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

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This is odd, I started a new game and saw on turn 0 that there was a stack belonging to the beast NPC team standing close to my own starting units, this stack consisted of 8 stone throwers, 2 wanderers and 2 gatherer.
When checking the world builder I found that predators, barbarians, neanderthals and creatures also had a stack like this, though neanderthals had the homo neanderthalensis unit instead of stone throwers. THis is the same that normal (non-NPC) AI get at start except they get two bands of homo sapiens as well.

Edit:
Can be fixed by removing the lines in erainfo.xml and handicapinfo.xml that gives starting units and then add specific free starting units to each civ in civilizationinfos.xml. This will remove the feature of AI's starting with more units than the player on higher difficulties; I wouldn't really care about that loss as the AI gets more than enough handicaps elsewhere.
 
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Looks like someone changed around the Neanderthals again, TXT on Brute missing??
 

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This is odd, I started a new game and saw on turn 0 that there was a stack belonging to the beast NPC team standing close to my own starting units, this stack consisted of 8 stone throwers, 2 wanderers and 2 gatherer.
When checking the world builder I found that predators, barbarians, neanderthals and creatures also had a stack like this, though neanderthals had the homo neanderthalensis unit instead of stone throwers. THis is the same that normal (non-NPC) AI get at start except they get two bands of homo sapiens as well.

Edit:
Can be fixed by removing the lines in erainfo.xml and handicapinfo.xml that gives starting units and then add specific free starting units to each civ in civilizationinfos.xml. This will remove the feature of AI's starting with more units than the player on higher difficulties; I wouldn't really care about that loss as the AI gets more than enough handicaps elsewhere.
It would be better to fix this in the code by inhibiting the handicapinfo spawns for NPCs. Good catch... this must explain why Joseph saw a city owned by the animals a while back. Shouldn't be too hard to find where this takes place and inhibit it properly.

Looks like someone changed around the Neanderthals again, TXT on Brute missing??
I can fix that.
 
Not understanding NEW stuff, before when an Ambusher took over another civs gatherer/worker, the units could move out of that civ and back to ur cities, NOW the other civ captures them as if i was at war which i am not??

if u need save let me know . ..
 
What's new is that when a unit with hidden nationality captures something, that something also get hidden nationality, which means other teams can attack and capture them back.
Do you see the black promotion with a question mark in it on the gatherers you captured, hidden nationality promotion.
 
Not understanding NEW stuff, before when an Ambusher took over another civs gatherer/worker, the units could move out of that civ and back to ur cities, NOW the other civ captures them as if i was at war which i am not??

if u need save let me know . ..

What's new is that when a unit with hidden nationality captures something, that something also get hidden nationality, which means other teams can attack and capture them back.
Do you see the black promotion with a question mark in it on the gatherers you captured, hidden nationality promotion.
Toffer is correct. I should also add that your ambusher is probably not being seen by the enemy so unless he's set to surprise defend, the siege he just captured is a sitting duck as a target. That said, I'm thinking I'm finding a bug lately in that it still is even if he IS set to surprise defend - something isn't quite right there and is on my list to debug soon.

I should also add that if you were playing against a human opponent and he captured your worker with his ambusher and it didn't work the way it now does, you would immediately know the identity of the owner of the ambusher because the worker would have switched to that player. This change to make it so that the captured units gain hidden nationality means you won't be able to so easily tell who stole your worker.
 
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Her are some things I’ve noticed. I didn't include a save because they seem to happen every time.
However I will add that I am playing on an older laptop and some of these issues might be because of my hardware not being powerful enough or something like that. But here you go.

1: If I add a sign to the map it goes away after awhile. I haven't figured out what causes them to. Drawn lines however seem to stay and at least on older versions if a sign was added because of a random tile improvement it would stay.

2: while playing closing to main menu goes to desktop.

3: Unlocking thieves technology plays the sound for soft hammer.

4: When I zoom out and click on the button to show trade routes if I click on either of the other 2 options the game crashes to the desktop.

My last update was about 2 weeks ago so if anythings been fixed I apologize. Just updating to the newest version again now.
Also none of this is effecting my ability to play or anything. Just figured I’d point it out.
 
Her are some things I’ve noticed. I didn't include a save because they seem to happen every time.
However I will add that I am playing on an older laptop and some of these issues might be because of my hardware not being powerful enough or something like that. But here you go.

1: If I add a sign to the map it goes away after awhile. I haven't figured out what causes them to. Drawn lines however seem to stay and at least on older versions if a sign was added because of a random tile improvement it would stay.

2: while playing closing to main menu goes to desktop.

3: Unlocking thieves technology plays the sound for soft hammer.

4: When I zoom out and click on the button to show trade routes if I click on either of the other 2 options the game crashes to the desktop.

My last update was about 2 weeks ago so if anythings been fixed I apologize. Just updating to the newest version again now.
Also none of this is effecting my ability to play or anything. Just figured I’d point it out.

1. is a known issue and its solution requires both changes to the dll and python, we have not successfully got there yet.

2. This sometimes happens on larger mods or if you have been playing for awhile due to "memory leaks" in the exe which we don't have access to so can't fix.

4 no idea
 
3 is mine to fix.
4 interesting. Will have to try to replicate. I don't know anything about that area of code but I can probably fix a crash.
 
I think it's time to undo all the map script changes that were done after ver36 got released. Either that or release a version without them. Every map I try either crashes or will just stall out on Joe's crime patch with svn 9328. I tried toffer's WIP map but it will not load. It just stalls no matter how long I leave it running.
 
Both SEM+ and LEM are usable. They have all the changed land tiles. They do not yet have the Sea tiles. Though I do have two new ones that I am almost ready to commit. They have the basic Sea tiles ( not Deep or Trenches). I will remove the old GEM ones when I do.
SEM is not usable with svn 9328. I just tried one and got a crash.
 
on Joe's crime patch with svn 9328
He must have put the update in place when there was still a problem with that. You should find that's been repaired on the SVN.
 
1. is a known issue and its solution requires both changes to the dll and python, we have not successfully got there yet.

2. This sometimes happens on larger mods or if you have been playing for awhile due to "memory leaks" in the exe which we don't have access to so can't fix.

4 no idea
Thanks I'm new all of this so didn't realize it was already known.

3 is mine to fix.
4 interesting. Will have to try to replicate. I don't know anything about that area of code but I can probably fix a crash.
So. This is kinda embarrassing. For number 4 I just loaded a game and tried it and both local trade routes and damnation can be clicked on without crashing. However both also don't seem to show anything.
Up until this time its always crashed when I tried. I'm not sure what these options are supposed to show but I’ll try again next time and see if it works or not. Perhaps I have to play more before it will happen.

Also I just found another issue with the techs. When you get either spear making or spear fishing. I forget which. But the sound clip was 1 well aimed spear is worth 3. however the text for it was the text for compost tools. Which still fits it but I’m guessing isn't whats supposed to be there.
 
I just got Joe's latest patch and it does look like things are fixed. I got toffer's map loaded and tried about 4 or 5 other maps with 0 crashes so far.
 
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