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

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Get this python error when trying to use (see pic1)

Traceback (most recent call last):

File "CvRandomEventInterface", line 9601, in doBuildDonkeyBonusAndPasture

AttributeError: 'CyUnit' object has no attribute 'setImprovementType'
ERR: Python function doBuildDonkeyBonusAndPasture failed, module CvRandomEventInterface

also, still get this?


[253755.421] info type 'BUILDING_MING_VASE_WORKSHOP' not found, Current XML file is: modules\My_Mods\Traditions\Work_Ethic_CIV4BuildingInfos.xml
 
Get this python error when trying to use (see pic1)

Traceback (most recent call last):

File "CvRandomEventInterface", line 9601, in doBuildDonkeyBonusAndPasture

AttributeError: 'CyUnit' object has no attribute 'setImprovementType'
ERR: Python function doBuildDonkeyBonusAndPasture failed, module CvRandomEventInterface

also, still get this?


[253755.421] info type 'BUILDING_MING_VASE_WORKSHOP' not found, Current XML file is: modules\My_Mods\Traditions\Work_Ethic_CIV4BuildingInfos.xml

Both would be DH's to address and although he said to remove the mod with the ming vase it doesn't seem to be hurting anything to leave it til he can get back and fix it.
 
New calculation bug? Look my scenario thread please... hammer/production problem?
 
SVN 8966: In the english version the texts about buildings crimes modifying investigation / insidiousness is in french.
 
SVN 8966: In the english version the texts about buildings crimes modifying investigation / insidiousness is in french.

Fixed.
 
repeatable CTD, was attacking an enemy cannon with a Hero (upper left of my troops area . )



EDIT: One thing i have noticed since you made that change for PIT2015 a little while back, the AI does NOT invade at all anymore, at least before it was invading alot more
 
I'll take a look at the ctd tonight if I can. As for the changes for pit... not sure what you'd be referring to exactly.

I believe it was somewhere around 8959?? dang now i dont have anything to do till tomorrow then, oh well ,, ,
 
This would probably be the second job since I last mentioned anything on the forum about being unemployed. The last one was cool but wasn't making nuff $. This one isn't THAT much better but it should hopefully be just enough. At least its full time hrs here.
 
Just got this also:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "BarbarianCiv", line 156, in onBeginGameTurn
File "BarbarianCiv", line 990, in checkBarbCities
File "BarbarianCiv", line 1102, in createMinorCiv
File "BarbarianCiv", line 880, in setupFormerBarbCity
File "PyHelpers", line 290, in initUnit
RuntimeError: unidentifiable C++ exception

also another CTD, dont know if this is just like the other one, but i didnt attack the cannon and it was ok for the next turn, but after i got that error above, then 2 turns later i got this (minidump)??
 
repeatable CTD, was attacking an enemy cannon with a Hero (upper left of my troops area . )



EDIT: One thing i have noticed since you made that change for PIT2015 a little while back, the AI does NOT invade at all anymore, at least before it was invading alot more
On this one, the minidump was a little confusing but sometimes minis are. I found a buggy spot when I was going through the turn that might've had something to do with it as it correlated with the mini. It wasn't a critical crash spot though but I'd debugged 2 other points earlier so it might've had something to do with it still.

Anyhow the short version of all that is that this should now be fixed.

Just got this also:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "BarbarianCiv", line 156, in onBeginGameTurn
File "BarbarianCiv", line 990, in checkBarbCities
File "BarbarianCiv", line 1102, in createMinorCiv
File "BarbarianCiv", line 880, in setupFormerBarbCity
File "PyHelpers", line 290, in initUnit
RuntimeError: unidentifiable C++ exception

also another CTD, dont know if this is just like the other one, but i didnt attack the cannon and it was ok for the next turn, but after i got that error above, then 2 turns later i got this (minidump)??

Fixed from the minidump.
 
What is that new symbol when i attack a animal with my master tracker? Stealth attack? How to use this? Screeni...
 

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Actually, that icon is the Ambush mission. You can enact that when you're on the same plot with an attackable enemy, thereby attacking the enemy stack on the tile you occupy. This more often takes place because the enemy that cannot see you moves onto your plot. When you go to attack like you show in that screenshot though, it will show up because that's something you'd be able to do if you were already on that plot.

There's a status now available for invisible capable units though that allows them to decide to be incapable of attacking and while that status is on, the unit can sneak onto a plot that enemy defenders that cannot see them are on. From there you can then Ambush if you still have movement left to do so - but you'll need to take the Stay the Hand status off once you're there and before you make your attack. Switching this status is a quick status so it takes no movement to turn it on or off.

Stealth attacks gain the benefit of Stealth Strikes (which act as first strike and replace first strikes which don't count in stealth battles for either attacker or defender) and Stealth Combat Modifiers. Defenders only get these if they can see you and are on the same plot when you attack (this can happen in some rare cases such as in cities when LE units go to arrest Criminals.) Normally only the attacker gets the benefits of any possessed Stealth Strikes or Stealth Combat Modifiers. If that animal you're attacking cannot see you, the hunter will be making a stealth attack and would gain these bonuses if he has them.

IIRC, Hunters do have some stealth strikes/stealth combat modifiers - but I need to review that soon to ensure they do improve on these along the upgrade path and have access to some promos to enhance them. Hunters are a bit of an afterthought in this at the moment. Stealth Strikes in particular will come in very handy against bird opponents that cannot be pursued since they fly. The Stealth Strikes may be able to take them down before they get the chance to withdraw since birds tend to have very low health amounts.

Been working up to this stuff for a while now.
 
Actually, that icon is the Ambush mission. You can enact that when you're on the same plot with an attackable enemy, thereby attacking the enemy stack on the tile you occupy. This more often takes place because the enemy that cannot see you moves onto your plot. When you go to attack like you show in that screenshot though, it will show up because that's something you'd be able to do if you were already on that plot.

I assume it is only visible when the mission is valid. Yes I know that somehow I missed the place donkey bonus when the donkey is in the city:blush:
 
A animal cant get in my trackers plot so no stealth strike, animal will attack me when it goes to my plot, so may work on other units like for thiefs but that icon shows only when i want to move there but then the attack is happening normal if i move to the animal. Also you cant klick the button (Button is only visible when i move the trakcer). So maybe visible bug that the icon shows up but no big deal because you cant click it, its only there when you move the tracker. But cool stuff...
 
I assume it is only visible when the mission is valid. Yes I know that somehow I missed the place donkey bonus when the donkey is in the city:blush:
I believe that's the default. The only plots the ambush isn't valid on would be forts and cities.

A animal cant get in my trackers plot so no stealth strike, animal will attack me when it goes to my plot, so may work on other units like for thiefs but that icon shows only when i want to move there but then the attack is happening normal if i move to the animal. Also you cant klick the button (Button is only visible when i move the trakcer). So maybe visible bug that the icon shows up but no big deal because you cant click it, its only there when you move the tracker. But cool stuff...
Animals can end up on the same plot as the hunter without attacking him if they cannot see him. If you're playing on Hide and Seek, this is quite possible.

The button is only visible when he goes to move because the mission buttons show up as if the unit was already on the plot they are targeting to move to and the button doesn't realize that to get there you'll have made the attack that makes the action a moot point. Just part of the underlying mission button engine and usually helpful rather than distracting as it may be a little in this case.

If the animal can't see you, you do get a stealth attack even if you're not on the same plot. Again, the mission in reference here is an Ambush. A stealth attack takes place under any of the following conditions:
1) The attack is taking place on the same tile through Ambush, Assassinate or Arrest actions.
or
2) The attack is taking place against a unit that cannot see the attacker.
or
3) The defender is surprise defending against the unit that moved onto the tile and the attacker didn't see them before taking the move.

A stealth attack denies any and all first strikes on behalf of both parties.

In the first two cases, the attacker gets any stealth strikes they have, and they act as first strikes. The attacker gets any stealth combat modifiers they have. The defender gets these IF they see the attacker and it's on the same plot. In the third case, the defender only gains both stealth strikes and stealth combat modifiers.

Hopefully this makes sense.
 
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