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

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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??

pic 2, Sparth can we get a newer btn for this, i dont like the "white" around the edges, looks out of place, thx . . . SO

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.

OK, i am getting pretty peeved on this bombardment stuff.

I have 4 siege towers, 5 trebuchets, 2 siege onagers, 1 Ballista, 1 heavy ballista, (all have merged at least once) cant even make a dent. So that really means in order, 8,10,4,1,1. Then i have 6 rams, all have merged 3 times, and they cant really make that much of a dent(well they do but i lose them as fast as i can use them when attacking the walls) ,. I also have the Merc Civic on and have promoted all the siege stuff at least 6 times and all the accuracy i can get for all ...

But when the AI get to my walls, they havent merged but the wall seem to deteriorate , what does the AI know that i dont? What do i need to get a wall down that has 450%?? i cant proceed any further till i take over these cities??


EDIT: Another CTD??

this one is about 10-15 turns later than the other one, same SVN, not the most resent one that you committed last, .
 
OK, i am getting pretty peeved on this bombardment stuff.

I have 4 siege towers, 5 trebuchets, 2 siege onagers, 1 Ballista, 1 heavy ballista, (all have merged at least once) cant even make a dent. So that really means in order, 8,10,4,1,1. Then i have 6 rams, all have merged 3 times, and they cant really make that much of a dent(well they do but i lose them as fast as i can use them when attacking the walls) ,. I also have the Merc Civic on and have promoted all the siege stuff at least 6 times and all the accuracy i can get for all ...

But when the AI get to my walls, they havent merged but the wall seem to deteriorate , what does the AI know that i dont? What do i need to get a wall down that has 450%?? i cant proceed any further till i take over these cities??.

I'll take a look at the crash point in a bit here.

I just looked into the code to investigate just to make sure I had my facts straight here. It looks like bombard rates do indeed improve significantly with merging (or should) so that's not the problem.

I think what you're up against must be a VERY high bombard defense value. This is a different factor from the city defense amount itself. The bombard defense value comes from national factors so for example, some wonders add bombard defense. You probably don't have the same degree of bombard defense value as your opponent does.

There's 2 things to note here:
1) If you can get visibility on the city you can look within and hover over the rook - the city defense help panel comes up and I added the Bombard Defense to be displayed there a while back. This should give you an idea of what you're up against with that.

2) There's a moddergameoption that sets the maximum bombard defense value. I believe this means there should be a Bug option somewhere that can establish what you'll accept as the maximum bombard defense level. The bombard defense value reduces bombard damage by a %. If the maximum is very high like 90-100% then you might be facing a situation where you're damage is just reduced to the point that it becomes truly minimal.

3) Spies can enter a city and put it into revolt which would certainly make it easier to attack the city that round. Just a strategic note.

4) There COULD be a bug though the code does look pretty straight. I still wouldn't mind further evaluating the game you have there with some instructions showing how to take a look at that particular siege. I might be able to find something out more about the situation - maybe merging and splitting is going the wrong way with the bombard variable or something (though very unlikely that.)
 
Note: I found and fixed your crash bug SO. Simple, easily made oops. Also easily corrected. Took a minute to figure it out looking at a mini though. Now I gotta take a look at the last reported issue with the ambusher moving out of a fort.
 
(release v36 = SVN Revision 8819)

I updated SVN this morning and have been having CTDs that seem to be related to my northern most Ambusher in a Roman pallisade outside Rome (controlled by Wrub). It seems to happen when the ambusher leaves the pallisade. From the save, you can advance the turn. If you leave him alone you can continue to play but if you move him out it crashes.

I ran across some unusual stuff when trying to reload the game but I didn't find any problems moving the ambusher out of the pallisade. My apologies for being unable to replicate the problem. Perhaps it is the specific direction or if you're attacking the unit to the east there. But I didn't see any problems with the 4 spaces I tried to move him out to. The unusual stuff suggested a recalc might help... maybe. It was pretty unfamiliar code it pointed to but it didn't seem to be right that it would cause a problem in the first place so perhaps a reference issue was taking place. I thought sure this would be easily resolved but it might need something more specific.

A minidump might help here if you have one.
 
2) There's a moddergameoption that sets the maximum bombard defense value. I believe this means there should be a Bug option somewhere that can establish what you'll accept as the maximum bombard defense level. The bombard defense value reduces bombard damage by a %. If the maximum is very high like 90-100% then you might be facing a situation where you're damage is just reduced to the point that it becomes truly minimal.

Yeppers that was it, i had it set to 100%, mis-read the darn thing, thx ., . . SO
 
Since my other game was crashing I started a new one and I think I got another bug. Instead of getting a stone thrower for a starting unit, I got a tamed lizard.
 

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In this screen, my enterprising tamed lizard which just popped a good hut that said the villagers are hostile does not have any hostile barbarians around it. Another bug?
 

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Since my other game was crashing I started a new one and I think I got another bug. Instead of getting a stone thrower for a starting unit, I got a tamed lizard.

Started another one and got the tamed lizard again.
 

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In this screen, my enterprising tamed lizard which just popped a good hut that said the villagers are hostile does not have any hostile barbarians around it. Another bug?

Your minidump showed a very odd place to crash. It really shouldn't have had a problem there. And the lizard??? Honestly that really must be a very strange bug. I'm seriously wondering if your file set is somehow corrupted. I might suggest you do a new checkout of the SVN version and see if you keep having such strange things happening.
 
Deleted all the old saves and the Caveman2Cosmos file in CivIV Mod file, got a new SVN checkout, started a new game and got the Lizard again. The only thing I haven't done is uninstall CivIV and re-install all components from scratch. (didn't want to have to do that)
 

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Deleted all the old saves and the Caveman2Cosmos file in CivIV Mod file, got a new SVN checkout, started a new game and got the Lizard again. The only thing I haven't done is uninstall CivIV and re-install all components from scratch. (didn't want to have to do that)

What difficulty level are you on? This would relate to that issue which is why I ask. I'm going to have to replicate this.
 
another LATEST SVN CTD

The mini isn't giving me any information that makes sense here. It's giving me info but sometimes it can give false info and that may be throwing off my assessment of the issue. Is this repeatable? Can I get a save for this?

It's hinting at some things but I'm not sure yet what exactly.
 
The mini isn't giving me any information that makes sense here. It's giving me info but sometimes it can give false info and that may be throwing off my assessment of the issue. Is this repeatable? Can I get a save for this?

It's hinting at some things but I'm not sure yet what exactly.

Yes its repeatable attached . .

EDIT: OK reverted back to 8818, and it went to the next turn??
 
EDIT: Also DH can you pls check this logging file out, there is alot of MOVIE stuff that seems is not working>>??

XmlArtTagVerification

It is saying that there is an empty art tag in the definitions for the movies. The XML only has two tags and both are there. This suggests the error is in the program making that log file.
 
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