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

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One my AI opponents has stopped researching anything. He's actually the second leader in score, behind me, and was giving me a run for my money in tech advancement for a long time until I finally outpaced him (before he stopped researching altogether).

I first thought it was either just an issue with espionage (not having enough points or the "what's he's researching" display itself bugging), but I finally thought to check using world builder and his research target is currently "none." (He also has a few cities assigned to research and 90% research slider.) This has actually been true for a long time, I believe more than my last golden age (20+ turns), so I'm not entirely sure what may have caused it

Using the WB I see I can manually assign a tech for him to research, though I haven't done so yet as I don't have time at this very moment to play a few turns to see if it would fix things.

Just wondering if this was a semi-known issue or if there was something I am overlooking as to why he would have stopped doing so, such as an action I or another AI might have taken to stop it. Let me know if there is any more information that you'd want to possibly diagnose it.

Edit: this might have been better to go in the other thread, as this game SVN only in the sense that it includes the v36 patches, it isn't SVN itself.
 
The Ecstasy Lab can never be built because it needs Bark which isn´t available anymore this late in the game.

Well, I don´t really mind, don´t need this ugly stuff, but just sayin´ ;) ...

And that is precisely part of the reason I keep saying that there are way too many resources in C2C. Buildings would be a superior way to handle that, especially if the mod will insist on requiring ancient resources in the modern era.
 
@Niveras,

Do you have Revolutions On for this game? And what Victory conditions are active. The more details on how you set this game up is always needed.

A screenshot (or 2) and savegame are always helpful.

JosEPh
 
Bark isn't available at that time huh? Ok... Not quite sure why 'bark' was necessary at all - even if its derived in part from bark, it's all chemicals when you get down to it. The next update will take care of this by simply removing the odd prereq.

Sassafras oil, which is produced by steaming the bark of the sassafras tree, contains a lot of safrole, which is the main precursor chemical for XTC production. Of course, in theory, modern chemists can turn any compound into any compound as long as the starter compounds contain the right atoms, but it is muuuch easier if the starting compound already resembles the intended product. Besides, not all criminal gangs have access to Walter White type chemists so easy recipes are necessary.
 
One my AI opponents has stopped researching anything. He's actually the second leader in score, behind me, and was giving me a run for my money in tech advancement for a long time until I finally outpaced him (before he stopped researching altogether).

I first thought it was either just an issue with espionage (not having enough points or the "what's he's researching" display itself bugging), but I finally thought to check using world builder and his research target is currently "none." (He also has a few cities assigned to research and 90% research slider.) This has actually been true for a long time, I believe more than my last golden age (20+ turns), so I'm not entirely sure what may have caused it

Using the WB I see I can manually assign a tech for him to research, though I haven't done so yet as I don't have time at this very moment to play a few turns to see if it would fix things.

Just wondering if this was a semi-known issue or if there was something I am overlooking as to why he would have stopped doing so, such as an action I or another AI might have taken to stop it. Let me know if there is any more information that you'd want to possibly diagnose it.

Edit: this might have been better to go in the other thread, as this game SVN only in the sense that it includes the v36 patches, it isn't SVN itself.

No... first time I've seen a report of this nature. Aside from trying to read the code and figuring out how this is possible, it would help to have a save from the round before they fail to make a selection. I SUSPECT that it may have to do with the Concrete stuff though - theoretically they may be 'seeing it' for evaluation and trying to select it but coming up with an inability to assign it and there may not be a catch for that. So it'll take some searching to find where this could be taking place.
 
Argh! Those Early Merchants are doing what I want Recons to be able to do with RoP before I can have RoP. They are exploring my lands and there is nothing I can do about it! The only hidden nationality units I can build, Sneekers, can't attack them. I don't have any of the combat mods on.
 
Stalkers would certainly be able to attack them without Amnesty being on. And they'd be able to outside of your borders even with it on. You wouldn't be able to attack them in your city regardless of options. However, there really should be a requirement that the unit is there under RoP or Open Borders before they are immune to hostilities due to Amnesty so I'll have to look at that and some of the interactions with bRivalTerritory which I'm pretty sure is the tag giving Early Merchants always access. We could change the Merchants to have <bPassage>1</bPassage> instead of bRivalTerritory if you like, and that would make them require an RoP, but that means the earliest merchants are useless at getting to rival cities to trade with.
 
It was stalkers and they can't attack the early merchant if it is in my territory. I'll see if I can get a save for you.

The merchants are working as they should. It is the counters that are the problem.
 
@Niveras,

Do you have Revolutions On for this game? And what Victory conditions are active. The more details on how you set this game up is always needed.

A screenshot (or 2) and savegame are always helpful.

JosEPh

Sorry, yeah, I was dumb and didn't read the first post about actually providing the requested basic minimum of information regarding AI bugging.

Revolutions not enabled, victories are Conq, Dom, Religious, Demo, Culture. Screenshots and current save game attached, AI BBAI log as well. I had to zip the savegame since it was very slightly over 2mb, which is the stated limit for the forum to accept save game uploads.

Incidentally, the only reason I have the BBAI log is because I had a "slow turn" issue many turns ago. It seemed as though the game had frozen or gotten stuck in a loop - taking several minutes, where previous turns were <1 minute - so I turned on AI logging to see whether I could identify the culprit back then. However, I instead left the game to process while doing other things, and it had resumed fine when I returned ~10 minutes later. Subsequent turns are back to their normal <1 minute processing time. I believe this was a few techs after the transition to Classical era, but I'm not 100% sure, nor what I might have research during that time (as I definitely had higher priorities than Mail, which is the first tech completion to show up in the BBAI log). Not sure if that excessively long turn is somehow related.

Thunderbrd said:
No... first time I've seen a report of this nature. Aside from trying to read the code and figuring out how this is possible, it would help to have a save from the round before they fail to make a selection. I SUSPECT that it may have to do with the Concrete stuff though - theoretically they may be 'seeing it' for evaluation and trying to select it but coming up with an inability to assign it and there may not be a catch for that. So it'll take some searching to find where this could be taking place.

Unfortunately, my autosaves don't go far enough back to a time prior to the missing research, since I played a lot of turns figuring it was just an espionage issue before deciding to look more closely.

I'll probably end up orphaning this game and starting over at another step up in difficulty, since I've pulled so far ahead at this point that winning is just a matter of enough next turns (or conquering cities if I was so inclined).
 

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Yeah, it's gotta be Amnesty then. Must have not specified that there must be a RoP or Open Borders at a point where it should've been.

It looks like I don't have the latest update. I will get that in and see if it is still an issue. That way I can get you a save if it is still a problem;)
 
Sorry, yeah, I was dumb and didn't read the first post about actually providing the requested basic minimum of information regarding AI bugging.

Revolutions not enabled, victories are Conq, Dom, Religious, Demo, Culture. Screenshots and current save game attached, AI BBAI log as well. I had to zip the savegame since it was very slightly over 2mb, which is the stated limit for the forum to accept save game uploads.

Incidentally, the only reason I have the BBAI log is because I had a "slow turn" issue many turns ago. It seemed as though the game had frozen or gotten stuck in a loop - taking several minutes, where previous turns were <1 minute - so I turned on AI logging to see whether I could identify the culprit back then. However, I instead left the game to process while doing other things, and it had resumed fine when I returned ~10 minutes later. Subsequent turns are back to their normal <1 minute processing time. I believe this was a few techs after the transition to Classical era, but I'm not 100% sure, nor what I might have research during that time (as I definitely had higher priorities than Mail, which is the first tech completion to show up in the BBAI log). Not sure if that excessively long turn is somehow related.



Unfortunately, my autosaves don't go far enough back to a time prior to the missing research, since I played a lot of turns figuring it was just an espionage issue before deciding to look more closely.

I'll probably end up orphaning this game and starting over at another step up in difficulty, since I've pulled so far ahead at this point that winning is just a matter of enough next turns (or conquering cities if I was so inclined).
Try a recalc (CTRL-SHIFT-T) - it might get the AI to set its research.
 
It looks like I don't have the latest update. I will get that in and see if it is still an issue. That way I can get you a save if it is still a problem;)

I did just now check to ensure that the Stalkers have HN and bAlwaysHostile, which they do, so they're running into a special case as to why they cannot attack that would apply to any similar unit, not just them.

I'll take a look at the save when you can generate it and once I've cleared a little off the plate here.
 
Couple of errors in present SVN

Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 630, in lookupFunction
File "BugUtil", line 624, in lookupModule
ConfigError: No such module 'DynamicCivNames_EM'


and

[4979.656] info type 'IMPROVEMENT_GRAPE_GATHERER' not found, Current XML file is: xml\Units\CIV4BuildInfos.xml
 
The first one is my mistake, I forgot that it was the same file I was working on for the new tech screen.

The second indicates something wrong on your side as IMPROVEMENT_GRAPE_GATHERER is there in the terrain folder improvement file as expected.
 
Small inca and maya civ problem reported in my scenario thread.
 
No it isn't Amnesty as far as I can see, as I think I forgot to turn it on. I also don't have a RoP with the nation.

Please double check on this. Reviewing the code, it looks like the obvious culprit as suspected. I had not ensured that an RoP or Open Borders was established as a prerequisite for Amnesty to be in effect.

While there COULD be another unfound scenario, this one is obviously an issue with the current code and I'm fixing it now. But this makes it important to be sure this was all that was taking place there.

You can always see what options you're running while you're in the game via the Red Fist screen (but I'm sure you know that.)

If Amnesty isn't on... I'm not sure what the issue is so a save would be very useful.
 
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