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

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Unfortunately, this doesn't go far enough back. There's the elmination of some of the combat mod stuff, yes, but that's not the problem. The problem is that some critical elements of the updateStackCombat function were accidentally deleted when the combat mod stuff was being developed early on. Unfortunately, where the 'magic' happens for that feature is still not present in the CvUnit.cpp you gave me here. I could update it to current material, sure, but it would end up being the same as not running the stack attack option on bug at all. I need that original part that was deleted and that goes back before R2R.

My first real hint I was working with something too recent was that viewport references were included in the coding. This mistake happened long before viewports.

@Joe: Happen to have an earlier CvUnit.cpp?

I'll see what I can do from v11. But it will be tomorrow morning before I can dig into it.

What about RoM 2.91? Would that be even better as it predates C2C v11?

Okay what do you use to open a .dll file? Rename it to .xml?:help:

EDIT: This is from RoM 2.91. SO based C2C off 2.92 so the info should be in here.

JosEPh
 
@T-brd,
Here is C2C v11 .dll file. Now you will have 2 sources to use.

@Toffer,
Don't got no Visual Studio. :p

JosEPh;)
 
Bug fixed on the SVN. An AI city garrison tracking routine was built on the assumption that units guarding a city would never attack. This has changed now with the Arrest feature and in this case, the Law Enforcement was killed trying to make an Arrest, which ran into the problem where it would be assumed that the unit would still be alive after a point in the AI processing. The death of the unit was confusing the code severely.

Got it - works now - thanks!
 
I'll see what I can do from v11. But it will be tomorrow morning before I can dig into it.

What about RoM 2.91? Would that be even better as it predates C2C v11?

Okay what do you use to open a .dll file? Rename it to .xml?:help:

EDIT: This is from RoM 2.91. SO based C2C off 2.92 so the info should be in here.

JosEPh

@T-brd,
Here is C2C v11 .dll file. Now you will have 2 sources to use.

@Toffer,
Don't got no Visual Studio. :p

JosEPh;)
It is theoretically impossible to break down a dll into its components. Once built it is severely encoded.

Thus, unfortunately, these won't help. I need a CvUnit.cpp which would be in the source files of those - IF you are lucky enough to have a source file.
 
For reference: Viewports were introduced in SVN 3034, immediately after V24. It seems the SVN started with V13. CvUnit.cpp was added in SVN 5 in 2011-07.

To find all changes that were made to a file you can use the oddly named blame command. Open the svn log, find a revision that changed the file, right-click the file, choose blame..., wait a few minutes.

I found I couldn't go back far enough. The SVN apparently doesn't save farther out than a year back.
 
We didn't start adding Source Folder till late in the svn process. But I'll look and see what I can dig up.

No such Folder in v11. Search continues.

EDIT: Eureka! C2C v22 has it!

JosEPh
 
On a cursory glance through the updateStackCombat function, it looks to be the original I was looking for. THANKS JOE! We'll now see how compatible it is with recent insights and necessary adjustments. As I recall there were some unsolved bugs there to begin with. Will take some testing to ensure it works properly after merging in with all the current features. Might take a bit to get to it properly.

But this is a good start. Thanks again!
 
You're Welcome. :)

JosEPh :old: packrat! :lol:
 
Couple of items?

1. I still cant understand why my captives are being "razed" even tough i have a deer rider on the SAME stack (pic 1), the Barbarians just what went UNDER my deer rider and attacked and is now UNDER the deer rider, or how did that happen?

2. I have a Small stack of troops and want to attack the enemy small stack, but keep attacking, but after one (1) attack, it says (2) on the movement (pic 2), and then the game went to another unit?? Why cant the stack keep attacking , rather than going back and UN-stacking the troops and then fighting them ONE at a time??

I provided the same just incase you wanted to look
 
Couple of items?

1. I still cant understand why my captives are being "razed" even tough i have a deer rider on the SAME stack (pic 1), the Barbarians just what went UNDER my deer rider and attacked and is now UNDER the deer rider, or how did that happen?

2. I have a Small stack of troops and want to attack the enemy small stack, but keep attacking, but after one (1) attack, it says (2) on the movement (pic 2), and then the game went to another unit?? Why cant the stack keep attacking , rather than going back and UN-stacking the troops and then fighting them ONE at a time??

I provided the same just incase you wanted to look

1) Deer Riders have some camouflage, and more in forests. You're in a forest. They can't see the deer rider. But they can see the captives. Without using standout they would be able to take the captives because what cannot be seen cannot defend. But you can certainly counterattack by ambushing them since they are on the same tile. Once this becomes more clearly understood, you'll be able to take advantage of stealth strikes and stealth combat bonuses to bait AI units to do just this, then hit them when they don't expect it.

2) The second pic shows that the attacker should've been removed from the stack but wasn't. So there is a combat resolution where this stack removal isn't in place properly. That should be easily resolved/debugged now that the situation is clear.
 
We have the problem with all the improvement builds in that the obsolete ones show up even after you have built the better improvement on the plot. Currently the only way to obsolete them now is buy not having them on the upgraded workers.

I don't have a copy of Civ here but the modiki here indicates there is no obsolete on the builds file. We don't want the improvement to go obsolete just the worker action so that they can only build the newer.

There is the <ObsoleteTech> tag in the build file of C2C and it is used for many prehistoric improvements. When I wrote "Fruit Picker becomes obsolete" in my previous comment, I meant that the build (worker action) becomes obsolete.

Maybe wine gatherer, picker should be re-introduced? I remember that they were in older versions of C2C. I don't like this solution though... :blush:
 
Yes it is not the improvement we want to obsolete but the improvement build. I thought I had made that clear.

The only ways to fix the problem of not being able to build the improvement on grapes once you have orchards but not fermentation is to either put back the grape picker or move the winery to the orchard tech and call it vineyard instead.
 
I'am not sure i follow you here this just makes no sense to me. It makes sense if that defender can't see the attacker but if it can see the attacker it can also defend.

This is how it's always been. The invisible 'defender' has always not been able to stage a tile defense as the game will assume 2 things:
1) the defender will want to remain invisible and unseen.

2) it would be unfair to both the defender (potentially) and the attacker since neither side has made any determination as to the odds of the battle whether battle would be wise. (Let's say you're moving a visible unit onto a tile that has an enemy unit there you cannot see... it would be quite a surprise to be entering battle unexpectedly without a help hover there to indicate it. If this wasn't as unfair to the defender as well then it would probably be fine but the game assumes the unit with the upper hand of invisibility would want to declare the fight on their own terms. Otherwise you could go hunting for the unseen by simply fanning out and poking your attack units around until they hit the unseen target.)

In vanilla the invisible defender would be shunted off to another tile since they could not share the tile with the visible enemy moving in.

C2C allows the visible enemy to move onto the same plot without forcing the invisible 'defender' to move - allows them to then share the plot. C2C then also now allows the defender to then attack the visible enemy 'stack' with an Ambush command.


In vanilla, the same style of frustration about guarding particular tiles would be most apparent with the introduction of stealth naval ships. Let's say you had a Destroyer guarding a naval resource like fish. You then upgrade the destroyer to a stealth destroyer and all of a sudden they no longer guard the tile against an enemy sub that cannot see the destroyer. The sub could then move onto the tile, forcing the invisible defending stealth destroyer to move off the tile, and raze the fishing nets before you could then retaliate. The same would be true if your Stealth Destroyer was guarding a stack of vulnerable work boats for example. The work boats would be captured without a fight because the attacker couldn't see the defending Stealth Destroyer.

Since the same frustration CAN exist with much greater frequency in Hide and Seek, the Standout status makes it possible to ensure your unit is visible, regardless of almost all ways the unit may normally be capable of being invisible. (I say 'almost' but the truth is at the moment it is actually ALL ways - there are future futuristic methods of invisibility to be further developed that will be based more on other statuses to come.)

With the recent AI advancements in Status use, this should no longer be a critical issue for the AI - though I do realize that it would be helpful to further develop this so that if a unit is set to specifically protect a vulnerable unit then it would value standout but the current more sweeping assumptions works for now.
 
CTD, Just click EoT red button and instant Desktop.

SVN v8958.

Save and Minidump below.

EDIT: Why is the Caveman2Cosmos.ini from 9-13-2011 being used for SVN 8957? Also 8956?
@T-brd, did you intend to just put v22 .ini into the current SVN and see if it works? Or were you attempting to use data from it to update the last .ini?
 
Made no changes to any ini files. But I'm happy to look into the crash asap. My test game ran fine but I suppose an older saved game might be running into something the test game didn't. I'm curious how the .ini file got changed though.
 
Not sure how I got the v22 .ini in my Game set. But have re-updated and gotten the current .ini off the svn. So that part is corrected.

Now back to see if my save game will play thru or CTD again.

EDIT: Nope after Re-Calc still CtD. Drat!

JosEPh
 
Not sure how I got the v22 .ini in my Game set. But have re-updated and gotten the current .ini off the svn. So that part is corrected.

Now back to see if my save game will play thru or CTD again.

EDIT: Nope after Re-Calc still CtD. Drat!

JosEPh

I had that stuff happen also, all you need to do is go into the SVN, and copy everything from the assets and lower into your C2C folder , just make sure you delete the one there before hand, lol
 
I had that stuff happen also, all you need to do is go into the SVN, and copy everything from the assets and lower into your C2C folder , just make sure you delete the one there before hand, lol

Did all that. Still save game CtD.

Just now tried a play Now game and CTD before game started. Current Minidump for Play now. No save game.

Guess I'll see if I can Export 8952 the last known working version for me. It's what I started the last game with.
EDIT: Have resumed play of save game by reverting back to SVN 8952.

JosEPh
 
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