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

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For example, when filtering for espionage points, buildings with negative espionage don't show up. But when filtering for crime, buildings with positive crime do show up. I don't think it is a simple as an issue with e.g. the filter confusing a +crime as positive (like +science or +education), because the disease filter does show only beneficial (negative) disease modifier, hiding things like the harem
Properties are handled a little differently and may be tough to be quite so selective. Another programmer setup those filters but I can review them at some point here.

As an aside, as far as +military production, there is a "military bonus" filter. I think this normally shows only +xp buildings. Maybe military production should only be shown by that filter, not +hammer filter?
That could be a good solution. I may take a look at that soon.
 
I've started a few play-testing games under the recent SVNs (currently using 9379; started a few updates prior). Playing on Noble difficulty with (I think) a Custom_Continents map. Once I research Industrialization, a ton of buildings go offline and it has a significant ripple effect on other remaining buildings as well. Courthouse, monasteries, metro/city/town admin, trading post, shipwright, jail, foundation, post office, hotel, surgeon's office, and a bunch of others stopped working, and that disabled dependent buildings or disallowed their construction. Crime rose sharply in most cities as a result of losing anti-crime buildings. A few more buildings stopped working shortly thereafter with Imperialism. I know Industrialization is supposed to turn off some things, but this seems like too much.

I've also got one city (out of 30) with very high crime, disease, and unhappiness--way more than any of the others, despite having essentially the same set of buildings (plus the max security prison and district/supreme courts). The same thing happened when researching Industrialization in a prior game on Prince difficulty, though a lot more cities had crime & disease problems there (seems like the difficulty curve is pretty sharp between those two settings). It doesn't seem to follow what I'd expect as the rules for crime & disease, even when I build as many anti-crime & disease buildings and as few pro-crime & disease ones as possible. This one problem city can no longer build any crime-fighting units (e.g. sheriff), though other cities can. I've combed through the city's buildings and wonders lists for clues, but I can't see what might be causing the high rates.
 
I think the filter should show both the positive and negative buildings for that filter, because other properties etc. also apply.

For instance: I have negative crime and -20 per turn. The filter shows I can build something that adds crime but also adds lots of gold.
 
I think the filter should show both the positive and negative buildings for that filter, because other properties etc. also apply.

For instance: I have negative crime and -20 per turn. The filter shows I can build something that adds crime but also adds lots of gold.

Yes, I can see the use in keeping the detrimental buildings in the filter. Though, wouldn't you prefer to look at +gold buildings, and see that this building offers +gold at a cost of +crime? Why filter by crime (or gold and crime) and see that a +crime building offers +gold?
 
@T-brd,
Trying to play SO's latest game and get a consistent CTD at the end of turn. Save and Minidump below, SVN v 9379.

I'm trying to get his game to where I can do a civic change with the version he is using, SVN 9379, and then Re-calc to see if there are changes in the Anarchy times. But I can't get past this turn.

EDIT: I went back to that save and did a Re-Calc to get it up to svn 9383. The EoT then processed. And I have continued for 2 more turns.

JosEPh
 

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@T-brd,
Trying to play SO's latest game and get a consistent CTD at the end of turn. Save and Minidump below, SVN v 9379.

I'm trying to get his game to where I can do a civic change with the version he is using, SVN 9379, and then Re-calc to see if there are changes in the Anarchy times. But I can't get past this turn.

EDIT: I went back to that save and did a Re-Calc to get it up to svn 9383. The EoT then processed. And I have continued for 2 more turns.

JosEPh
I looked at the mini and found some interesting results that suggests maybe a unit had some trouble with processing some aspect of its data in the exe just after being referred to. I suppose this could have something to do with the SVN versions differing somewhat. Most likely the recalc did repair the problem before it became one.
 
Yeah and i forgot she is an Explorer "defend only" DUH!!!!
If she's a Recon explorer rather than a Hunter explorer then that's true as well. IIRC she IS a recon unit. Which I did figure but I felt I should also remind to check that stay the hand status if you EVER feel your unit should be able to attack but isn't pulling up the combat help when looking at the move that would normally attack.
 
Yes, I can see the use in keeping the detrimental buildings in the filter. Though, wouldn't you prefer to look at +gold buildings, and see that this building offers +gold at a cost of +crime? Why filter by crime (or gold and crime) and see that a +crime building offers +gold?

I think it is initially a matter of observation and choice, then game play knowledge.

If I just look at gold producing buildings, there may be many buildings giving gold that I can select that do not give crime. So I ignore crime producing ones.

If I look at crime to reduce it and then see two other buildings that cancel out crime by selecting both (one minus, one plus) but combined they increase gold. I select them also.

The more you play the game - you know this. But new players do not. So every little bit extra info helps.
 
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next turn CTD . . . mini only if u need save let me know ., . .
I'm about to compile a DLL that probably takes care of this issue BUT if you continue to have trouble, yes, post the save please.
 
On review, I've decided not to change the properties filter because the programming is fairly tricky to do so. This is the sort of area I usually need to be very very very careful with and test to the nth degree and I don't feel like I have the time to dedicate to it.

The military production modifier being cause to include a building on the production filter was a much deeper issue than expected and required a surprising amount of code fiddling to generate a fix for. However, it will be, for the sake of the building filter, no longer an included factor - and neither will spaceship production and one other equally miscellaneous special case application I can't recall offhand. As far as the military benefit filter goes, military production was already included on that filter.
 
How close is anyone on the Nomad start?? anyone?? How about the use of equipment??.. Just askin'
I'm not far from being able to implement both of these BUT I don't want to do it until the rest of the mod is perfected first because once I do either one it would be a nightmare to see large changes in other areas requiring adaptation.

With every version I've made movements towards both goals. The major NPC split was a huge step towards the Nomadic start because I'll soon be able to start working with our more organic natural world to test food collection and population growth formulas on animals before looking at it for nomads.

The Statuses and Buildups have helped tremendously to define some issues I'll have to overcome for Equipment to work. And the above noted food collection and population growth systems require the inventory system that will have a LOT to do with Equipment. Equipment is largely held up by supply line considerations and supply line considerations are something I intend to weave into a unit supply need system that works hand in hand with food collection systems I intend to balance for the animals first and foremost.

Equipment also requires that I complete the combat mods because most of the equipment details are intended to play off those modifiers the combat mods still to come will introduce. I can complete a lot of them in one swoop here by completing the land and naval unit review processes.

At the moment, the worst problem the mod has is AI and unit balance and upgrade chain progression issues. We've GOT to get these taken care of to establish the proper platform for equipment upgrades to be staged meaningfully across the tech tree. Unit production factors are a major place of imbalance as well and that would be solved by the proper review not only of units and global production modifications but of buildings that affect these values as well. Such a building review is also going to be necessary to help make the implementation of the tremendously complex equipment system much smoother as I'll need to know exactly what buildings to work with there and how to resolve it when I find gaps in the needs that the equipment system introduces.

So a massive building review is also necessary here but it doesn't have to be quite as intense as the unit ones.

At the same time, I'm working diligently on getting a new trait structure defined that is both balanced and utilizes a non-tiered system and a tiered system depending on the options selected. That is nearly complete but the amount of time it's going to take to implement the traits into xml appears to promise to be truly staggering and may also require the first portion of that massive building review to be completed along the way so I know what building construction modifiers to apply to what traits.

So maybe Equipment/Nomadic Starts are going to be a number of versions out still but there is a light at the end of the tunnel. I'd LOVE to hold off on ANY further AI adjustments until then but I fear that players aren't going to be so patient with the poor AI we have as I accomplish those tasks. I can do a lot to set up the AI to adapt to the combat mods along the way, and much of the reason to work on a supply line modification far before equipment is so that I have the foundation of an AI that will make the equipment mod an easier thing for the AI to adapt to than the player.

And of course along the way I'm sure I'll suffer through having to work further on streamlining the end turns, which always takes a lot of the percentage of effort of a given review cycle.

In short... we're getting there. I wish I could support the movement towards multi-maps more but some of the above does help me to feel more confident in doing so soon as well.
 
Sounds like a plan then and amazed at what u seem to have ur brain set on, DAMN good job!!!!!
Since the last update or the one before, i have been getting these about criminals alot, but looked at 1 of the cities and it doesnt seem that the criminals are disappearing, looks like the same # each turn ??

also TXT error in the Hawaiian Surf thing for the Help area?? [pic 2
and an EVENT corrupt borders TXT error (pic 3)

Also TB just noticed that i am not able to get these area's near my cities to be MINE, and i have fixed borders, so isnt that suppose to mean, i can HAVE any land area fixed to be mine?? (pic 4)
 
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Since the last update or the one before, i have been getting these about criminals alot, but looked at 1 of the cities and it doesnt seem that the criminals are disappearing, looks like the same # each turn ??
They don't just dissapear on their own. Now comes the fun part when you get to arrest them.

If a criminal is 'wanted' and you can see him in your city, you can select a law enforcement unit and use the arrest command (it's got its own handcuff icon with a reddish background) to attack the criminal, starting a same tile battle (which gains any stealth strikes or stealth combat modifiers for the attacker (and the defender as well if he can see your attacker, which in most arrest cases he can.))

LE units are usually REALLY good at capture so you'll find there can be a benefit in letting crime get away now and then so you can have criminals to arrest (and thus captives to be obtained from your own cities.)


also TXT error in the Hawaiian Surf thing for the Help area?? [pic 2
and an EVENT corrupt borders TXT error (pic 3)
Who put these in? I'd fixe them but I'm not sure what they should read.

Also TB just noticed that i am not able to get these area's near my cities to be MINE, and i have fixed borders, so isnt that suppose to mean, i can HAVE any land area fixed to be mine?? (pic 4)
That is super weird! I've never seen anything like it and I wouldn't be sure how to even go about trying to debug it. Drop a save and if I can find some time I'll take a look. I allow fixed borders but I'm not sure how the system works anymore since Koshling last adjusted it. I wonder if invisible units are laying claim to those tiles or something. Before dropping a save, check worldbuilder to see if anything is there that you can't see.
 
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