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

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Game crashes during ranged attacks or air bombardments. How can I solve this problem?
Thanks in advance.

I think for now all you have to do is turn off combat animations using the quick combat options in the in-game options (from core vanilla).
 
also when i built the shooting club in my capital, now i cant build the sharpshooter?
i can build the unit in a different city that doesnt have the shooters club, ??(pics 2/3/4)
This is seriously strange. The XML clearly shows the building prereq is correctly listed and in the same way that other units use it. The unit should require that the shooters club exists in the city, not that it doesn't. Are we seeing this kind of issue with other units with a building prereq?

I'd need a save that shows the problem taking place. This requires code analysis.
 
I'm not sure if this was reported yet:

When building a Hypersonic Recon Plane I get the following Python error

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_AIR_RECON not found in mod UnitNaming
Should be fixed with the next commit. Thank you!
 
error file not found cvartfilemgr.cpp

ART_DEF_GREAT_PERSON_JUNIUS_BRUTUS

Did anyone from the art segment ever address this one?
 
SVN 9199.

Interesting feature, Barb Civs are only spawning on Ice tiles currently? I can't remember this happening before.

Is anyone else seeing this?
 
The "Automated Hunt" function doesn't work right. Instead of attacking animals the units start to act like they are exploring. They automatically pick "quick march" promotion and simply start exploring, even thou there are animals around them. The BUG option, where you can set the success% for units when they are supposed to attack, has no effect.
SO said something similar earlier. I'll take a look at this soon but it's not high priority in comparison to some larger issues.
 
SVN 9260: There is still a major exploit with SM: Usually when you select a Quality promotion you lose all of your experience points, but when you have a unit that lost promotions (due to upgrading) and select a Quality promotion to replace it, you don't lose any experience. In fact, it is easily possible (as I have seen with my current game) that you can select several Quality promotions at once.

I upgraded a slinger to an archer, lost 5 promotions IIRC, and then I could select 3 Quality promos and 2 star promos to replace it. I ended up with an archer unit with a str of around 23 (elite + 2 :c5capital:), in early Ancient. Of course, after that, the exp points were gone, but that unit will be able to compete for quite some time.

Unfortunately, I don't have a savegame to replay that issue quickly, but I seem to remember that this exploit has been valid for quite some time.

Would it be possible to offer a Quality promo only when it's possible to erase the experience of the unit - which doesn't seem to be the case when you are in the process of replacing lost promos?
 
SVN 9260: There is still a major exploit with SM: Usually when you select a Quality promotion you lose all of your experience points, but when you have a unit that lost promotions (due to upgrading) and select a Quality promotion to replace it, you don't lose any experience. In fact, it is easily possible (as I have seen with my current game) that you can select several Quality promotions at once.

I upgraded a slinger to an archer, lost 5 promotions IIRC, and then I could select 3 Quality promos and 2 star promos to replace it. I ended up with an archer unit with a str of around 23 (elite + 2 :c5capital:), in early Ancient. Of course, after that, the exp points were gone, but that unit will be able to compete for quite some time.

Unfortunately, I don't have a savegame to replay that issue quickly, but I seem to remember that this exploit has been valid for quite some time.

Would it be possible to offer a Quality promo only when it's possible to erase the experience of the unit - which doesn't seem to be the case when you are in the process of replacing lost promos?

I get exactly what is going on. I'll have to try to figure out how to filter a potential promotion selection based on a level up or a retrain cause. I think it can be done.
 
I can not go beyond this date. The sending of the new turn the game stops responding.
The initial hang is as a result of a unit being where it shouldn't. Not sure how that's taking place but running the debug dll for a round fixes it. You'll have to ignore all the asserts that come up and it will take a lesser forever to get through the turn. I have no idea how the unit ended up being in one place where another check thought it was somewhere else and that's probably a deeper bug that will need to be found and resolved at some point. This save gave me some interesting clues to that but no true fix.

I found a second bug in this save that was really helpful to resolve as well, a hang in the City Lemming AI. Having fixed that may help the AI a lot with its city attack procedures and speed things up a little in some cases since these kinds of hangs take a long time in processing to hit an error check and short circuit the unit's move determination. Sometimes they lead to infinite hangs even with the short circuit that was designed a while back.

SVN 9207

When I lose a Story Teller unit (I delete it or I build a dance with it), my Extra Unit cost per turn increases.

Edit: I tried to do a recalc and it doesn't help.

Ok, so I just corrected the calculation bug with extra costs from units. There have been multiple reports on this in various forms, as the bug has some variations.

What was happening: There is a new tag for extra cost adjustment which goes on unitcombats and promos. The intention is to be a % modifier to unit costs, including extra costs. When applied to extra costs it was not applied as a % modifier as it should've been but rather multiplied to the total.

When not on Size Matters, the calculation was negating the extra costs on all units with a multiplication by 0.

When on Size Matters, the size category unitcombats were giving most all units a non-0 number to multiply by and in the case of the above report, it was making many units (but only units that had an extra cost to begin with) cost less than 0 extra gold, which had the odd effect of allowing many units to reduce the expense on the treasury, and once removed, would actually leave the total support cost increased.

A second angle on this is that units that cannot merge or split should not be getting these modifiers at all as they are intended to offset the usual unit when the unit changes volume and such. But units like criminals/strike teams/law enforcement/healers... the unmergeable and unsplittable units for so many reasons, should not be getting any adjustment to the base extra cost. Therefore that loophole has been solved as well.

This bugfix may change the overall perspective on our gold income significantly with developed games. Probably for the better.
 
@ TB

continued from other thread, Snipers cant move into city?? City located next to Germany border . .1st listed

EDIT: Same game different points of turns, (second listed is s CTD repeatable . .

I need to know a bit more about the sniper situation you're talking about. Are you trying to move your snipers into your own city, a city belonging to a player you are not at war with, or a city belonging to a player you are at war with?

I'll be taking a look at these issues next.
 
The AI, here iroquoise can move thrue the green man? Without attacking? Screenshot...
 

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The AI, here iroquoise can move thrue the green man? Without attacking? Screenshot...

Are you playing with Hide&Seek? In that case, if the animal doesn't see the iroquois unit and the iroquois unit uses Stay the Hand, that would be possible.
 
No Hide&Seek, only the normal hidden stuff, like thiefs and so on, i cant run thrue the green man units without attacking with my scouts, also this scout has no special promotion.
 
No Hide&Seek, only the normal hidden stuff, like thiefs and so on, i cant run thrue the green man units without attacking with my scouts, also this scout has no special promotion.

This is normal now, if the green man (prey) unit can't attack.

It's not really technically an aspect of the Prey units but something common to them. The rule is: Any 2 units that cannot attack, even if they may be enemies, may harmlessly coexist on the same plot, including moving through each other's positions. Since neither are inclined to attack, even if their 'teams' are technically enemies 'at war', the movement is allowed.

Many 'prey' units are incapable of 'attack' now. And we know recon units are classically incapable of attacking as well.
 
[9264] In my current game, something that feels quite strange, monarchy obsoletes sentry posts (except for their defensive bonus). Which means I cannot build enforcers, so I must rely on crime reducing buildings until law enforcement (which I've beelined in research). What's the reasoning behind monarchy obsoleting sentry posts? IMO, law enforcement tech should obsolete it, because a better option is available. I'm guessing who ever made the change that made sentry posts become obsolete with monarchy, he wanted to make the building almost obsolete, but not make the law enforcement units unbuildable.

Edit: Screenshot. http://imgur.com/lK7DgXb Sentry post isn't in the building list and isn't in the buildable buildings. "Obsolete with Monarchy (Except defensive bonus)" isn't entirely true, the building is currently completely obsolete (it's not on the buildings list any more).
 
[9264] In my current game, something that feels quite strange, monarchy obsoletes sentry posts (except for their defensive bonus). Which means I cannot build enforcers, so I must rely on crime reducing buildings until law enforcement (which I've beelined in research). What's the reasoning behind monarchy obsoleting sentry posts? IMO, law enforcement tech should obsolete it, because a better option is available. I'm guessing who ever made the change that made sentry posts become obsolete with monarchy, he wanted to make the building almost obsolete, but not make the law enforcement units unbuildable.

Edit: Screenshot. http://imgur.com/lK7DgXb Sentry post isn't in the building list and isn't in the buildable buildings. "Obsolete with Monarchy (Except defensive bonus)" isn't entirely true, the building is currently completely obsolete (it's not on the buildings list any more).
I might not have reviewed obsoletion points as closely as I should've. It shouldn't obsolete with the tech that gives the upgrade though... Should be quite a bit past that point. Issue noted and will be fixed in due time.
 
@Winter Warrior,
Just an FYI you do know that you can upload screenshots and other files directly thru the Go Advanced button at the bottom of the reply box don't you? No need for using imgur unless you really have a very large file.

JosEPh ;)
 
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