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

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They don't just disappear 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.)
Dang, i keep forgetting about this, brain farts, lol . . wish i would have written earlier, my cities went from a size 30 to 8 or 9, geez, , , , oh well . . .
 
The finding of criminals or "Wanted" event needs to be more prominent in some way. In fact it possibly needs to look a lot more like an event with options, ie a pop-up window appears when the criminal is identified showing the units that can make an arrest this turn and letting you choose which one to use.

Or perhaps we also need a Crime window (eg like Civics screen) showing any uncaught criminals with wanted status in your empire. Maybe even extending to ones wandering through your territory your units may have noticed but the player may have missed.
 
Dang, i keep forgetting about this, brain farts, lol . . wish i would have written earlier, my cities went from a size 30 to 8 or 9, geez, , , , oh well . . .
There has long been a bug in the Hide and Seek form of the investigation process and since it's recently been fixed, the cockroaches are now coming out of the woodwork. It's not all your fault I'd say.

The finding of criminals or "Wanted" event needs to be more prominent in some way. In fact it possibly needs to look a lot more like an event with options, ie a pop-up window appears when the criminal is identified showing the units that can make an arrest this turn and letting you choose which one to use.

Or perhaps we also need a Crime window (eg like Civics screen) showing any uncaught criminals with wanted status in your empire. Maybe even extending to ones wandering through your territory your units may have noticed but the player may have missed.
A popup would be rather intrusive if you're at war and racing to see a particular spot, which may not be something you'd experience much when not playing simultaneous turns but on a game with ST, beginning of turn pops can REALLY frustrate. That would also introduce a huge effort - not an easy thing to establish.

However, a screen like that would be nice... like an adapted military advisor perhaps.

What I've been doing lately that works for me is just reviewing the message log. When I see the message that a criminal has been investigated, which stands out nicely with the color it has, I just doubleclick on the message itself in the log panel and it takes me directly to the city it's talking about. Has been working quite effectively for me to stay on top of them.
 
Different CTD than the one before this one . ..

pic 2: I thought City Guards could "arrest" criminals in ur city, but no btn there?

pic 3: tons and tons of sea animals . .is this normal??
 
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There has long been a bug in the Hide and Seek form of the investigation process and since it's recently been fixed, the cockroaches are now coming out of the woodwork. It's not all your fault I'd say.


A popup would be rather intrusive if you're at war and racing to see a particular spot, which may not be something you'd experience much when not playing simultaneous turns but on a game with ST, beginning of turn pops can REALLY frustrate. That would also introduce a huge effort - not an easy thing to establish.

However, a screen like that would be nice... like an adapted military advisor perhaps.

What I've been doing lately that works for me is just reviewing the message log. When I see the message that a criminal has been investigated, which stands out nicely with the color it has, I just doubleclick on the message itself in the log panel and it takes me directly to the city it's talking about. Has been working quite effectively for me to stay on top of them.
The message log is way to big and is not easily viewed. Often it is still being written to when I try and look at it. Perhaps it too needs a look at..
 
Different CTD than the one before this one . ..

pic 2: I thought City Guards could "arrest" criminals in ur city, but no btn there?

pic 3: tons and tons of sea animals . .is this normal??
1) Will address asap.
2) You have to have the criminals being wanted, thus having been successfully investigated (proven they committed a crime) to make an arrest against them. It IS possible to see criminals without being able to arrest them - you just don't have enough evidence of their exact crimes yet. Wanted status will also make them more likely to be seen if they are invisible so it's easy to confuse seeing them with being wanted but there IS a difference. You'll know they are wanted when you see them possessing the black promotion with a bright red eye on the foreground. It stands out for a reason, so you can easily figure out if any are wanted.
3) I've been meaning to turn the spawn rate on sea animals down a bit. It's on my list of about 3 things left to do before release this weekend. I'll now also have to address that crash as well. Glad you found it in time!

The message log is way to big and is not easily viewed. Often it is still being written to when I try and look at it. Perhaps it too needs a look at..
I'm not usually having this problem myself. Usually the message log is ahead of the message flashes you see on the main screen so if you've seen one there, you just have to scroll down on the log a bit to find it. Maybe you could find some ways to improve it... I dunno. Maybe we could make a filter for message types but the amount of coding work to setup differing types and define each message call with one would be tremendous.
 
OK another different CTD .. same game though . .
If you can get these to replicate, please provide the save - I get a lot better data breakdown with that. I'm taking educated guesswork at best with a mini. Sometimes its enough.

I'm also at work so I won't be able to address this for some hours yet.
 
1) CTD
2) invisible camel units (riders, workers. but wild and subdued camels are visible - only main graphics on the map, icons etc are visible and units are clickable and usable)


1) minidump file: https://www.dropbox.com/s/jexg512n0jqqrca/MiniDump_9388.dmp?dl=0

2) screen:
camel_zpsxumziiwi.jpg
 
Yes, I am.
 
If you can get these to replicate, please provide the save - I get a lot better data breakdown with that. I'm taking educated guesswork at best with a mini. Sometimes its enough.

I'm also at work so I won't be able to address this for some hours yet.
OK here is the REpeatable CTD then . . / mini and save inside also
 
read this i hope it helps: Here ya go!
I don't think that's the issue. He's got units with no 3d meshes showing when they should. That's a very real and possible bug right now and it's probably related to your crashes and his. I'm looking into that now.
OK here is the REpeatable CTD then . . / mini and save inside also
Thank you! Should be what I'll need here.
 
1) CTD
2) invisible camel units (riders, workers. but wild and subdued camels are visible - only main graphics on the map, icons etc are visible and units are clickable and usable)


1) minidump file: https://www.dropbox.com/s/jexg512n0jqqrca/MiniDump_9388.dmp?dl=0

2) screen:
camel_zpsxumziiwi.jpg
I super wish you would include a savegame that catches the crash in the act but I THINK I've solved the problem here, as well as TWO crash sources, one my mistake and one DH's on SO's game. Sheesh!
 
Sorry, that crash was unexpected and I do not save my games as often I should, perhaps one of autosaves will contain those issues, I'll check them when I go back from job. Thanks a lot.
 
Sorry, that crash was unexpected and I do not save my games as often I should, perhaps one of autosaves will contain those issues, I'll check them when I go back from job. Thanks a lot.
Well, apparently you reloaded an autosave and never got the crash again then?
 
OK here is the REpeatable CTD then . . / mini and save inside also
I need another day with your save. I've found and fixed 5 bugs and counting. 2 were crashes. 1 was an observed issue that may have caused another crash reported on this page. And another was pretty miscellaneous. But I've also found an AI error that would've led to an infinite loop if it hadn't been short-circuited by the protective code I wrote to defend against that stuff and to help me solve it when it comes up. That was a big one that could have a tremendous impact on turn times and other poor AI choices at least. And now I've found another one in the Air unit AI that takes place later down the line in the turn processing. I'm out of time to fix that one tonight. Sheesh! Way to round em up right before release huh?
 
SO is still the Best at findin' bugs. ;)

EDIT: Why is it now that my Mil units can occupy the same tile as another AI mil unit without the pop up asking if I want to declare war? I have No treaties with this empire. And No option for HS/SM/etc. Vanilla BtS combat Option On. I want to attack these units. And they moved onto my tile were the horseman is.
Civ4ScreenShot0012.JPG


JosEPh
 
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Nope, I had not got time to sit and play CIV. Work, work, work :(.
 
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