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

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It appears that the game is applying incorrect unit graphics for certain idle units - when a unit enters combat, the correct sprite is used.

Spoiler :

qrlrit.png


Spoiler :

9riu4p.png


Spoiler :

6o1t13.png



Also, would someone mind directing me know how to create thumbnails?
 
It appears that the game is applying incorrect unit graphics for certain idle units - when a unit enters combat, the correct sprite is used.

Spoiler :

qrlrit.png


Spoiler :

9riu4p.png


Spoiler :

6o1t13.png



Also, would someone mind directing me know how to create thumbnails?

You need to turn animations on in the game options (Ctrl-O).

To use thumbnails instead of images. Start with "Post Reply" or if you are using "Quick Reply" press "Go Advanced" then use "Manage Attachments" to attach the pictures.
 
Hi,

a small display bug by receiving research from huts :


in CvPlayer::receiveGoody() (CvPlayer.cpp)

Code:
line 9316 :     szBuffer += gDLL->getText("TXT_KEY_MISC_RECEIVED_RESEARCH", iGold, GC.getTechInfo(eTech).getDescription());

it should be iResearch, and not iGold as 2nd parameter
 
You need to turn animations on in the game options (Ctrl-O).

To use thumbnails instead of images. Start with "Post Reply" or if you are using "Quick Reply" press "Go Advanced" then use "Manage Attachments" to attach the pictures.

Thanks for both the answers.
 
Goody Huts are currently giving a python error when they pop. This is because of the auto logging some of us have on to report bugs.

In Python/Contrib/autologEventManager.py is the code
Code:
	def onGoodyReceived(self, argsList):
		if (AutologOpt.isLogTribalVillage()):
			iPlayer, pPlot, pUnit, iGoodyType = argsList
			if iPlayer == CyGame().getActivePlayer():
				GoodyTypeMap = {
						-1: BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_NOTHING"),
						0:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_LITTLEGOLD"),
						1:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_LOTSOFGOLD"),
						2:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_MAP"),
						3:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_SETTLER"),
						4:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_TRIBE"),
						5:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WARRIOR"),
						6:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STONESPEARMAN"),
						7:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_SCOUT"),
						8:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WORKER"),
						9:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_GATHERER"),
						10:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_XP"),
						11:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_HEALING"),
						12:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_TECH"),
						13:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WEAKHOSTILES"),
						14:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STRONGHOSTILES"),
						15:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STONETHROWER")
					}
				message = BugUtil.getText("TXT_KEY_AUTOLOG_VILLAGE_RESULT", (GoodyTypeMap[iGoodyType], ))
				Logger.writeLog(message, vColor="Brown")

This needs to change in some way to match the new goody system.
 
Why do the Mayans have 1.2 billion gold and the Great Wall in the Prehistoric Era in those screenshots?
 
on resources, in attached pic 1, i have a ruby mine on the left side of the city that was mined, but did not get credit for it, till i was close enough to the city with a different mine??

Anything on post # 56?
Ah... sorry I thought I had commented. So... looking at this, yes, that mine you circled and asked about IS outside of city vicinity so wouldn't trigger vicinity prereqs. The second one was within the city vicinity so did open up more building options.


EDIT: pic 1, how many bombard units are necessary to get some point reduced. I have bombarded now 3 times with these and not one single point is reduced??
Bombard defenses in the city can overpower the bombard ability of some units. That's a LOT of defense that city has so I can only assume that they are doing so little damage that it rounds down to zero. The units would need to improve so they can overcome the bombard defense levels in the city. Your rams probably have a better shot in this scenario.

pic 3, Since i have the Wonder, Heroes Epic which give me 100% Mil Prod, does something like a -10% Mil Prod hurt, or it doesnt matter, it will stay at 100%??
As answered earlier, it would mean you would be left with a total of 90% mil production bonus though that would be assuming those were the only two military production modifiers in the city.

Hi,

a small display bug by receiving research from huts :


in CvPlayer::receiveGoody() (CvPlayer.cpp)

Code:
line 9316 :     szBuffer += gDLL->getText("TXT_KEY_MISC_RECEIVED_RESEARCH", iGold, GC.getTechInfo(eTech).getDescription());

it should be iResearch, and not iGold as 2nd parameter
Ah... thanks for pointing that out!

Goody Huts are currently giving a python error when they pop. This is because of the auto logging some of us have on to report bugs.

In Python/Contrib/autologEventManager.py is the code
Code:
	def onGoodyReceived(self, argsList):
		if (AutologOpt.isLogTribalVillage()):
			iPlayer, pPlot, pUnit, iGoodyType = argsList
			if iPlayer == CyGame().getActivePlayer():
				GoodyTypeMap = {
						-1: BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_NOTHING"),
						0:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_LITTLEGOLD"),
						1:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_LOTSOFGOLD"),
						2:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_MAP"),
						3:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_SETTLER"),
						4:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_TRIBE"),
						5:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WARRIOR"),
						6:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STONESPEARMAN"),
						7:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_SCOUT"),
						8:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WORKER"),
						9:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_GATHERER"),
						10:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_XP"),
						11:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_HEALING"),
						12:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_TECH"),
						13:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_WEAKHOSTILES"),
						14:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STRONGHOSTILES"),
						15:	BugUtil.getPlainText("TXT_KEY_AUTOLOG_VILLAGE_RESULT_STONETHROWER")
					}
				message = BugUtil.getText("TXT_KEY_AUTOLOG_VILLAGE_RESULT", (GoodyTypeMap[iGoodyType], ))
				Logger.writeLog(message, vColor="Brown")

This needs to change in some way to match the new goody system.
I remembered seeing this when I looked at all 'goody' related stuff throughout python files but then didn't see it again when I looked later so I'd lost it. I suppose it just means lines need to be added for all the new goodies. Sigh... I'll get right on it!
 
It seems that the Slaughterhouse does not provide Bone though the Civpedia says so. The hover text says that I have 0 Bones though I have built plenty of Slaughterhouses.

If your civ hasn't qualified to trade bones yet it won't get bones from the building until that point. New adjustment to mechanics.
 
I believe that's been noted before. Not sure why bones would go obsolete exactly. But that's probably the issue, yes.

So I suppose I'll take a look at when it obsoletes and remove the obsoletion since we still use bones in quite a few things today... not just the crypt.
 
There are a couple of resources which go obsolete that cause problems when they do. For example Papyrus goes obsolete but the Plantations and other improvements that can be built on plots with papyrus remain and continue to give the sort of yields that they did before when they should be not valid on that plot anymore.
 
Why on earth do bones need to be a resource?
 
The Mechanic and Motor Pool units both require Tools, but as far as I can tell Tools are only provided by Forges while the Foundry upgrades don't provide them anymore. I'm guessing it should be Power Tools?
 
To stop you building stuff you should not if you don't have it:D. Basically the same reason iron is.
Good answer.
There are a couple of resources which go obsolete that cause problems when they do. For example Papyrus goes obsolete but the Plantations and other improvements that can be built on plots with papyrus remain and continue to give the sort of yields that they did before when they should be not valid on that plot anymore.
We should really start identifying those and eliminating the obsoletion. It's not like we don't use papyrus today, just not to the same degree it used to be used. If it doesn't qualify anything else it doesn't mean its something the people don't want.

The Mechanic and Motor Pool units both require Tools, but as far as I can tell Tools are only provided by Forges while the Foundry upgrades don't provide them anymore. I'm guessing it should be Power Tools?
Good points. I'll correct those.

Then again, the question is, should not the Foundry and various upgrades from there still provide standard tools?
 
when i try to build route 66 my turn process goes infinite. when i take it of the queue turn advances. all squares are railroad by then


ggm
 
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