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

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Please provide a save from the moment you would normally go to kill the unit. Save just before the attack and provide instructions as to what to attack with and how to find it on the map.

scenario:
1. Start saved game
2. push next turn
3. go to newly built water units in Labna city (capital)
4. kill enemy water units which are blocking trade routes of Labna city

these steps should do it - hope so
Please let me know if anything else is needed
 

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Animal spawning depends on resources, terrain, and map coordinates. That is, if your camel-deserts are at a latitude and longitude that corresponds to, say, South America or Australia, you still won't get camels.
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Sahara and Arabia, both have several bonus fields with camels, but no wild camel around, but mass of animals which really never have to be there, like aurochs, and there is no aurochs bonus field.
 
scenario:
1. Start saved game
2. push next turn
3. go to newly built water units in Labna city (capital)
4. kill enemy water units which are blocking trade routes of Labna city

these steps should do it - hope so
Please let me know if anything else is needed
Thanks! I'll get to it when I can of course.
 
a general notice: since the past 2 svn I feel that the time after end turn is significant longer (~ 30-40%) than before. Also, while before the game had 9 threads open in processor, now it has 10 threads. Looks fo rme that you have add a routine which is slowing all a lot.
 
a general notice: since the past 2 svn I feel that the time after end turn is significant longer (~ 30-40%) than before. Also, while before the game had 9 threads open in processor, now it has 10 threads. Looks fo rme that you have add a routine which is slowing all a lot.

No... should only be faster. No way it would've been slower period. However, the game can certainly be complexifying as you go further turns in so it can be slower between turns for you where you are at.
 
Sahara and Arabia, both have several bonus fields with camels, but no wild camel around, but mass of animals which really never have to be there, like aurochs, and there is no aurochs bonus field.

If you are quoting "Sahara and Arabia", I guess you are playing an Earth Map. If so which?

I am still adjusting mine to spawn correctly (need to add relevant terrain and features). - when I have the time.

Basic spawn rates are generic and not map specific :).
 
other issues:

1) when I spread a religion by a missionary, I often get the message that it failed to spread the religion in that city. However, when I look in city, it got the religion fine.

2) spy operations nor working correctly according spy windo
2.1) I can't see the current research, althought tha tis highlighted in green and I have enough points
2.2) Spy in enemy city has as option to force 11 turns civ wide anarchy. I do this. Got successful notifiction and spy come back to me. But the civ did not have anarchy after, and in spy table that was not highlighted and I had not enough points for it. So the notification was wrong and I should not had that as option.

If you are quoting "Sahara and Arabia", I guess you are playing an Earth Map. If so which?
C2C-UEM-ByPit2015-V3.1
 
If you are quoting "Sahara and Arabia", I guess you are playing an Earth Map. If so which?

I am still adjusting mine to spawn correctly (need to add relevant terrain and features). - when I have the time.

Basic spawn rates are generic and not map specific :).

It's still a main mod issue since it deals with the spawns on such plot types.
 
other issues:

1) when I spread a religion by a missionary, I often get the message that it failed to spread the religion in that city. However, when I look in city, it got the religion fine.

That is because the main engine says you failed and you did but the Famen wonder says it is 100% so it works. We can't capture and stop the fail message.

edit The Moral promotion is no longer available to missionaries so I will need to create a new one that is.

edit 2 I am thinking of adding a new hunter 4 promotion = master hunter = blitz attack ie can attack more than once to allow the hunters to eventually get as good as a new Master Hunter
 
there is no resource, Spain can have mass of good places north africa. There is no reason to settle at such a place, except, that this is close the human's civ border.
The algorithm causing such stupidity should analysed. By such the AI civs are w/o real chance to develop their civ, except by AI's cheating.
makes no sense such a game.
:rolleyes:
 

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there is no resource, Spain can have mass of good places north africa. There is no reason to settle at such a place, except, that this is close the human's civ border.
The algorithm causing such stupidity should analysed. By such the AI civs are w/o real chance to develop their civ, except by AI's cheating.
makes no sense such a game.
:rolleyes:

There is a quest "Blessed Sea" which requires cities on a large number of land masses. That island would count as 1 land mass for the quest. This may be the reason for that settlement.
 
That is because the main engine says you failed and you did but the Famen wonder says it is 100% so it works. We can't capture and stop the fail message.

edit The Moral promotion is no longer available to missionaries so I will need to create a new one that is.

edit 2 I am thinking of adding a new hunter 4 promotion = master hunter = blitz attack ie can attack more than once to allow the hunters to eventually get as good as a new Master Hunter

All awesome - I could probably interrupt the message in the code but I'd need to setup the Famen with a unique tag for that.

You're absolutely right about the promo - they need a unique one.

Love the idea on the hunter promo!
 
There is a quest "Blessed Sea" which requires cities on a large number of land masses. That island would count as 1 land mass for the quest. This may be the reason for that settlement.
Another possibility is the Holy Mountain quest, which is fulfilled by discovering and settling near a certain peak.
2. (maybe by design) Triremes (and maybe other water units) built in a city with Flavian Amphiteatre have no Combat 1 (but land units still do).
I believe naval units no longer get access to any of the Combat line of promotions. Mind, there are a few that are still getting oddball promotions due to secondary combat classes. Outriggers, Caravels, and Carracks can gain some strange promotions due to their Explorer combat class, such as Martial Arts, for example.

Something that may be worth looking into, the wonder Adam Smith's Trading Company does all kinds of strange things, probably as a result of its "all-trade-routes" or whatever effect. I'm not certain what the effect is intended to be, but I've noticed it not only tends to lag the tooltip to an absurd degree (presumably due to attempting to calculate the actual effect), but then gives a huge amount of research.

There are still some inconsistencies between the various animal workers in what they can or cannot build. The main one I noticed this time around is that Camel Workers cannot build Tar Gatherers. Some of these might be intended, mind, but my impression was always that they were meant to be faster or slower for certain terrains (as evidenced by their promotions), rather than different in their actual abilities.

Bombardment XP appears to count towards Great General emergence. Now, this may be something of an edge case due to massive abuse of civics, wonders, etc, but a fleet of 32 Privateers with the Rolling Thunder promotion line were capable of bombarding cities for fairly minimal damage, but earning 150ish Great Admiral XP per turn.

I'm getting French text in one of the Power civic descriptions, despite being in English. Presumably somewhere in the translation/localization a typo occurred.
 
[ problems with free promotions ]

Update to latest SVN and see if this is still the case. Promotions are now showing up in WB too as they were meant to do.
JosEPh

I have updated the game and I cannot see any difference for missionaries (I have not checked ships built in town with Flavian Amphiteatre yet) - maybe I would need to start a new game?

About Strength and duplicating units in SM: it seems the reason may be different than I thought. I noticed when I change unit properties (XP etc.) in WB, the window shows its strength (I think the current one, I am not sure) multiplied by 100 as a `base strength'. So maybe not duplicating units but changing their properties makes the problem. The results are visible after a levelup, maybe it is necessary to chose "+Strength" promotion.

S.
 
After some 10 games starting with various Game Options I have narrowed down where the AI fails in the start when playing Deity games.
You won't like this T-Brd, sorry, but it's Size Matters.
I don't like it either as I like that game option.
Probably some combo of that and the early spawn of strong aggressive animals nearby make the AI apprehensive to walk out with Str 1 units only to defend their Band with?

Minor Start, Raging Barb, Surround and Destroy, Fight or Flight, Hide and Seek, start with or without traits, Reckless Animals, Peace Among NPCs, Agg AI, are among those that don't make a difference, but as soon as Size Matters is engaged the AI stumbles in the start.
Tried with "Size Matters Uncut" too but same result, stumbling AI.

All done on Deity and going 70-80 turns into the game before checking if the AI had 2 cities or 1.

In ALL without Size Matters all AI had 2 cities at that time.
In the games with Size Matters all AI had only 1 city at that time, out of 6 AI's. One exception, in one game the Danes had managed to get a second city out.

So now you know where to look I hope T-Brd?

Cheers
 
1) sample of (probably) typing mistakes in script or missing closing ;
see image

2) made a log of ram and time usage: (since last 2 svns the game also wants to run a recalculation when I load the save. Not each sav, but all 6-10, and thst althought I made no changes etc. Was not before.)

start game, load sav
1.487 MB ram usage
2 min game sav load time

do nothing, click next turn
processing next turn needs 7:20 min
ram usage goes up to 2.114 MB

do my moves, ram 2.187
click next rurn
processing next turn needs 7.40 min
ram at 2.334 MB

do my moves, ram 2.347 MB
click next turn
processing next turn needs 8:00 min
ram 2.467

do my moves, ram 2.478
click next turn
processing next turn needs 8:00 min
ram 2.607


do my moves, ram 2.6.28
click next turn
processing next turn needs 8:20 min
2.743 MB

do my moves, ram 2.746
I stop here.
(when reach 2.956 MB then CDT because memory allocation error, means all 5 turns a sav and restart of the game is necessary, if there will come no bigger ram usage. The test game is at 3000 before Chr with 30 civs only, as 10 are already dead.
Map is C2C-UEM-ByPit2015-V3.1)

Edit
made no changes, since the past ~ 10-12 turrns I no longer can set a field as owned and fields I claimed I loose to the other civ suddenly.
The only what was: got weather and ballistics.

and again: after load of sav I get question if I do recalculation.
Such was not before the past two svn

Edit 2
had a look in Worldbuilder/team data and there is set "open borders" althought I have in game "closed borders", and that had not been in team date some turns before. However, I had open borders until ~ 50 turns ago, then I changed to closed borders.

Looks like settings get lost or ignored with load of sav, but not always.
Search for the new bug !
 

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There is a quest "Blessed Sea" which requires cities on a large number of land masses. That island would count as 1 land mass for the quest. This may be the reason for that settlement.
3000 before Chr? At that time the civs should look for good places as otherweise later all are occupied.
 
After some 10 games starting with various Game Options I have narrowed down where the AI fails in the start when playing Deity games.
You won't like this T-Brd, sorry, but it's Size Matters.
I don't like it either as I like that game option.
Probably some combo of that and the early spawn of strong aggressive animals nearby make the AI apprehensive to walk out with Str 1 units only to defend their Band with?

Minor Start, Raging Barb, Surround and Destroy, Fight or Flight, Hide and Seek, start with or without traits, Reckless Animals, Peace Among NPCs, Agg AI, are among those that don't make a difference, but as soon as Size Matters is engaged the AI stumbles in the start.
Tried with "Size Matters Uncut" too but same result, stumbling AI.

All done on Deity and going 70-80 turns into the game before checking if the AI had 2 cities or 1.

In ALL without Size Matters all AI had 2 cities at that time.
In the games with Size Matters all AI had only 1 city at that time, out of 6 AI's. One exception, in one game the Danes had managed to get a second city out.

So now you know where to look I hope T-Brd?

Cheers
They might be a little slower to expand because they take longer to get their minimum unit requirements together. Every time they hit 4 units of the same type and volume on a plot they'll merge 3 of them so if they have a minimum of 4 defenders of the same type then it takes some time to build that up because what they will end up with is high volume heavily merged units to head out with the settler. Once there, though, they won't be so vulnerable to attack from an equally merged attacking force and they won't be so likely to be eaten along the way.

Other military building efforts would be encountering the same slower development as well.

I'm not sure what the numbers are doing exactly right now so I'll see what's taking place at some point.
 
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