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

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Why are the "birds" staying in the water area only?? They will be there till u can get (at least some of them) the ocean area to get to?? Meaning more of a delay of turn times . . and right now with the NPC stuff, turn times have gone waaay up adding over 10 seconds per turn no matter what, even in the beginning of a game, it used to be LESS than 10 seconds, now its OVER 20 seconds per turn?? waaaay to much now . . :mad:

EDIT: OK i have TURBO boost (over-clocking) on my NEW PC, and when i press that, i get BACK to the 10 seconds :)
 
Why are the "birds" staying in the water area only?? They will be there till u can get (at least some of them) the ocean area to get to??
They also seem to prefer peaks or any other impassable land features. TB: why are their AI this advanced; animals should move around randomly without any safety preferences. :mischief:

Move around randomly, if a threat appears, attack it if aggression values allows it, or move around randomly instead.
 
Top 5 cities/wonders screen is broken
Fresh reinstall of SVN didn't solve problem
That sucks... will have to look into that. I do really like that screen.

bActAsRanged =0 didn't work. :(
A cave lion attacked my Atlatl and then CTD; tried turning on quick combat and the game didn't CTD when it attacked.

The interesting thing is I also tried moving to the plot I knew the cave lion was in, this triggered a stealth defense so the cave lion was visible after the battle, my Atlatl unit survived by a lucky withdrawal. When I then hit end turn without quick combat the cave lion attacked and I got to see the whole combat animation without issues (probably because the cave lion models were visible when it attacked).

If I turn off quick combat (offense) and then move into the plot I know the cave lion is in, the game CTD during my turn, when I attack the invisible cave lion by triggering its stealth defense.

I firmly believe this crash is caused by the opponent being invisible either when the player attack it or when the opponent attack the player. Are you sure unit models are turned visible in battle before animations kick in? How are they made invisible in the first place?
Graphically I've never been too sure. It's something that I've always assumed has been automatically handled by the graphic engine (which we cannot see any of the coding within) checking in with the 'isInvisible' function. I might be able to find a bit more to this, or at least figure out how to avoid ever sending for the combat animation if one of the units is invisible to the other unit's team. With luck that will still fix salvelinus's crash.

Edit: I even tried removing all animations from the cave lion, but the game still CTD'ed when it attacked showing that even static un-animated units crash the game when they attack when invisible, mind, only when they attack the human player. Fights between the computer controlled teams are always quick combats.
My testing here has shown without doubt that no manner of XML or unit art/animation modding can fix this particular CTD. The only solution, if it exists, would be in the DLL.
It also shows that the problem is most likely not isolated to only NPC teams, that if an invisible babylonian unit would attack my not babylonian unit the game would CTD without having quick combat (defense) ON.
Interesting. I would've swore the unit I evaluated was visible to the other. At least in Salvelinus's case. Then again it may have been visible in terms of some portions of the code but had not yet hit a cached check point that the graphic engine uses to turn off and on the visible graphic of the unit. THAT may have something to do with it.

A small annoyance with Hide and Seek is that no invisible units are visible in the WorldBuilder making it very complicated trying to ascertain the number of animals on the map and how spawn modifiers should be adjusted. One has to just click on every empty plot with the unit edit to see if the unit edit window pops up. Could you make it so that invisible units are visible in the worldbuilder?
There are very few controls over worldbuilder in the dll. I suspect that would be in python. Then again, it may be that worldbuilder's whole interface comes from the perspective of a particular 'last selected player' and that this might make it nearly impossible to achieve that goal without a very large and specific rewrite of how the code makes that determination WHILE in worldbuilder as opposed to the rest of the game. Possibly a bit beyond me since I don't know much about the strange world of worldbuilder dll coding interfaced with python worldbuilder coding interfaced with exe coding.

When war is being declared, score window (in right bottom corner) disappears, when in bug options, score tab i turn off advanced layout enabled - some npcs reappear, but not those at war with me.
All NPCS should be at war with you and if you're not using the Peace among NPCs option, each other as well. Mind you, that the definition of an NPC does NOT include AI players. Only barbarians and animals and other civs that don't follow normal civ game rules.

They also seem to prefer peaks or any other impassable land features. TB: why are their AI this advanced; animals should move around randomly without any safety preferences. :mischief:

Move around randomly, if a threat appears, attack it if aggression values allows it, or move around randomly instead.
That's how they are now programmed. The routine that had them reacting to get away from threats has been disabled. However, I may be able to look deeper into the 'patrol' command and see if there's something in that routine that may explain this behavior.
 
There are very few controls over worldbuilder in the dll. I suspect that would be in python. Then again, it may be that worldbuilder's whole interface comes from the perspective of a particular 'last selected player' and that this might make it nearly impossible to achieve that goal without a very large and specific rewrite of how the code makes that determination WHILE in worldbuilder as opposed to the rest of the game. Possibly a bit beyond me since I don't know much about the strange world of worldbuilder dll coding interfaced with python worldbuilder coding interfaced with exe coding.
That sucks... Was hoping there may have been an easy way to disable all invisibility while in worldbuilder.

That's how they are now programmed. The routine that had them reacting to get away from threats has been disabled. However, I may be able to look deeper into the 'patrol' command and see if there's something in that routine that may explain this behavior.
Odd, does animals have an aversion to sharing a tile with other units (even those from the same team), if so this may push the aerial units off the passable land tiles and into plots that are empty like water and peaks.
 
made a new tortouse and svn installation today and tried to load the last sav I have, but got error
is there a workaround to get it accepted, or does that mean that all former sav are absolete in between?

and btw; to the old question above of when my svn was that time: one or two days old only, I made alwas update before continue playing.
 
made a new tortouse and svn installation today and tried to load the last sav I have, but got error
is there a workaround to get it accepted, or does that mean that all former sav are absolete in between?

and btw; to the old question above of when my svn was that time: one or two days old only, I made alwas update before continue playing.

No workaround, sorry.

Latest dll version.
Just got these two CTD minidumps. I think they are related to Neanderthal cities GameOption and that both have the same cause.
May not help as they appeared with my modmod, but perhaps they may prove useful still.
 
pls correct his next time:

<Tag>TXT_KEY_BUILDING_ALPHAMALES</Tag>
<English>Alpha Male</English>
...
<German>
<Text>&gt;Alpha Male</Text>
<Gender>Female</Gender>

and, if you are just at that text point, then directly type in the German Word:
Alpha Male = Alphamännchen in German
Alpha Female = Alphaweibchen in German
 
pls correct his next time:

<Tag>TXT_KEY_BUILDING_ALPHAMALES</Tag>
Spoiler :
<English>Alpha Male</English>
...
<German>
<Text>&gt;Alpha Male</Text>
<Gender>Female</Gender>

and, if you are just at that text point, then directly type in the German Word:
Alpha Male = Alphamännchen in German
Alpha Female = Alphaweibchen in German

Fixed.
 
I remember that it happend already with my last svn two months ago, before I deleted all.

Now I have same: F1 as well as click on icon right above, don't give any. Simply nothing. All other do work fine.
But I installed all new today.
I play win7/64 in window mode
 
I remember that it happend already with my last svn two months ago, before I deleted all.

Now I have same: F1 as well as click on icon right above, don't give any. Simply nothing. All other do work fine.
But I installed all new today.

Probably the UserSettings folder. Mostly the contents are not on the SVN because everyone's is different. You need to copy it from a previous version you played. We kept getting too many complaints about overwriting personal preferences.
 
Did something happen to the chopping of Jungles? no icon/btn(pic1) for it but it is for regular forest(pic2)??


Perhaps we should delete that scenario from the SVN then.


its up to u'll on this one, i dont use them except mine anyways . .
 
Did something happen to the chopping of Jungles? no icon/btn(pic1) for it but it is for regular forest(pic2)??





its up to u'll on this one, i dont use them except mine anyways . .

Heh, had a look, and found that no animal type workers have BUILD_BURN_VEGETATION enabled; your regular worker should be able to remove the jungle though.

I can fix it.
 
Jungle Chopping has always required Iron Working but you should have access to Slash and Burn of Jungle instead.

Actually those two need looking at in depth. Slash and Burn should be what you use when you don't get any :hammers: from clearing the forest/jungle and Chopping should be what you have when you do get some :hammers:. There is confusion between Bronze/Iron Working as the change tech and Mathematics and another that gives you :hammers:.
 
Probably the UserSettings folder. Mostly the contents are not on the SVN because everyone's is different. You need to copy it from a previous version you played. We kept getting too many complaints about overwriting personal preferences.

I don's have any old file. I have a new HDD and clean brand new installation today.

Any idea where in user settings this may be?
BTW: with ROM AND2 the F1 works fine.
 
Perhaps we should delete that scenario from the SVN then.

it was not past version, so I believed it's caused by program changes, as the map file is of past year.

It is the only map for C2C greater than standard, and w/o a huge earth map any Civ4 is for me worthless.
 
very old, but nevertheless a terrrible wrong translation

<Tag>TXT_KEY_TECH_SLASH_AND_BURN</Tag>
<English>
<Text>Slash and Burn</Text>
</English>
...
<German>
<Text>Schrägstrich und Brand</Text>
</German>

the German word is Brandrodung

this is a Schrägstrich / :lol:
 
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