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

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I've been having an ongoing issue where every time I load my savegame, I'm asked if I want to recalculate modifiers. I'm used to this after updating the SVN, but it used to only happen once, maybe twice. Now, it's every time I load a save. Right now I'm using SVN 9248 but it happened in my old game as well. I started a new game when we had the last save game breaking update.
 
Update to revision # is what you'll want to use. Revert is used to erase changes you've made since the last update.

Just to be clear. :old:

I use "Update to revision" To go from SVN9000 to SVN9200.

(which I was doing, i.e. update to a new version.)

But to go from SVN9200 back to an older different version i.e. SVN9100, I still use "Update to revision".

(which I was not doing. {I used revert i.e. in my thoughts, revert back to an old version}) :crazyeye:

If that is the case, it would explain my problems and confusion.
 
Just to be clear. :old:

I use "Update to revision" To go from SVN9000 to SVN9200.

(which I was doing, i.e. update to a new version.)

But to go from SVN9200 back to an older different version i.e. SVN9100, I still use "Update to revision".

(which I was not doing. {I used revert i.e. in my thoughts, revert back to an old version}) :crazyeye:

If that is the case, it would explain my problems and confusion.

I'd say you got it bro. You should use update to revision to back up to a revision # as well as update only to a revision #.

I didn't understand this at first either.
 
I've been having an ongoing issue where every time I load my savegame, I'm asked if I want to recalculate modifiers. I'm used to this after updating the SVN, but it used to only happen once, maybe twice. Now, it's every time I load a save. Right now I'm using SVN 9248 but it happened in my old game as well. I started a new game when we had the last save game breaking update.

Normalish. Doesn't always happen but something has been known to trigger it repeatedly. It's a mysterious and very low priority bug. If you know you don't need to recalc... don't.
 
Ships attacked my warlord corporals while they were loaded on galeon.
 

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In one of the barb cities, i just put a spy in, this is what it looks like (pic1), why isnt it going out and capturing/attacking?? Heck with that many u should be dominating??

if u need game let me know.
 
In one of the barb cities, i just put a spy in, this is what it looks like (pic1), why isnt it going out and capturing/attacking?? Heck with that many u should be dominating??

if u need game let me know.

SO,
In the BBAI_AI_Variables_GlobalDefines.xml there is this section.

<!-- Ratio of enemy power to team power for AI to consider running TURTLE (all out defense, no offensive forays) strategy.
Equal power would be 100. BBAI default: 250 -->
<DefineName>BBAI_TURTLE_ENEMY_POWER_RATIO</DefineName>
<iDefineIntVal>250</iDefineIntVal>
</Define>

I did not adjust this setting when I made adjustments to some of the Global defines for Stacks, Siege and City Attacking with % of Siege in a Stack. I think it's way too high and this is part if not wholly the reason the AI "Turtles" up for Defense if it has strong neighbors.

Try changing this 250 to 100 and see if the Barbs get more aggressive.

JosEPh
 
In one of the barb cities, i just put a spy in, this is what it looks like (pic1), why isnt it going out and capturing/attacking?? Heck with that many u should be dominating??

if u need game let me know.

SO,
In the BBAI_AI_Variables_GlobalDefines.xml there is this section.

<!-- Ratio of enemy power to team power for AI to consider running TURTLE (all out defense, no offensive forays) strategy.
Equal power would be 100. BBAI default: 250 -->
<DefineName>BBAI_TURTLE_ENEMY_POWER_RATIO</DefineName>
<iDefineIntVal>250</iDefineIntVal>
</Define>

I did not adjust this setting when I made adjustments to some of the Global defines for Stacks, Siege and City Attacking with % of Siege in a Stack. I think it's way too high and this is part if not wholly the reason the AI "Turtles" up for Defense if it has strong neighbors.

Try changing this 250 to 100 and see if the Barbs get more aggressive.

JosEPh

Very interesting. You could add the save for when I can eventually look into it.
 
SO,
In the BBAI_AI_Variables_GlobalDefines.xml there is this section.

<!-- Ratio of enemy power to team power for AI to consider running TURTLE (all out defense, no offensive forays) strategy.
Equal power would be 100. BBAI default: 250 -->
<DefineName>BBAI_TURTLE_ENEMY_POWER_RATIO</DefineName>
<iDefineIntVal>250</iDefineIntVal>
</Define>

I did not adjust this setting when I made adjustments to some of the Global defines for Stacks, Siege and City Attacking with % of Siege in a Stack. I think it's way too high and this is part if not wholly the reason the AI "Turtles" up for Defense if it has strong neighbors.

Try changing this 250 to 100 and see if the Barbs get more aggressive.

JosEPh

I doubt this would have been used for the barbarians before the split but may inadvertently be being used after the split.

Also barbarians are the strongest "nation" for much of the game, having many more units than any other nation.
 
SO,
In the BBAI_AI_Variables_GlobalDefines.xml there is this section.

Try changing this 250 to 100 and see if the Barbs get more aggressive.

JosEPh

Very interesting. You could add the save for when I can eventually look into it.

I doubt this would have been used for the barbarians before the split but may inadvertently be being used after the split.

Also barbarians are the strongest "nation" for much of the game, having many more units than any other nation.

Nope didnt work . .. . i played for another 100 turns, and as u can see, nothing really happened at all??

also @ TB, mini attached for CTD, but it was NOT a repeatable one . . .
 

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I doubt this would have been used for the barbarians before the split but may inadvertently be being used after the split.
Exactly. Very unlikely that NPC players would be using any 'strategy' settings. The shouldn't be. So that warrants deeper investigation.

Nope didnt work . .. . i played for another 100 turns, and as u can see, nothing really happened at all??

also @ TB, mini attached for CTD, but it was NOT a repeatable one . . .
Will take a look.

I'm showed the general location of the problem (which is a really complicated section that has some truly mysterious purposes at times) but its not giving me enough of the data in the game state at the time of the crash to make this truly useful and debuggable without suspecting I'd cause worse trouble by trying to fix what I know I don't understand here.
 
newest SVN, CTD when i click next turn . . . .


EDIT:

Dont know if this intended or bug??

1. Pic1, Cant bombard enemies, even if they are at full str ??
2. Pic2, Cant even attack this stack of enemy??
3. Pic3, The stack is in alliance territory, and if i want to attack this stack, i must Declare War, why??
thx TB, good answer below!!!;)

I still could not get this save to crash. I used your user settings file and I went back and looked at all the options you showed me and updated them properly and still no crash. I cannot therefore theorize what you could possibly be running up against. Unless perhaps it has something to do with the fact that I'm running the debug dll... maybe if you run the next turn on the debug dll you'll get through the turn after all the many unaddressable asserts come up and are ignored.
 
Now here is a strange error my gatherers to the east of Memphis have been building a stone tools workshop for a long time. I checked and they have one turn to complete it but when I end the turn there is still one turn to go! There is no log file or python errors generated. See attached file. I'll try with the debug dll tomorrow to see if I can figure out what is going on.

edit It is very weird but it is just that stack of gatherers and now they are refusing to finish building a track. It appears to be only those plots next to lakes see image below.:crazyeye:

edit 2 The ones that are completing things are not being consumed if they are in a stack! never mind I confused a gatherer and a subdued animal.



Neither the Great_Hunter files nor the Traditions folder exist any more.:confused: Are you sure you updated from the SVN correctly? Those files and folders were removed after their content was moved into the main files.

Is this issue still a live issue?
 
SO,
In the BBAI_AI_Variables_GlobalDefines.xml there is this section.

Try changing this 250 to 100 and see if the Barbs get more aggressive.

JosEPh

Now i have attacked that city and from the # of captures i am getting it is well over 500 so far and still havent taken over the city, :whew:
 
I suspect that the BBAI setting is maybe only useful for starting a New game? IDK.

I would hate to think that the Whole BBAI Variable GlobalDefines is all useless now. That would be a lot of coding I suspect and a lot of overall base controls down the rabbit hole.

JosEPh
 
I suspect that the BBAI setting is maybe only useful for starting a New game? IDK.

I would hate to think that the Whole BBAI Variable GlobalDefines is all useless now. That would be a lot of coding I suspect and a lot of overall base controls down the rabbit hole.

JosEPh

Would still be fine as it is for the AI players not the barbarians. They should have a different AI as they are not about building nations but destroying civilization; or at least they should be.

BTW while looking at the modular religions I notice that the Barbarian XML indicates that they should build religion buildings and units but they can't get religions. Even with some of the work I have planed which will let them get religions they should not be able or inclined to build the buildings or units.

I am wondering if all this XML in the barbarian civ to try and make it the same as a nation is not the source of some of our problems.
 
BTW while looking at the modular religions I notice that the Barbarian XML indicates that they should build religion buildings and units but they can't get religions. Even with some of the work I have planed which will let them get religions they should not be able or inclined to build the buildings or units.

I am wondering if all this XML in the barbarian civ to try and make it the same as a nation is not the source of some of our problems.

Good point, anyone??
 
Would still be fine as it is for the AI players not the barbarians. They should have a different AI as they are not about building nations but destroying civilization; or at least they should be.
Exactly. NPCs (including barbarians) have much more simplistic AI that doesn't take more advanced things like strategies into account.

BTW while looking at the modular religions I notice that the Barbarian XML indicates that they should build religion buildings and units but they can't get religions. Even with some of the work I have planed which will let them get religions they should not be able or inclined to build the buildings or units.

I am wondering if all this XML in the barbarian civ to try and make it the same as a nation is not the source of some of our problems.
I'm not sure what XML you're talking about here. Are you referring to the building list in the Civilization Info? The first thing to understand about that is that list crafts what's possible to build and train but it doesn't change the simplistic underlying AI that only selects to build buildings with particular flags, like production buildings for example. It may build, therefore, a religious building that can help it build units faster, but generally speaking barbs care not about health and unhealth, happiness and unhappiness, gold, culture, science, etc... So unless there's a good reason that backs the barbarian cause to build a building, even if the xml says it can doesn't mean it will.

That's my understanding of it at least. I could be corrected by further research.
 
City guards can attack from ships on sharpshooters and animals.
 

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