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

Status
Not open for further replies.
No crash, just a minor cosmetic issue. I just met Penthesilea of the Amazonian Empire and her intro splash screen displays "AI_DIPLO_FIRST_CONTACT_LEADER_MARPESIA_1". I am using an older 8937 SVN version.
 
That's a good point. Could be a non-issue entirely. Not to say its not worth investigating further though. This could explain the civs that seem to get completely frozen (if STRIKE doesn't explain all of those entirely.)

No its tested correctly, its a problem, fix asap i want to continue my game. ;) As explained i moved one turn forward, AI civ looks good in gold so no STRIKE. No production. I reloaded, giving the AI oral tradition and moved on one turn, so they build knowledge enhertiance directly, then there is production. Remove the possibility that the AI can go to idle construction when they dont have to build anything. Should be allways meager production at least. Look the last screenshots of turn 400 in my scenario thread, these screenshots from the tested turns, all AI looks good. In this screenshot you see also australia is not producing anything, download my save (AITEST-Pit-34000...) that i provided on this here, then turn one time, australia is not building anything, give them orla tradition tech in WB, then turn one time, then there is directly knowledge inhertiance production. Hurry up addiction is calling to continue. ;)
 
No its tested correctly, its a problem, fix asap i want to continue my game. ;) As explained i moved one turn forward, AI civ looks good in gold so no STRIKE. No production. I reloaded, giving the AI oral tradition and moved on one turn, so they build knowledge enhertiance directly, then there is production. Remove the possibility that the AI can go to idle construction when they dont have to build anything. Should be allways meager production at least. Look the last screenshots of turn 400 in my scenario thread, these screenshots from the tested turns, all AI looks good. In this screenshot you see also australia is not producing anything, download my save (AITEST-Pit-34000...) that i provided on this here, then turn one time, australia is not building anything, give them orla tradition tech in WB, then turn one time, then there is directly knowledge inhertiance production. Hurry up addiction is calling to continue. ;)

The AI is not idling. It is somehow losing it's production queue. It's very mysterious how this could happen as it shouldn't be possible. This will take some very interesting creative approaches to analysis.
 
The AI is not idling. It is somehow losing it's production queue. It's very mysterious how this could happen as it shouldn't be possible. This will take some very interesting creative approaches to analysis.

Yep, removing this dont helps:

<ProcessInfo>
<Type>PROCESS_IDLE</Type>
<Description>TXT_KEY_PROCESS_IDLE</Description>
<Strategy>TXT_KEY_PROCESS_IDLE_STRATEGY</Strategy>
<TechPrereq>NONE</TechPrereq>
<ProductionToCommerceModifiers>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
<iProductionToCommerceModifier>0</iProductionToCommerceModifier>
</ProductionToCommerceModifiers>
<Button>Art/Interface/Buttons/Process/ProcessIdle.dds</Button>
</ProcessInfo>

Any other idear? But looks is only happening when they dont have a building left to build and when they dont see a need to build military units. But normal they will build wanderes if they dont have a building left to build. Hmm hmm... maybe a leader trait problem? That would explain that its not happening on all AI civs...

EDIT:

Its happening on my turn 400 savegame for these AI civs, check if they all have a same leader trait:

11. VICTORIA / England
13. ISABELLA / Spain
15. ALEXANDER / Greece
26. HANNIBAL / Carthage
33. SUPPI / Hittites
34. CHRISTIAN IV / Denmark
35. WILLEM VAN ORANJE / Netherlands
39. MENZIES / Australia
42. HEKE / Maori
43. KAMEHAMEHA / Polynesia
44. CHIEF HEAD HUNTER / Jivaro

Can you build into <ProcessInfo> if no production for 1 turn then build a meager production? OR check production at turn start, if no production, begin new production, if nothing left to build, then select a meager.

EDIT: I changed myself to these AI players, they dont have a building left to build. They have units left to build. They can select meager wealth but dont do it.
 
Pit did you check the Traits on those leaders you listed?

11. VICTORIA / England
13. ISABELLA / Spain
15. ALEXANDER / Greece
26. HANNIBAL / Carthage
33. SUPPI / Hittites
34. CHRISTIAN IV / Denmark
35. WILLEM VAN ORANJE / Netherlands
39. MENZIES / Australia
42. HEKE / Maori
43. KAMEHAMEHA / Polynesia
44. CHIEF HEAD HUNTER / Jivaro

Do they have a common Trait? (You have to do some leg work too you know) ;)

JosEPh
 
Pit did you check the Traits on those leaders you listed?

11. VICTORIA / England
13. ISABELLA / Spain
15. ALEXANDER / Greece
26. HANNIBAL / Carthage
33. SUPPI / Hittites
34. CHRISTIAN IV / Denmark
35. WILLEM VAN ORANJE / Netherlands
39. MENZIES / Australia
42. HEKE / Maori
43. KAMEHAMEHA / Polynesia
44. CHIEF HEAD HUNTER / Jivaro

Do they have a common Trait? (You have to do some leg work too you know) ;)

JosEPh

I tested deeper: I gave the idle button 34 like meager wealth no gold increase for the AI. They dont use the idle button. They just produce nothing when they dont have a building left to build, maybe the AI thinks now "I have to conserve my gold so i dont want to build a unit" but then they should select a meager production, a check up at turn start must be build in to check if there is no production, then the AI should select a production or a meager. Leader traits look all different, i dont think thats the problem.
 
If the problem is deeper than adjusting xml values then it's out of my realm. And T-brd's plate is very full right now. Maybe you could PM alberts2 to give you a hand?

Or we could reduce Eternity # of turns by about 4,000 turns and that would help mitigate the "nothing left to build" problem. :mischief::D

JosEPh
 
I suspect its happening when they are building something and suddenly can't. Like a wonder. But again, it will take a lot of analysis. It would be easier to know where to start if you could play a game, observing the AI as you have been, save the game at each round, and see if you can catch a repeatable situation where it always the next round has lost its build queue. Noting what it was building before this happened could help as well. If we can isolate if its just running out of choices or if something is yanking out from under them what they are building and leaving them in a null selection state, it could greatly speed up the process of debugging in the code.

'Nothing to build' should at least be finding a process selection. This has to instead be Null selection and since the AI cannot 'think' its way into that conclusion (or shouldn't be able to - if it can its a severe bug) then we need to get an idea of how and when they get stuck in this null.

Then two things need to be done:
1) Obviously repair how they got there or somehow keep them from experiencing it to begin with.
2) Build a method to detect if this is where they are at with their build queue and immediately force it to be resolved.

Step 2 alone could do the trick in effect but Step 1 could be very important because it could be a much bigger bug that represents some correct decision simply being queued incorrectly, in which case, something could be very broken that needs fixed.

Strongly doubt leader traits or even leader personality definitions have anything to do with this.
 
Hmm yeah there was some wonders build some turns before! Also i saw some AI civs building the same wonder and also australia was building a wonder!!! That it may be then one AI civ builded the wonder and the AI loos the production and the production was convertet to gold so the AI dont select a new building to build when they dont have one to build! But surely they should select meager then, but maybe dont works if they loos the wonder production. Let me check an earlyer save if all these AI civs tryed to build a wonder...

EDIT: No thats not the problem, also other AI civs that builded the wonders selected a new production after another civ finished to building the wonder, looks like has nothing to do with the wonders, happens if they dont have a building left to build, when they get a new tech what makes a new building available they start to build it directly, so theres a turn check needed or teach the AI so select always a meager when no building is available and they dont want to build units. But interesting why they dont build units then... anything has changed lately to make the AI not build many units?

BUT: It can still be a wonder problem! Maybe the AI civs got a tech in meentime that gave them a new building so they startet again to build, also i saw a civ after one turn building a gatherer, so maybe a new tech resets the building list and the AIjust checks is there something new to build, so they may also select a gatherer unit then, so maybe it may be caused when a civ finished a wonder and the others loos it and the production is converted to gold, after this they dont select a new production until they get a new building available.

But, dosent matter what cause this, turn check for production is needed i think.
 
Bought the complete Civ 4 collection off Steam. Downloaded C2C and unzipped it. Got a whole bunch of errors when it came to the scorpion art and a couple of other errors at the end. WinZip log attached.
 

Attachments

Hmm yeah there was some wonders build some turns before! Also i saw some AI civs building the same wonder and also australia was building a wonder!!! That it may be then one AI civ builded the wonder and the AI loos the production and the production was convertet to gold so the AI dont select a new building to build when they dont have one to build! But surely they should select meager then, but maybe dont works if they loos the wonder production. Let me check an earlyer save if all these AI civs tryed to build a wonder...

EDIT: No thats not the problem, also other AI civs that builded the wonders selected a new production after another civ finished to building the wonder, looks like has nothing to do with the wonders, happens if they dont have a building left to build, when they get a new tech what makes a new building available they start to build it directly, so theres a turn check needed or teach the AI so select always a meager when no building is available and they dont want to build units. But interesting why they dont build units then... anything has changed lately to make the AI not build many units?

BUT: It can still be a wonder problem! Maybe the AI civs got a tech in meentime that gave them a new building so they startet again to build, also i saw a civ after one turn building a gatherer, so maybe a new tech resets the building list and the AIjust checks is there something new to build, so they may also select a gatherer unit then, so maybe it may be caused when a civ finished a wonder and the others loos it and the production is converted to gold, after this they dont select a new production until they get a new building available.

But, dosent matter what cause this, turn check for production is needed i think.
Based on all that I have a feeling it has to do with caching and multi-threading so its way above my skillset.

Alberts? Any assistance on this possible?

Persistent CTD on turn update, same game as the previous CTD with the Clockpunk unit bug, but this one seems to happen for no particular reason.

I'll investigate this as soon as I can. I'm a bit stuck on trying to hack the main mp game password here.
 
Bought the complete Civ 4 collection off Steam. Downloaded C2C and unzipped it. Got a whole bunch of errors when it came to the scorpion art and a couple of other errors at the end. WinZip log attached.

The Steam install adds a couple of extra folders so the path gets too big/long. If you extract it into a folder, eg a new one on your desktop and then move that to the Mods folder it should work.
 
Persistent CTD on turn update, same game as the previous CTD with the Clockpunk unit bug, but this one seems to happen for no particular reason.

Bug fixed on the SVN. An AI city garrison tracking routine was built on the assumption that units guarding a city would never attack. This has changed now with the Arrest feature and in this case, the Law Enforcement was killed trying to make an Arrest, which ran into the problem where it would be assumed that the unit would still be alive after a point in the AI processing. The death of the unit was confusing the code severely.
 
TOFFER

There is something terribly wrong with your "sea" texture?? Could eventually lead to a ctd.
Spoiler :
attachment.php
That's an odd one, is it seen often? Did it lead to a CTD?
I don't even have a hypothesis on what could cause that...
 
That's an odd one, is it seen often? Did it lead to a CTD?
I don't even have a hypothesis on what could cause that...

what causes that is the graphic itself. We used to get that alot on units that others made. So something in the graphic itself needs to be changed or the textures re-done, but again it needs to be RE-DONE somehow, because it will sooner or later cause a CTD . .
 
what causes that is the graphic itself. We used to get that alot on units that others made. So something in the graphic itself needs to be changed or the textures re-done, but again it needs to be RE-DONE somehow, because it will sooner or later cause a CTD . .

Bad timing, I'm going to be away from my computer until early february, and I won't have time before I leave. :sad:
Perhaps the sea textures in my texture pack works as they should, they are pretty much redone.
 
SVN 8952 - After 2 months of absence I've updated SVN and now I can't run C2C.
Tried re-downloading whole SVN, tried reinstalling Civ4. Vanilla BtS runs without any problems, but when I try to run C2C nothing happens, even after minutes (yup - I've tried waiting because i remember times when C2C started after 15 minutes :)).
Anyone know what might be the cause and how to fix it?
 
SVN 8952 - After 2 months of absence I've updated SVN and now I can't run C2C.
Tried re-downloading whole SVN, tried reinstalling Civ4. Vanilla BtS runs without any problems, but when I try to run C2C nothing happens, even after minutes (yup - I've tried waiting because i remember times when C2C started after 15 minutes :)).
Anyone know what might be the cause and how to fix it?

This has happened to me also, Here is what i did:

1. Re-start your PC.
2. Click on the BtS exe start (make sure it starts ok)
3. Once in BtS, go to load a mod, and load C2C, that should solve the problem.
 
Status
Not open for further replies.
Back
Top Bottom