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

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The problem is that Llama Worker was given the ability to enter Mountains 1) because the South American nations built roads through them using stone age to classical technology where as elsewhere people just went around the mountains for the most part; and 2) playing in the South American region is a handicap due to the nature of the animals available. Oceanic starts is still behind in this regard.

Having an animal that is available throughout the northern hemisphere get into mountains early makes things too easy. (I have not yet removed horses and donkey resources from the North American region but intend to. The current Bison resource will remain through out the northern hemisphere but as the other types of bison/buffalo.)



Gigantic has been removed from C2C, it is not supported any more.
Any way to remove it from the map generator? Giant and Gigantic are both there.
Anyway, that's not really the problem as far as I see as it only affects map generation?
The problem is that it's not reading the map section (BeginMap <-> EndMap) for whatever reason.
>can't find map
 
The problem is that Llama Worker was given the ability to enter Mountains 1) because the South American nations built roads through them using stone age to classical technology where as elsewhere people just went around the mountains for the most part; and 2) playing in the South American region is a handicap due to the nature of the animals available. Oceanic starts is still behind in this regard.

Having an animal that is available throughout the northern hemisphere get into mountains early makes things too easy. (I have not yet removed horses and donkey resources from the North American region but intend to. The current Bison resource will remain through out the northern hemisphere but as the other types of bison/buffalo.)
A full review of all animal worker types is something we need to do at some point anyhow. I'm unconcerned about whether mules keep this ability or just become a good 'hill' worker type.
Personally, I haven't used any of the alternate mounted units in quite some time if ordinary Horsemen are available, which may indicate that they are overpowered (either due to combat factors like strength, or costs).
There's still some balance work to be done there. Mostly differing mounted types have differing strengths. But don't overlook the Mounted Infantry line. This type of mounted unit is awesome for taking defensive positions to guard against what I assume you are using those mounted units for - withdrawal raids. At least, on Fight or Flight they are. They are the only mounted unit type that gets defensive bonuses and thus can make the strongest possible use of pursuit in a defense effort.

Cool. :cool:
 
The compatibility seems to have been broken with the 9337 commit. Before that every scenario loads successfully.

I have attached my fix that lets the world builder load the entire scenario data, a modified CvWBDesc.py file that calls fseek two times. This has allowed me to load the data and not get the previous error messages. However the game exits with no error message.

After doing some DLL debugging it looks like the error appears in CvString.h line
Code:
const CvWString& operator=( const CvWString& w) { assign(w.c_str());    return *this; }

I'm not entirely sure why, but there's an exception there when I press start game. This happens on every scenario.

I'm afraid my knowledge in the game engine's internals is rather limited so my quest stops here. If anyone would be so kind and fix this it would be very appreciated.
Thanks.

Also, the modified GEM map. Terrain changes.
 

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This happens on every scenario.
The indexes for the NPC players changed. This breaks every map and scenario until it's repaired on those individual maps and scenarios. I'm not sure how it gets repaired but we've been through this once this cycle. Surely someone knows how to fix it.
 
A full review of all animal worker types is something we need to do at some point anyhow. I'm unconcerned about whether mules keep this ability or just become a good 'hill' worker type.

Cool. :cool:
It is not so much that they (worker mule) can enter mountains but that they (and work llamas) can lead troops through the mountains taking away from the unit promotion which I give to my warlords.
 
The indexes for the NPC players changed. This breaks every map and scenario until it's repaired on those individual maps and scenarios. I'm not sure how it gets repaired but we've been through this once this cycle. Surely someone knows how to fix it.
Where can I find that info?
If I'm looking at the right thing in the logs then the indices haven't changed. I get this in both 9336 and latest:
[MST] Civilization: # 0 - CIVILIZATION_ABORIGINES
[MST] Civilization: # 1 - CIVILIZATION_ANIMAL_BEAST
[MST] Civilization: # 2 - CIVILIZATION_ANIMAL_PREDATOR
[MST] Civilization: # 3 - CIVILIZATION_ANIMAL_PREY
[MST] Civilization: # 4 - CIVILIZATION_ARABIA
[MST] Civilization: # 5 - CIVILIZATION_ASSYRIA
[MST] Civilization: # 6 - CIVILIZATION_AUSTRALIA
[MST] Civilization: # 7 - CIVILIZATION_AZTEC
[MST] Civilization: # 8 - CIVILIZATION_BABYLON
[MST] Civilization: # 9 - CIVILIZATION_BARBARIAN
[MST] Civilization: #10 - CIVILIZATION_BRAZIL
[MST] Civilization: #11 - CIVILIZATION_BYZANTIUM
[MST] Civilization: #12 - CIVILIZATION_CARTHAGE
[MST] Civilization: #13 - CIVILIZATION_CELT
[MST] Civilization: #14 - CIVILIZATION_CHINA
[MST] Civilization: #15 - CIVILIZATION_DENMARK
[MST] Civilization: #16 - CIVILIZATION_EGYPT
[MST] Civilization: #17 - CIVILIZATION_ENGLAND
[MST] Civilization: #18 - CIVILIZATION_ETHIOPIA
[MST] Civilization: #19 - CIVILIZATION_FRANCE
[MST] Civilization: #20 - CIVILIZATION_GERMANY
[MST] Civilization: #21 - CIVILIZATION_GREECE
[MST] Civilization: #22 - CIVILIZATION_HITTITES
[MST] Civilization: #23 - CIVILIZATION_HOLY_ROMAN
[MST] Civilization: #24 - CIVILIZATION_INCA
[MST] Civilization: #25 - CIVILIZATION_INDIA
[MST] Civilization: #26 - CIVILIZATION_INSECTOID
[MST] Civilization: #27 - CIVILIZATION_IROQUOIS
[MST] Civilization: #28 - CIVILIZATION_ISRAEL
[MST] Civilization: #29 - CIVILIZATION_JAPAN
[MST] Civilization: #30 - CIVILIZATION_JIVARO
[MST] Civilization: #31 - CIVILIZATION_KHMER
[MST] Civilization: #32 - CIVILIZATION_KOREA
[MST] Civilization: #33 - CIVILIZATION_MALI
[MST] Civilization: #34 - CIVILIZATION_MAORI
[MST] Civilization: #35 - CIVILIZATION_MAYA
[MST] Civilization: #36 - CIVILIZATION_MINOR
[MST] Civilization: #37 - CIVILIZATION_MONGOL
[MST] Civilization: #38 - CIVILIZATION_NATIVE_AMERICA
[MST] Civilization: #39 - CIVILIZATION_NEANDERTHAL
[MST] Civilization: #40 - CIVILIZATION_NETHERLANDS
[MST] Civilization: #41 - CIVILIZATION_NPC_NEANDERTHAL
[MST] Civilization: #42 - CIVILIZATION_OTTOMAN
[MST] Civilization: #43 - CIVILIZATION_PERSIA
[MST] Civilization: #44 - CIVILIZATION_POLYNESIA
[MST] Civilization: #45 - CIVILIZATION_PORTUGAL
[MST] Civilization: #46 - CIVILIZATION_ROME
[MST] Civilization: #47 - CIVILIZATION_RUSSIA
[MST] Civilization: #48 - CIVILIZATION_SIAM
[MST] Civilization: #49 - CIVILIZATION_SPAIN
[MST] Civilization: #50 - CIVILIZATION_SUMERIA
[MST] Civilization: #51 - CIVILIZATION_TUPI
[MST] Civilization: #52 - CIVILIZATION_UNITED_STATES
[MST] Civilization: #53 - CIVILIZATION_VIKING
[MST] Civilization: #54 - CIVILIZATION_ZULU

Also, the Player tags don't seem to use hard coded indices, but defines:
BeginPlayer
Team=4
LeaderType=LEADER_RAMESSES
CivType=CIVILIZATION_EGYPT
Color=PLAYERCOLOR_DARK_INDIGO
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingX=37, StartingY=44
RandomStartLocation=false
EndPlayer

Unless I'm missing some info.
 
Yep my scenario is no longer loading, also my savegames are not loading...
 
It is not so much that they (worker mule) can enter mountains but that they (and work llamas) can lead troops through the mountains taking away from the unit promotion which I give to my warlords.
That promo has the same graphic but I believe it is only for the unit itself, not to lead others with. Test that, will you? It would indeed be a bug if it's not only applying access to the unit itself.
Where can I find that info?
If I'm looking at the right thing in the logs then the indices haven't changed. I get this in both 9336 and latest:
Those are the civilization indexes. I'm talking about player indexes. It is hardcoded in the DLL for NPC players and had to be adjusted so that it counts from 45 to 50 (reserving 40-44 in the process for more NPCs to come). It WAS 40-45 after the first NPC splitting and that was causing trouble. The EXE assumes barbarians will end the list entirely.
also my savegames are not loading.
Correct. They won't. And I THINK the scenario can be healed by changes in the text file but I don't know for sure.
 
Moved from SVN 9322 to 9341.

Game crashes during the initial loading. Does not get to the first screen of options.

XP system.
 
Moved from SVN 9322 to 9341.

Game crashes during the initial loading. Does not get to the first screen of options.

XP system.
Someone else said something similar. I wonder if it's the map script. I'll have to look into it soon.
 
Someone else said something similar. I wonder if it's the map script. I'll have to look into it soon.

It is before I get to choose what to play. So not the map scripts. I read your previous post and updated to test your theory.

I was going to load a new game (PW or similar) and then compare that WB file with my mapscripts.

But could not get to the first screen of options.
 
It is before I get to choose what to play. So not the map scripts. I read your previous post and updated to test your theory.

I was going to load a new game (PW or similar) and then compare that WB file with my mapscripts.

But could not get to the first screen of options.
I don't have a current up to date civ folder and I can't for a few days.

EDIT: Actually, this is incorrect. Looks like my research has taken me back to operating on a current version and I just updated to see if I could replicate your issue. Nope. I'm doing fine with starting a game. I can certainly at least get to the point that I can select a mapscript. Sooo... any modmods in play maybe?

Remember this happened to you a while back too.

EDIT: I can get a game to fully initialize as well.
 
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Just updated to the newest SVN and started a new game as the united states. My stone thrower has been replaced by a neanderthal stone thrower. Not sure if that change was supposed to happen or not but figured I'd mention it.
 
Sooo... any modmods in play maybe?

Remember this happened to you a while back too.

EDIT: I can get a game to fully initialize as well.

Sorry - yes - I forgot to remove the "New_Cultures" folder that is in the My_Mods folder.
 
Just updated to the newest SVN and started a new game as the united states. My stone thrower has been replaced by a neanderthal stone thrower. Not sure if that change was supposed to happen or not but figured I'd mention it.
It's not correct but I've still gotta sort out why it's happening.
 
It's probably given as the game looks for the first or weakest tech available unit to grant players on start up.
Make the neanderthal stone thrower require TECH_DUMMY_NEANDERTHAL, which is a tech reserved for the neanderthal NPC.
If the Neanderthal stone thrower is supposed to be available to human players with the neanderthal culture wonder then you must make two variants of the unit where the new variant requires a tech, like the tech that is required for the neanderthal culture wonder or something.
 
It's probably given as the game looks for the first or weakest tech available unit to grant players on start up.
Make the neanderthal stone thrower require TECH_DUMMY_NEANDERTHAL, which is a tech reserved for the neanderthal NPC.
If the Neanderthal stone thrower is supposed to be available to human players with the neanderthal culture wonder then you must make two variants of the unit where the new variant requires a tech, like the tech that is required for the neanderthal culture wonder or something.
I had sorted all this out by the time you posted that. However, I was thinking... maybe it would be easier if somehow the Neanderthal Embassy gave you the Neanderthal tech...

Is this already possible that a building can give you a tech?

I know a building can be a tech prerequisite. Maybe that should be enough. Give the tech a button and name it Neanderthal Communities or something.
 
That tech is the only prerequisite for BUILDING_CULTURE_NEANDERTHAL which is the neanderthal NPC's unique culture equivalent to the barbarian NPC's BUILDING_CULTURE_BARBARIAN; they are autobuilds.
It is also the only prerequisite for the unit UNIT_NEANDERTHAL which should not be confused with the somewhat different unit UNIT_NEANDERTHAL_WARRIOR. UNIT_NEANDERTHAL is currently not available for players and they are just a weaker version of the warrior, they have the same models and textures.
 
That tech is the only prerequisite for BUILDING_CULTURE_NEANDERTHAL which is the neanderthal NPC's unique culture equivalent to the barbarian NPC's BUILDING_CULTURE_BARBARIAN; they are autobuilds.
It is also the only prerequisite for the unit UNIT_NEANDERTHAL which should not be confused with the somewhat different unit UNIT_NEANDERTHAL_WARRIOR. UNIT_NEANDERTHAL is currently not available for players and they are just a weaker version of the warrior, they have the same models and textures.
Yeah, you wouldn't want to open up UNIT_NEANDERTHAL to human players. But a solution where a second unit type definition is unnecessary would be good somehow. I'll have to think on that. Maybe the Neanderthal Embassy should give the Neanderthal Culture to the player that gets it and the units should require the culture rather than the dummy tech but the UNIT_NEANDERTHAL requires both.
 
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