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

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using the latest SVN ( 8849 ).

after researching the first technology ( prehistoric Start , Eon speed ) every subsequent technology is shown as only taking 1 turn to research - game unplayable.

DavidR
 
using the latest SVN ( 8849 ).

after researching the first technology ( prehistoric Start , Eon speed ) every subsequent technology is shown as only taking 1 turn to research - game unplayable.

DavidR
I was unable to replicate the problem. I'd need your savegame. Maybe. Not sure I would be able to resolve it still.
 
Thunderbrd,

As requested please find attached 3 saves from a current game which has suddenly caused all technology to be available in 1 turn.

I started a new game and all seemed ok , but after I had received aid from goody huts to research Cave Dwelling the technolgy tree showed every technology as needing 1 turn to research

There is a save game from the beginning , my last auto save and the save after the problem.

DavidR

PS could this problem have anything to do with receiving more help from a goody hut than was necessary to finish a technology ( in my case Cave Dwelling ) ?

PPS I have just replayed the game from the auto save position and this time did not receive any technology assistance from Goody Huts towards Cave Dwelling. As a consequence on finalizing the research of Cave Dwelling the Technology Tree appears normal with the next technology 20 turns away. It does seem to me that assistance from Goody Huts which causes more help than required to research a technology can cause an overflow which corrupts the technology tree. Any thoughts or suggestions on this ?

PPSS I have also noticed that all barbarian animals will not attack any of my units whilst they are exploring , but will move out of the way - is this WAD ?
 

Attachments

Thunderbrd ,

I continued playing and suddenly a Goody Hut gave me 847 research points towards Cooking , Cooking became available immediately and the Technology Tree now shows all Technologies to be available in 1 turn.

The save game showing this is attached.

The bug must in some way be connected to the research points given by villagers and the immediate completion of a Technology.
 

Attachments

Another game played at Snail pace . Everything all right until a Goody Hut gave research points to finish a technology , then 1 turn technologies from then on.

Saved Game attached
 

Attachments

Another game played at Snail pace . Everything all right until a Goody Hut gave research points to finish a technology , then 1 turn technologies from then on.

Saved Game attached

Before I look into this, let me ask, if you continue to play through, do they continue to be at 1 round each? I suppose it's possible that the effect is somehow adding not a one time bump in technology research amounts but an every round effect but that would be odd. I can also imagine that the tech tree THINKS you have the ability to produce that much tech every round but it's mistaken and thus would clear up the round after. Have you continued to play through to see if it clears up?
 
Thunderbrd

I have just played a few turns from my last save game ( post 225 ) and for 2 consecutive turns I researched a technology each turn , then the amount of time needed seemed to return to normal - but for how long ?

I will leave it to the experts to advise if there is a bug.

Davidr

PS Can the amount of research points from a Goody Hut be used for 2-3 technologies if enough points are available ? This would not explain why all other technologies show 1 turn though.
 
You can get results as high as +100% of the amount of research it would take to research the tech you're on. IF you have already nearly completed the tech, then what would happen is you get most of the research it would take if you didn't have anything towards that tech, in addition to what you already have, which would create a lot of spillover. Then you consider that the next round you move forward you get another round of research compiling and you can see more than one coming per round for a few. However, this would only be likely to happen on fairly easy game difficulty settings as the higher results like that wouldn't be awarded as commonly or at all on tougher settings.
 
Updated my saved game to the most recent SVN and I now have a Lunar Sciencebooster building available to build in the Prehistoric Era.
 

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Updated my saved game to the most recent SVN and I now have a Lunar Sciencebooster building available to build in the Prehistoric Era.
@Faustmouse.
 
Rogue still cant get on tomol unit but can go on raft. Should be able to get on tomol also then.

(Already reported) BUG: After last update i can build in every city in prehisstoric era Lunar since booster. ;) Look screenhot.

Earthwall looks like earth + stone wall, should be only earth maybe. Screenshot 2. Maybe remove stone from the earth wall, should be not there bevore masonry, just a wall of earth/soil/ground.

How about terrorist units and anti terrorist units, like if someone use terrorist and get captured it will disrupt the using countrys relation to other countrys or make some events where religious fanatics may spawn terrortist units. Military + spy skills in one unit maybe. Anti terror units like special forces and spys to find hidden terrorist bases.

Unit viper still has no audio sample. No zzzzzzzszzzzszzzz. Bug message on double click in message log.

This wolf unit will never move, only if they spawn there, maybe terrain type? Screenshot 3.
 

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I've said before that I think that space stuff (being so far in the future of the mod, in every respect) should be in its own (deactivateable) module.
 
Rogue still cant get on tomol unit but can go on raft. Should be able to get on tomol also then.
While I would have this resolved with my review of these units, I figured it wouldn't take long to go in and give them the correct specialunittype definitions so next time I commit this will be a part of it.
 
Was the way forts work with zoc changed recently? I have a line of forts, like this:

X1XF
FX2X

I'm under attack, and the AI was able to pass from position 1 to position 2, with a huge stack of regular units. I _am_ playing with zoc enabled. I checked into world builder and confirmed that the zoc for each fort is intact - I can't pass from the 1 to the X below, but I can pass from the zoc of the fort into the zoc of the other. I also checked for Open borders vs Closed borders - no change!

Was zoc changed recently? I did look at the change logs, but couldn't find anything ...

This would ruin the "build a defensible border" idea (and a game where I am beating back doom stacks of hundreds of AI units with mere dozens of my own.)

Could the reason be that Fort A is not visible from Fort B (hills and forests in between). I didn't test this in flat terrain.

Thanks!
 
I've said before that I think that space stuff (being so far in the future of the mod, in every respect) should be in its own (deactivateable) module.

It is. Just turn off FaustMouse in the main MLF.

Was the way forts work with zoc changed recently? I have a line of forts, like this:

X1XF
FX2X

I'm under attack, and the AI was able to pass from position 1 to position 2, with a huge stack of regular units. I _am_ playing with zoc enabled. I checked into world builder and confirmed that the zoc for each fort is intact - I can't pass from the 1 to the X below, but I can pass from the zoc of the fort into the zoc of the other. I also checked for Open borders vs Closed borders - no change!

Was zoc changed recently? I did look at the change logs, but couldn't find anything ...

This would ruin the "build a defensible border" idea (and a game where I am beating back doom stacks of hundreds of AI units with mere dozens of my own.)

Could the reason be that Fort A is not visible from Fort B (hills and forests in between). I didn't test this in flat terrain.

Thanks!

Silly question but are the forts manned with units that can see the stack?
 
Was the way forts work with zoc changed recently? I have a line of forts, like this:

X1XF
FX2X

I'm under attack, and the AI was able to pass from position 1 to position 2, with a huge stack of regular units. I _am_ playing with zoc enabled. I checked into world builder and confirmed that the zoc for each fort is intact - I can't pass from the 1 to the X below, but I can pass from the zoc of the fort into the zoc of the other. I also checked for Open borders vs Closed borders - no change!

Was zoc changed recently? I did look at the change logs, but couldn't find anything ...

This would ruin the "build a defensible border" idea (and a game where I am beating back doom stacks of hundreds of AI units with mere dozens of my own.)

Could the reason be that Fort A is not visible from Fort B (hills and forests in between). I didn't test this in flat terrain.

Thanks!

Sounds like a good game, even if you DO use ZoC. (not a fan)

let's see...
X1XF
FX2X
Moving from 1 to 2? Is possible. You would be moving from one zone source's zone to another and that's not a problem. It's only a problem if you're moving from a zone source's zone of control (plots adjacent to a zoc source) to another plot within the same zone. These units followed the rules of ZoC legally.
 
Sounds like a good game, even if you DO use ZoC. (not a fan)

let's see...
X1XF
FX2X
Moving from 1 to 2? Is possible. You would be moving from one zone source's zone to another and that's not a problem. It's only a problem if you're moving from a zone source's zone of control (plots adjacent to a zoc source) to another plot within the same zone. These units followed the rules of ZoC legally.

I thought that moving from any zoc into any other zoc should be impossible? That's how it seemed to work with moats. I like that feature, because it makes border battles more interesting. Without it, forts basically can't stop an advance.

Not sure if units in both forts can EACH see the enemy stack - one of the tiles between is a hill, which would block sight - but tested in in flat desert terrain, and it was the same.

Maybe there could be an option to turn the enhanced zoc back on?

Thanks!
 
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