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

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No one has changed the Python. I am currently working on it.

I have not had any problem with adding stuff to the end of the build list with national units. I even have added "make many" at the end. I have down loaded the save to look at but since I have a different version of that module I may not be able to do anything anyway.

edit I was not able to replicate the error using your save and following instructions:(. I got a new Warlord Corporal at the end of the queue and could not add any more because the limit was reached, ie all as should be.

Top of the queue then> did you use the "shift" key? or the ctrl key??
 
If I use the right-shift key I have no problems. If I use the left-shift key I get the error you get.

aah ha i knew it was there, thx. phew thought i was going to have to track down when it was committed . .

yeah, the left side is all i use . .
 
Is it a bug that only a few AI civs use the tribe unit from tribalismus or what makes them using it and build new citys? Is the AI building more citys from tribalismus in your games or only more citys after the tech that gives them the normal settler unit? Anyone know wich circumstances must happen for the AI to expand and build a new city?
 
Is it a bug that only a few AI civs use the tribe unit from tribalismus or what makes them using it and build new citys? Is the AI building more citys from tribalismus in your games or only more citys after the tech that gives them the normal settler unit? Anyone know wich circumstances must happen for the AI to expand and build a new city?

Depends on a number of factors. Some AIs may be trying to prepare to send out a settling effort but held up by other priorities. As a player I get into this situation a lot myself unless I've done a very good job pre-planning for tribalism. Not the least delay comes with changing civics which means immediate anarchy and often opens up some really good buildings that I like to build first. Then there's also the building of the defenders to accompany the tribe. Some AIs may also be distracted by strike team invasions or economic hardships taking place at the time for whatever reason.

I'm not sure if it's been fixed or not but the Aggressive AI and Ruthless AI options can cause big delay issues for settling last I looked.
 
Not a bug but...
abrakadabra in Civ4TechInfos.xml? :lol:
There are a number of "abrakadabra"s in the file.
 

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Not a bug but...
abrakadabra in Civ4TechInfos.xml? :lol:
There are a number of "abrakadabra"s in the file.
Hehe, I had two documents one with the new, now removed, tech buttons and fixed soundMP entries and one that was on the SVN where the buttons and the sound MP had been reverted to an earlier state. So to be able to quickly edit it correctly with winmerge I had to add a line between soundMP and button that was identical in both documents. Winmerge hotkeys "alt + ↓" find next lines that do not match; "alt + → (←)" Transfer all lines from left (right) to right (Left) that don't match between documents. The plan was of course to remove the silly word I placed between those lines before the SVN commit. :)
 
Just got this python error when trying to get more than 1 Warlord Corporal . .


Traceback (most recent call last):

File "CvScreensInterface", line 1376, in forceScreenRedraw

File "CvMainInterface", line 1443, in redraw

File "CvMainInterface", line 5335, in updateInfoPaneStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

adding savedgame incase you want to try, just go to the Capital and try to get the Warlord Corporal in the queue . .

EDIT: Just found out it ONLY happens when you use the "Shift" btn to put it to the lower queue

Somebody changed some python someplace and BROKE the "SHIFT" key, pls fix this thx . . .

If I use the right-shift key I have no problems. If I use the left-shift key I get the error you get.

TB,

did you by chance do something in the dll to the keyboard area to make the "Shift" key NOT work?? Just askin'
 
TB,

did you by chance do something in the dll to the keyboard area to make the "Shift" key NOT work?? Just askin'

Nothing I am aware of. There's often the possibility of something unanticipated taking place but I don't THINK I've done anything that should pull on the strings of the Shift key behavior. And if I did, not having a clue where it would've been done would be the toughest part of looking into how it's taking place.

The odd thing was that one shift key differs from the other in effect. I didn't even think that was possible.

I suspect its an odd caching error where the unit is still showing up in the build options list when it shouldn't still show up there. But since it is dependent on which shift key is used I really cannot be sure that's the problem. Perhaps there's a bad hotkey call somewhere? (I have not been playing with hotkeys at all in the code.)
 
The odd thing was that one shift key differs from the other in effect. I didn't even think that was possible.

Well for me BOTH shift keys dont work when placing UNITs in the TOP of the queue or is it the Bottom, i get mixed up when thinking about 50 different things at once, sorry. . .:crazyeye: :p
 
All units cause this problem for you? Very strange. Does this cause a crash after mentioned python error? I've not touched the CvMainInterface in any way so far as I'm aware. And I haven't adjusted anything in the city build lists. Very odd.

Ya might have to figure out which revision introduces the problem but you may not be able to do it since backing out of revisions is not always compatible. Additionally, it may be a particular unit causing issues with strange xml or art settings.
 
I am getting the error in a different place to SO:crazyeye:

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 1376, in forceScreenRedraw

  File "CvMainInterface", line 1392, in redraw

  File "CvMainInterface", line 2732, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

code with the line bolded

Code:
        for iGroup in range(iGroupNum):
          iNumInGroup = pHeadSelectedCity.getUnitListNumInGroup(iGroup)
          for iPos in range(iNumInGroup):
            eLoopUnit = pHeadSelectedCity.getUnitListType(iGroup, iPos)
[B]            screen.appendMultiListButton( "BottomButtonContainer", gc.getUnitInfo(eLoopUnit).getButton(), iRow, WidgetTypes.WIDGET_TRAIN, gc.getUnitInfo(eLoopUnit).getUnitClassType(), -1, False )
[/B]
            if ( not pHeadSelectedCity.canTrain(eLoopUnit, False, False, False, False)  or pHeadSelectedCity.getOwner() != gc.getGame().getActivePlayer()):
              screen.disableMultiListButton( "BottomButtonContainer", iRow, iCount, gc.getUnitInfo(eLoopUnit).getButton() )

The bolded line is a call to the exe but it does have two calls to the dll in it for the button and class type of the unit.
 
Is it possible from that error message to track exactly what call is being made to the dll that is causing trouble?

OK after the latest SVN i no longer get the error message from using the shift?? It might have been that "abrakadabra" stuff Toffer did???

besides what DH said above of course?? I am lost on this C++/python stuff, sorry . .
 
OK after the latest SVN i no longer get the error message from using the shift?? It might have been that "abrakadabra" stuff Toffer did???

besides what DH said above of course?? I am lost on this C++/python stuff, sorry . .

Perhaps, I have no idea what a random uncommented word might do when placed in a techs xml. Silly mistake of me to make in the first place. :)

Nope that was not it, weird thing is it ONLY happens in my Capital, i think i tried in a different city and it worked, but NOT in my Capital, then i get that DARN error still, sorry Toffer for mentioning it . .
 
I am getting the error in a different place to SO:crazyeye:

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 1376, in forceScreenRedraw

  File "CvMainInterface", line 1392, in redraw

  File "CvMainInterface", line 2732, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

code with the line bolded

Code:
        for iGroup in range(iGroupNum):
          iNumInGroup = pHeadSelectedCity.getUnitListNumInGroup(iGroup)
          for iPos in range(iNumInGroup):
            eLoopUnit = pHeadSelectedCity.getUnitListType(iGroup, iPos)
[B]            screen.appendMultiListButton( "BottomButtonContainer", gc.getUnitInfo(eLoopUnit).getButton(), iRow, WidgetTypes.WIDGET_TRAIN, gc.getUnitInfo(eLoopUnit).getUnitClassType(), -1, False )
[/B]
            if ( not pHeadSelectedCity.canTrain(eLoopUnit, False, False, False, False)  or pHeadSelectedCity.getOwner() != gc.getGame().getActivePlayer()):
              screen.disableMultiListButton( "BottomButtonContainer", iRow, iCount, gc.getUnitInfo(eLoopUnit).getButton() )

The bolded line is a call to the exe but it does have two calls to the dll in it for the button and class type of the unit.

Not sure how but we'd need to track down the unit that has either a bad button or class reference. Perhaps its something in the Lunar stuff.
 
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