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

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with build 9069 the game crashes on building Las Medulas (tried building in multiple cities).

I have probably gotten the button the wrong size. If it isn't 64x64 pixels it will cause an CTD when a city tries to build it. I had just added it to the queue which is not the same thing. The crash happens when the exe tries to put the picture in the round bit below the city on the map.

Yes that was it! It was 65x65:(
 
I have probably gotten the button the wrong size. If it isn't 64x64 pixels it will cause an CTD when a city tries to build it. I had just added it to the queue which is not the same thing. The crash happens when the exe tries to put the picture in the round bit below the city on the map.

Sounds likely then that solving for that would solve for Stimpified's bug report as well.

SO's? I've no idea what's going on there. Let us know if it keeps up.
 
CTD on next turn (latest SVN)


mini and save in zip

EDIT: OK tried it again, it worked, ?

also looking at the Color Highlight, is there something someplace where u changed the TEXT of a new item someplace and it needed to be a highlighted text someplace??
 
Taking a look now.

EDIT: Sadly, the crash didn't repeat. The mini gave me an indication but it's an issue that would need further evaluation of it happening to know exactly what would need to be solved. Frustrating. Much like the last one except that I believe the crash was, while similar in nature, in a different spot in the code (IF the mini got it right at all which sometimes it does sometimes it doesn't.)
 
What are these RED dots??

This is a problem that's very strange indeed. Mighty struggles with understanding this one.

The red dot is an icon 2 symbols away from the Defense Rook icon in the chart. In the city icons list all icons are showing up as the symbol in the position 2 symbols away (in the same direction) from where they should be.

However, the very same icons are coming up as correct in the hover displays.

So I'm THINKING it may have something to do with a difference between GameFont.tga and GameFont_75.tga. I've also found and fixed an indexing problem with resource icons.

The error message for the Highlight text was a problem in the code and it was misreporting where the source of the problem actually was. I've resolved that here and was hoping to be able to fix the above today but I have other obligations to attend to here for a bit so I'll have to put it aside until tomorrow. It should still be fixable but there are aspects of coding with these icons that I simply do NOT understand that MAY be giving me trouble. But I'll keep testing around and I'll eventually figure out what the problem is.
 
Every plot is now "an Earth Plot ,..., Martian Plot...." ie they are reporting as being on every map type.

edit and workers are not being attacked by animals
 

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Every plot is now "an Earth Plot ,..., Martian Plot...." ie they are reporting as being on every map type.

edit and workers are not being attacked by animals

1) It'll be this way til Faustmouse commits the terrains to a particular map category type. No definition means 'all' definitions. I figure he'll be able to address this soon but if it lasts too long I'll address it.

2) Animals won't always attack and the likelihood they will is based on an aggressiveness factor. If they DO choose to attack, a worker would be a nice juicy target. But it IS possible to see any unit being ignored at random by an animal.
 
I limited the units/tile to 10, and now I see that the AI civs build nearby thousend battering ram, each city ~ 200.
see screenshot (the civ has 5 cities with each ~ 200)

As I understand, this is because these cost no maintenance, otherwise these civs should be bancrupt for long time already.

(in what file the maintenance for units is set? Is it editable?)
 
I limited the units/tile to 10, and now I see that the AI civs build nearby thousend battering ram, each city ~ 200.
see screenshot (the civ has 5 cities with each ~ 200)

As I understand, this is because these cost no maintenance, otherwise these civs should be bancrupt for long time already.

(in what file the maintenance for units is set? Is it editable?)

This is a noted problem and goes far beyond simple maintenance having anything to do with it. They probably ARE suffering a bit from so much unit maintenance but unlikely to a serious degree unless they have them all out in the field beyond their borders.

However, a big question on this... is this on stock v36 or from a current SVN? Much has been done to try to address the problem. More needs to be done, yes, but I'm wondering if this kind of severity to the problem is still being seen on the SVN which would make it a more important to immediately address issue.
 
This is a noted problem and goes far beyond simple maintenance having anything to do with it. They probably ARE suffering a bit from so much unit maintenance but unlikely to a serious degree unless they have them all out in the field beyond their borders.

However, a big question on this... is this on stock v36 or from a current SVN? Much has been done to try to address the problem. More needs to be done, yes, but I'm wondering if this kind of severity to the problem is still being seen on the SVN which would make it a more important to immediately address issue.

Maybe we should bring back old Siege system and rams should be used like Catapults and Trebuchets? Seems that work in BTS and should work in C2C.
 
Maybe we should bring back old Siege system and rams should be used like Catapults and Trebuchets? Seems that work in BTS and should work in C2C.

If that would solve the AI's love affair with Rams I'm all for it. Cause they don't use the Rams to attack cities. They use Rams to defend as fodder the surrounding tiles of their cities. And depending upon the Stack limit you may have set in BUG this can get very, very out of hand. Like Dreifels I've lowered my setting down to 20. And while better, it's still way too prevalent for the AI to put stacks of 20 rams with an occasional archer or healer in the stack on every tile in the city's Fat X.

Where ever it is in the coding, that T-brd keeps adjusting, the "Need" that the AI sees for Rams needs killed off completely.

They do not use the Rams as City defenders either with the recent tag changes in the xml. That helped somewhat.

JosEPh
 
If that would solve the AI's love affair with Rams I'm all for it. Cause they don't use the Rams to attack cities.

If we dont know how to do fix then why we cant bring back BTS siege system?
I dont think that players will be sad if they need to use Rams as catapults or trebuchets. It's only a game and some simplifications are normal. And AI know (more or less) how to use catapults :)
 
If we dont know how to do fix then why we cant bring back BTS siege system?
I dont think that players will be sad if they need to use Rams as catapults or trebuchets. It's only a game and some simplifications are normal. And AI know (more or less) how to use catapults :)

Good question Sparth. That's up to T-brd to answer.

JosEPh
 
Before we do all that fixing, maybe ask Dreifels WHEN was the last time he updated to the SVN??

I referenced Dreifels comment about Stack limit because I too have reduced mine. My comment is based on my own svn which was 9070 until this morning.

As for Driefel's svn version (not to be rude to Driefel) but his is not a big deal as he has a hard time responding to direct questions and instructions. Language barrier? :dunno:

JosEPh
 
Stack limits is another of those "seems like a good idea" things that were added but no ai was written to support so it only confuses the ai. It is quite possible that the ai has decided to build an attack stack much larger than the limit you have set. It then only gets to build the ram part of the stack but finds it can't add any more units to the stack so tries to make another! The AI has no idea about using multiple stacks to do something so doesn't consider those it has already built.
 
CTD.

Open save enter Minneapolis city screen. Deselected engineer, then select Great Doctor, immediate CTD, repeatable.

This game was started with 9070 build updated to 9074 this morning. This game is also using CIVPLAYER8's new Civic set Modmod that DH made Modular (zzNewCivics) and was placed in My_Mods Folder.

Save and mini below.
EDIT: After posting realized that I had Not put the new Civic set in after Updating to 9074 this morning! Went back and put zzNewCivics back into My_Mods folder and No CTD now. :p

Does make you wonder why the Mod would CTD by reverting Back to the original Civics set though.

JosEPh
 

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