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

Status
Not open for further replies.
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.
Erm... did that even happen in vanilla bts in neutral land? Pherhaps it did, but I would hate having to click "no" to that question as that would happen far more often than clicking "yes".
Just alt+click the nation in the score list that you want to declare war on.

Edit: perhaps it should be possible (or already is?) to hold down a hotkey like "alt" when moving the unit to automatically declare war and attack the nation that may occupy that plot.
 
9388
  • On size matters and the graphic option to have multiple unit models displayed for a single unit, when units are at full health, they display with one mesh model for each level of group volume they are at.
Pretty sure this is causing the "units with no unit models" bug.
Tribal guardian is completely invisible for me in a new game, and it persist over end turns. Same happened to one of the three splitted starting stone thrower, but it got a model after one end turn.

Edit:
My first trained wanderer also had no unit model ;lasting over end turns.
Gatherer with no unit model from gathering tech.
First trained stone thrower has no unit model, persist over turns.
 
Last edited:
Bug: sudden AI superproduction.

I was trying out a new game with latest SVN, early prehistory, experimented a bit then decided to go back a few turns by loading an autosave. I pressed end-of-turn and suddenly the AI city of Amsterdam managed to build 7 wonders in the same turn. Note that it didn't do that in my first playthrough, but in the reloaded autosave it does. Anyway the bug is reproducible so I've attached the autosave to this post.

Steps to reproduce: load autosave, press end-of-turn. AI city of Amsterdam now builds 7 wonders in the same turn.
 

Attachments

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.

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.

When an LE unit gets the arrest button for a wanted criminal why not wake up the LE unit.
 
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.View attachment 461094

JosEPh
If they moved onto your tile, you'd not have been given the popup. It generally only happens when YOU move onto a tile they are on. I'm not sure whether it would happen if they are already on a tile where military units of yours are sharing the same tile or not. But if you take an attack capable unit and go to move to a plot that a neutral civ unit is already on, it should prompt you to see if you mean to attack or not. But it's always safer if you really mean to declare war with a move, to just declare it first without relying on that popup as it seems it CAN be a little unreliable.
 
Bug: sudden AI superproduction.

I was trying out a new game with latest SVN, early prehistory, experimented a bit then decided to go back a few turns by loading an autosave. I pressed end-of-turn and suddenly the AI city of Amsterdam managed to build 7 wonders in the same turn. Note that it didn't do that in my first playthrough, but in the reloaded autosave it does. Anyway the bug is reproducible so I've attached the autosave to this post.

Steps to reproduce: load autosave, press end-of-turn. AI city of Amsterdam now builds 7 wonders in the same turn.
Good catch. Will take a look asap.
When an LE unit gets the arrest button for a wanted criminal why not wake up the LE unit.
Because that would clear their buildups. I'd like it if a unit set to sentry would wake up but since it's in the city it won't and to tamper with that is so likely to introduce other bugs that it really is best to leave it alone unless I want to spend a few weeks just trying to achieve that safely. I'll probably look into it at some point when I'm reading code and achieve some new insights regarding the already oddly functioning sentry stuff.
 
If they moved onto your tile, you'd not have been given the popup. It generally only happens when YOU move onto a tile they are on. I'm not sure whether it would happen if they are already on a tile where military units of yours are sharing the same tile or not. But if you take an attack capable unit and go to move to a plot that a neutral civ unit is already on, it should prompt you to see if you mean to attack or not. But it's always safer if you really mean to declare war with a move, to just declare it first without relying on that popup as it seems it CAN be a little unreliable.
However their moving onto a tile containing your units should still have caused a war. Them declaring war on you!
 
However their moving onto a tile containing your units should still have caused a war. Them declaring war on you!
No... if two nations not at war encounter each other's combat capable units in neutral territory, they have always been able to peacefully share the tile. The option for declaring war when the other player moved his unit onto yours should have been given at the time of the movement but if he chose not to then it was still quite possible to share the tile since you are NOT at war.

BTW: @DH: While I'm at it, I figured I should explain that I'm having to revert your latest changes to CvRandomEventInterface.py. I could probably 'fix' it if I was a little better at python but I don't want to meddle with it too much. The problem is that you are calling for the index of the sanitation and crime control slaves and then trying to get the count of them in the city but you haven't yet defined them in the xml. So you're calling for information stored on a NULL index... crashy crash crash time. I'm sure it's an easy fix for ya but I know you've got stuff going on so until you can get to it, I have to simply revert that file's last changes for now. If you CAN get to it... cool!
 
Pretty sure this is causing the "units with no unit models" bug.
Tribal guardian is completely invisible for me in a new game, and it persist over end turns. Same happened to one of the three splitted starting stone thrower, but it got a model after one end turn.
It's strange how it seems to work intermittently. There's more to understand about this system than I thought, which is understandable given the fact that I have no visibility on much of it. There's also some options that interact with it on the graphic options panel that may cause some oddness.

In the DLL I'm working on I gave consideration to the possibility that group volume could end up being 0 on some units but on ANY military unit it shouldn't... I'll have to have you rerun these tests with that DLL once I have it. My tests all showed it was acting perfectly the first time so it might be due to differing graphic options.

My first trained wanderer also had no unit model ;lasting over end turns.
Gatherer with no unit model from gathering tech.
First trained stone thrower has no unit model, persist over turns.
That stone thrower... did it have a model before or after a split or was it just at gamestart and you don't know because you didn't split him?
 
Now, after several turns no CTD observed. Camel riders seem to be normal again, but:


Another ghostly unit without visible 3D mesh:

galleyghost_zpsuyjobhby.jpg
 
Now, after several turns no CTD observed. Camel riders seem to be normal again, but:


Another ghostly unit without visible 3D mesh:

galleyghost_zpsuyjobhby.jpg
Is this happening at first for all units as they enter the game but after a save or something happens down the road, they start being visible perhaps?
 
I think so. After two or three moves, the galley in the screenshot was visible again.
 
I think so. After two or three moves, the galley in the screenshot was visible again.
Ok... I finally have a theory as to what's happening then. Please let me know if you can confirm ALL units when trained or entering the game end up as invisible for a while.
 
That stone thrower... did it have a model before or after a split or was it just at gamestart and you don't know because you didn't split him?
The one I started with at turn 0 had unit models, but when I split it one of the three units that emerged had no model.
Later I trained one that had no model, didn't try to split that one.
 
one of the three units that emerged had no model
hmm... that defies the theory a little. But not entirely. A bit odd is all. I'd think it would always happen or never happen especially when you have a situation where all three emerging from a split have just gone through identical procedures to initialize. If one of the three HAD a model it would make more sense than the other way around because then it would mean that the one that had been selected to be the head unit of the stack had been denoted as requiring a cleanup but being the opposite of that is just strange. Still I think I can fix this quite easily later tonight.
 
hmm... that defies the theory a little. But not entirely. A bit odd is all. I'd think it would always happen or never happen especially when you have a situation where all three emerging from a split have just gone through identical procedures to initialize. If one of the three HAD a model it would make more sense than the other way around because then it would mean that the one that had been selected to be the head unit of the stack had been denoted as requiring a cleanup but being the opposite of that is just strange. Still I think I can fix this quite easily later tonight.
The one with no model was the one that was selected by default after the split.
 
Bug: sudden AI superproduction.

I was trying out a new game with latest SVN, early prehistory, experimented a bit then decided to go back a few turns by loading an autosave. I pressed end-of-turn and suddenly the AI city of Amsterdam managed to build 7 wonders in the same turn. Note that it didn't do that in my first playthrough, but in the reloaded autosave it does. Anyway the bug is reproducible so I've attached the autosave to this post.

Steps to reproduce: load autosave, press end-of-turn. AI city of Amsterdam now builds 7 wonders in the same turn.
Still gotta look into this but the crashes that have been reported and the graphic issue with units have been resolved with my latest update.
 
After latest SVN ALL animals are invisible (pic 1)

also, captives - mil are now 4 units ingame, whereas they were just 1?? (pic 2)
I think the problem is not the invisibility. You can't see them because they have high stealth capabilities. The problem is that you can see their flags.

I started a game today with SVN 9390. There is some jungle near my capital and there is a jaguar in that area. I see it's flag and I can see it's movement even if I can't see the animal itself. I know it is a jaguar because I saw it to eat some of my stone thrower units. :D
 
SVN 9388 updated to 9390.
Suddenly, there are many animal and sea creature flags with no graphic depiction of that life form under said flag... if I move a unit over any of those tiles, nothing happens. Seems like the spawn area is now showing up on the map?
 
Status
Not open for further replies.
Back
Top Bottom