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

Status
Not open for further replies.
One thing I can see in your game is an under-appreciation of the value of the standout status. If you're marching units like settlers around in the wilderness, having those intended to defend them set to standout or at least stealth defense is highly advisable! Otherwise you are risking the capture of the settler to a very low quality unit that doesn't see the defenders due to size or less vigilant units that don't see the defenders due to plot based camouflage.

I just committed a fix to your problem with the rams... it was as I had suspected... they were being captured as if they were helpless workers. I spotted the bug but now that I think of it, there may also be a problem with units being captured that can't even be seen by the capturing unit. I'll have to check on that right away...

I also adjusted camo values down on larger volume and size units, which only applies if you're playing with both H&S and SM of course. But it should make the system more intuitive for a player.

It looks like you're cat could see the attacker but in the first case it might've been either defeated or had to withdraw or something. I don't know... I adjusted the bug then looked at the save and that might've changed the outcome a bit.
I read through the C2C Combat Mod Option: Hide and Seek topic (better late than never) and I tried to find conversations about this in other topics and I found some similar questions but I can't find one from exactly this point of view.

Originally I thought that the system works in the other way. Currently what matters is if the attacker can see the defending units or not. If the attacker can't see the defender then the defender can't defend against the attacker. It doesn't matter that the defender can see the attacker. I think that the natural way would be that the defender can defend against the attacker if the defender can see the attacker even if the attacker can't see the defender. To me it doesn't make much sense that my unit can see the attacking unit but can't do anything about it.

Of course I can live with the system in the current form, it's a good system, I just think it could be even better.

I started using the standout status on the stealth specialized units (Rogue, Trained Cat etc.) after I lost some captured workers unexpectedly. Or one time I escorted my own worker with a Trained Cat and my worker was killed by a Pigeon. It was funny and frustrating at the same time. But I never thought about using the standout status on the regular units because I never thought that they can be invisible. At least not until the "Tale about the Deer Rider and the invisible army". :D So I still learning and I'm sure that I will lose some units because I will forget to use the standout status but that's how learning works.
 
I started a new game (SVN 9039, the SVN topic says the newest version is 9040 but I can't upgrade to it yet), and my Stone Thrower unit throws red blobs. I can't make a screenshot of it because it says Screenshot Failed. I am with the Persians.

Edit: Also I had a CTD at the end of my turn but I can't reproduce it. I don't know how much it helps, but I uploaded the MiniDump file.

Edit2: I wrote about this in the Ideas topic but I think it's a bug and it's worth a bug report. When a unit is fortified either by the Fortify button or the Fortification Build-Up the Standout button disappears. When I wake up the unit in the second case the button reappears but in the first case it isn't, only after I move with the unit.
 

Attachments

  • MiniDump_9036.zip
    17 KB · Views: 23
I read through the C2C Combat Mod Option: Hide and Seek topic (better late than never) and I tried to find conversations about this in other topics and I found some similar questions but I can't find one from exactly this point of view.

Originally I thought that the system works in the other way. Currently what matters is if the attacker can see the defending units or not. If the attacker can't see the defender then the defender can't defend against the attacker. It doesn't matter that the defender can see the attacker. I think that the natural way would be that the defender can defend against the attacker if the defender can see the attacker even if the attacker can't see the defender. To me it doesn't make much sense that my unit can see the attacking unit but can't do anything about it.

Of course I can live with the system in the current form, it's a good system, I just think it could be even better.

I started using the standout status on the stealth specialized units (Rogue, Trained Cat etc.) after I lost some captured workers unexpectedly. Or one time I escorted my own worker with a Trained Cat and my worker was killed by a Pigeon. It was funny and frustrating at the same time. But I never thought about using the standout status on the regular units because I never thought that they can be invisible. At least not until the "Tale about the Deer Rider and the invisible army". :D So I still learning and I'm sure that I will lose some units because I will forget to use the standout status but that's how learning works.

Standout is one mechanism to address this. Make the unit always visible. But the other method is Stealth Defense. There's a status for that as well. This will allow the unit to stay invisible BUT will reveal itself and stage a surprise defense against the enemy unit moving onto the tile not realizing its there. After staging such a surprise defense, the unit is visible for the remainder of the turn. But it gets stealth combat modifiers and stealth attack bonuses for that battle. Thus you could use a seemingly available for open capture worker, for example, to be the bait while your stealth defending unit waits for something to try to take it.

This was the response to the defense issue. However in many cases you really won't want your invisible units to reveal themselves in the act of defending a plot. It's often more to their advantage to stay hidden. If they then want to attack the unit that's moved onto their plot then they can Ambush the unit there, again getting stealth fighting modifiers, and not ever fully revealing themselves and potentially making themselves vulnerable to follow up attacks in the process.

Edit2: I wrote about this in the Ideas topic but I think it's a bug and it's worth a bug report. When a unit is fortified either by the Fortify button or the Fortification Build-Up the Standout button disappears. When I wake up the unit in the second case the button reappears but in the first case it isn't, only after I move with the unit.
Have you read the hover over info on the fortify action?

This is not a bug. This is happening because fortifying a unit makes them automatically standout. One of the default switches to minimize unexpected capturing of territory you're attempting to protect. There are many buildups that do not automatically have the unit standout though. So this isn't the only way to put a unit to rest.

Edit: Also I had a CTD at the end of my turn but I can't reproduce it. I don't know how much it helps, but I uploaded the MiniDump file.
A mini wouldn't be very helpful right now because the code set has already changed from when the mini happened on your end. This, unfortunately makes minidumps nearly worthless to use. Don't give up on posting them though because if I haven't been adjusting the code much it can be very useful!
 
Getting a bunch of Assert Fails on the latest SVN (9040).

Assert Failed

File: CvPlayer.cpp
Line: 18834
SVN-Rev: 9039
Expression: getUnitClassCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxPlayerInstances()
Message: getUnitClassCount is expected to be less than maximum bound of MaxPlayerInstances (invalid index)
 
Have you read the hover over info on the fortify action?

I never read it because I thought I knew what it does. :D


Bug report:

When I select a stack and I hover over the promotion icons in the bottom left corner everything is fine. But when I hover over the number next to the promotion icons the info panel shows a different promotion's info. The text depends only on the icon's position not on the real promotion itself.

On the screenshot the info panel says that my Elephants have an extra fuel tank. :D
 

Attachments

  • Civ4ScreenShot0001.jpg
    Civ4ScreenShot0001.jpg
    533.8 KB · Views: 90
Getting a bunch of Assert Fails on the latest SVN (9040).

Assert Failed

File: CvPlayer.cpp
Line: 18834
SVN-Rev: 9039
Expression: getUnitClassCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxPlayerInstances()
Message: getUnitClassCount is expected to be less than maximum bound of MaxPlayerInstances (invalid index)

The asserts are no a problem but it sounds like I accidentally committed a debug dll. Sorry... will fix right away.
 
I never read it because I thought I knew what it does. :D


Bug report:

When I select a stack and I hover over the promotion icons in the bottom left corner everything is fine. But when I hover over the number next to the promotion icons the info panel shows a different promotion's info. The text depends only on the icon's position not on the real promotion itself.

On the screenshot the info panel says that my Elephants have an extra fuel tank. :D

It has to do with updating assets not resetting an index somewhere. It's been shown to be harmless and clears up apparently. A little annoying maybe. lol
 
Another case where buildings can´t be constructed because of building chains:

If you build the Tower of Silence you cannot build a Graveyard (can´t have both in a city, that´s OK).
You need the Graveyard to build the Stele, Mausoleum, Spearpoint Burial, Capuchin Crypt, Ancient Embalmer, City Morgue, Mortuary, Funeral Pyre
You need the City Morgue to build the Police Precinct.
You need the Police Precinct to build Police Mechs (and other units/buildings).

So if you build a Tower of Silence you can never build a Police Mech in that city (that´s how I found out)!

Solution: Graveyard and Tower of Silence shouldn´t exclude each other. There are other places in the world where people from different religions put their dead people to rest in the same city.

I almost have a fix for this and some of the other burial stuff. I have not gone through the National and Great wonders yet. @Sparth if you have some time and the inclination, I need buttons for buildings Burial Tradition (Cave), Burial Tradition (Earth), Burial Tradition (Fire), and Burial Tradition (Sky).

From the description Spearpoint Burial has absolutely nothing to do with the dead but is a celebration of a successful mammoth hunt. I think it needs to change to a celebration building.

edit initial fix is on the SVN with place holder art.
 
Stack attack seems to be broken again.

Latest SVN update all city cultures expanded to what they would be without Realistic Cultural Spread the after ending the turn after doing a recalc.
 
You'll have to be a LOT more specific about stack attack and what's happening there. Some movement rule adjustments might've pulled some strings in that process I suppose.

I'll review the adjustment to the RCS stuff.

EDIT: yeah, the RCS adjustment had a flaw. The fix may not recover accuracy in a game saved with the flaw since painted culture values probably won't be removed but it should calculate out properly from here.
 
When I attack a city with only 3 archers in it with my 5 bison riders it does one attack and gives focus back to the bison riders, with one showing that it has moved, for me to do the next attack.
 
hmm... give me the save on that if you would. (or could)

Are you using only the vanilla game option version or the bug version or both?

Did the bison withdraw perhaps? There's a few potential causes.
 
hmm... give me the save on that if you would. (or could)

Are you using only the vanilla game option version or the bug version or both?

Did the bison withdraw perhaps? There's a few potential causes.

Happens all the time and every time no matter the size of the stacks.

Both stack attacks are on as always.

I'll post a save after I get back from the Dr.

BtW I have added terrain adjustments to Sea tunnels but have not had chance to check it works properly. At the moment you can't build Sea Tunnels, Extraction Facilities or Submerged Towns in Trenches. Sea Tunnels require different techs for the different depths.
 
Both stack attacks are on as always.
This MAY be the issue. You might need to pick one or the other to make them function properly. That's how they were tested and there may be some incompatibility between the two due to the complexities involved. Try that and get back to me when you get the opportunity. That said, did you find it had been working and recently changed so it wasn't?

Yeah, testing the TerrainStructs is tough without a developed game to test it with. But it's really cool you've got it in place. Hopefully it will work without a hitch.

EDIT: Ran some tests and I don't know what you're up against there because the stack attack options are working perfectly in all combinations for me so I'll probably need a save to see what you're facing there.

EDIT2: I came up with a theory here that suggests that it may be due to multiple movement that your units are testing differently to the tests I ran yesterday. I'll take a look into this soon.
 
@DH:
EDIT2: I came up with a theory here that suggests that it may be due to multiple movement that your units are testing differently to the tests I ran yesterday. I'll take a look into this soon.
The code strongly suggests this was the problem as suspected. I put in what very well should be a correction. After the next update, when you get a chance let me know if it's working as intended.
 
Status
Not open for further replies.
Top Bottom