mod has been fixed so it does not tell you when that first unit was got by others. After all they aren't GP :lol:
That could be it.

I am getting Neanderthals spawning even though I have set NEANDERTHAL_SPAWN_MODIFIER to zero.

I have checked the SpawnInfos and it only uses that modifier when spawning Neanderthals.
Is it possible that it's the cities that are spawning and thus neanders are still coming into the game?

I'm not trying to discount, just narrow in on the proper diagnosis.
 
I am getting Neanderthals spawning even though I have set NEANDERTHAL_SPAWN_MODIFIER to zero.

I have checked the SpawnInfos and it only uses that modifier when spawning Neanderthals.

Since we now have 4 "barb" NPCs

In CIV4GameSpeedInfos.xml you have this modifier for:
iBarbPercent = The rate at which barbarians appear. Normal is 100
(is this when and/or how many?)

This is Snails:
<iBarbPercent>500</iBarbPercent>

This modifier integer has been lowered across all GS with my 1st GS commit.

JosEPh
 
Since we now have 4 "barb" NPCs

In CIV4GameSpeedInfos.xml you have this modifier for:
iBarbPercent = The rate at which barbarians appear. Normal is 100
(is this when and/or how many?)

This is Snails:
<iBarbPercent>500</iBarbPercent>

This modifier integer has been lowered across all GS with my 1st GS commit.

JosEPh

Both of those are to do with the standard BtS spawn rates. If Neanderthals are considered animals then yes that may be the cause. In the normal spawning mechanism, nothing spawns for the first 10 turns, then animals only spawn up until Tribalism if discovered. Then non animal barbarian units start to replace animals in the spawns until no animals spawn at all.

The C2C Spawn mechanism is an addition on top of this. It starts spawning straight away and defines what units can spawn when and where.
 
I noticed in my last test game on Epic yesterday that Neanders started spawning earlier and more frequently.

That game also had the NPC Options of: Peace Among NPCs - On, Reckless Animals - On, and Animals Stay Out - On. Neanderhtal Cites is Off.

Perhaps you could change the iBarbPercent for your current set up upwards and see if you notice a difference. I would think for Snail if you would set the value to 1000 you should see a difference, if there is any effect from this modifier.

I'm finding that these modifier's in GameSpeedInfos are almost on the same level of control as GlobalDefines modifiers.

And also the value for this expression was changed too:

<Percents>
<Percent>
<ID>ADAPT_DEFAULT</ID>
<iValue>500</iValue>
</Percent>
</Percents>

I never got a definitive answer on what this actually does. It was also lowered to scale with the other values for the other GS.

JosEPh
 
i turned on quick combat and animations frozen but it still crashes when i airbomb. do i have to turn it off in some other menu?
 
Not likely. The standard barb generator only does animals up until somewhere near sedentary lifestyle when it phases out animals and starts spawning barbarians.

Both of those are to do with the standard BtS spawn rates. If Neanderthals are considered animals then yes that may be the cause. In the normal spawning mechanism, nothing spawns for the first 10 turns, then animals only spawn up until Tribalism if discovered. Then non animal barbarian units start to replace animals in the spawns until no animals spawn at all.

The C2C Spawn mechanism is an addition on top of this. It starts spawning straight away and defines what units can spawn when and where.
This was a bug in the code causing that behavior. That bug was resolved. I can reintroduce it eventually.

It was not replacing animals with barbs later - rather it was keeping barbs from ever spawning normally which is why they always seemed to behave like a giant nation.

It was not spawning animals at all - and it shouldn't. Personally I think the whole original system should be disabled and we should 100% use the spawn infos. That puts it entirely in control of the xml. There's a few exceptions, naval and cities, that I wouldn't advise getting rid of.

One of those may also be a culprit of your neander spawns.

i turned on quick combat and animations frozen but it still crashes when i airbomb. do i have to turn it off in some other menu?
That is interesting. Try turning off all the advanced Rev DCM options for air combat in the bug options menues. If that helps, I believe I could solve this from a savegame that instructs me on how to replicate the crash and which option(s) is/are the culprit.
 
with all revdcm air options off it still crashes on airbomb

Ok. Upload a save. Are you on the latest SVN version? Won't be much help otherwise sadly.
 
maybe this will be of some help but i noticed that air animations are still present in v36 despite turning off animations and using quick combat, you had mentioned that the animations was the source of the error so my theory (im not an expert) is that the animations are forced on somehow and turning them off fails to turn off the bugged animations
 
Any chance this game can be salvaged? Any other files you need from me to help figure out the problem?


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.
 
Any chance this game can be salvaged? Any other files you need from me to help figure out the problem?

C2C Smart Map maybe the problem. Even using current SVN it was still processing after 15 minutes wait for EoT to complete.

You have 1 continent to yourself while your 3 opponents share the other one. And they are Much much less developed than you obviously because of this.

With the back log that ThunderBrd has for fixing CTDs and hangs, I advise to start a New Game with a different Map.

JosEPh
 
Any chance this game can be salvaged? Any other files you need from me to help figure out the problem?

Is that game compatible with the current SVN version? Or has compatibility since been broken? If it is the latter, then the answer is no. If its still compatible with the cutting edge SVN then the answer is probably and it should eventually be addressed, but as Joe said, probably will be a little bit yet.
 
C2C Smart Map maybe the problem. Even using current SVN it was still processing after 15 minutes wait for EoT to complete.

You have 1 continent to yourself while your 3 opponents share the other one. And they are Much much less developed than you obviously because of this.

With the back log that ThunderBrd has for fixing CTDs and hangs, I advise to start a New Game with a different Map.
JosEPh

Understood. Can you recommend a more stable map(s)? I like tweaking the map in the WB when I start out--mostly smoothing out the terrain and moving some resources around. And yes, sometimes I put the other civs on another continent because they have cooties.

Is that game compatible with the current SVN version? Or has compatibility since been broken? If it is the latter, then the answer is no. If its still compatible with the cutting edge SVN then the answer is probably and it should eventually be addressed, but as Joe said, probably will be a little bit yet.

As far as I can tell, I started the game using an SVN that was past the save-breaking period (on June 9). I updated to 9260 yesterday and was able to load an auto-save from a few turns prior and move forward a few turns before it froze at around the same spot (instead of spinning this time).
 
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