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

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Need something done about this, i believe its something to do with the rock formation texture?? Anyone???

2 pics: one closer look, one world view of same object???

If someone needs the savedgame i have it . .
 
I am not seeing that on my map, perhaps it is the way it interacts with the new mountains.

Dont know, got to get with Toffer when he gets back, he has to re-do the sea also, because it does the same thing . . and what new mountains, didnt know we had any??
 
Weird, I just did a recalc and it is not happening any more
Fair 'nuff. Let me know if you do get an example case to examine.
Need something done about this, i believe its something to do with the rock formation texture?? Anyone???

2 pics: one closer look, one world view of same object???

If someone needs the savedgame i have it . .
lol... who needs to build a space elevator when it's already a natural wonder?
 
Takes to long to climb that, so there still a need for a space elevator. :lol:

I dont have hide and seek enabled, the button you saw in my screenshot still shows up on tracker movement. Should be not there when you have hide and seek off or?
 
Takes to long to climb that, so there still a need for a space elevator. :lol:

I dont have hide and seek enabled, the button you saw in my screenshot still shows up on tracker movement. Should be not there when you dont have hide and seek off or?

Yeah. The mission is core compatible, even if the unit doesn't have any opportunity to get into the situation where that's going to become possible for them. There are still units in the core that can use it and it doesn't validate on whether the unit can be invisible or not, only on whether another opponent unit is visible on the same plot.
 
k. I'll look into it asap.

EDIT: The mini suggests a few things but fails to get to the heart of it. I'll need to run the game to find it. That might take a bit more time for me to clean up some xml things I'm in the middle of to get to it. I'll get on it as soon as I can though.

EDIT: Found not only the problem and fixed it but it pointed out a way to speed things up a little. Probably hardly noticeable but every bit helps right? Will have the fix on the SVN shortly.

EDIT: Fixed.
 
The AI is still sending gatherers out in the wild unprotected and the barbarians including animals are ignoring them.

Hmm... animals might ignore on a random basis any unit but if it's an ALWAYS ignore kinda thing then something's certainly not right there.

I'll be looking at a lot of AI issues soon so I'll make sure to check on what's taking place with that.
 
I just did an update to the latest SVN and get a CTD straight away on loading a game. I get
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "MoreCiv4lerts", line 140, in onBeginActivePlayerTurn
  File "MoreCiv4lerts", line 337, in CheckForAlerts
  File "MoreCiv4lerts", line 446, in getBonusTrades
  File "TradeUtil", line 379, in getTradeableBonuses
RuntimeError: unidentifiable C++ exception
as the game is loading edit I had an event early on in the game which gave my pearls resource a boost.

edit I tried loading it again and it worked fine. This time the event sign was placed on the map, it wasn't when it crashed. I am attaching the save just in case you can trace the problem
 

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nvrmd i have "stay the Hand" on, my bad

I read this earlier but didn't have an opportunity to respond. Was going to say that was my suspicion. Nice to see I was right on that. And that it was so easily resolved for you.
 
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