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

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SVN 9280 XP system.

SEM+ map, Modern Era. Just press Enter to end turn, repeatable CTD. (this is a few turns on from my previous post.)

EDIT. Now works -9291.

DH - the CTD, when trying to load the game still occurs with the "New_Cultures" folder present, despite the addition of the Schema files.
 
Gems itself is not supposed to be a map resource. The fact that it is appearing on the map is the worry. It may be because of its BONUSCLASS, we may need to go through and adjust some of those BONUSCLASS_GENERAL is sometimes used by map scripts when they need some extra resources on the map.

Gems are a manufactured resource you get from the Gem Mine buildings eg Amber or the Gem Cutter building.

DH - the CTD, when trying to load the game still occurs with the "New_Cultures" folder present, despite the addition of the Schema files.

That usually suggests an art problem either in definition, use or the graphics.

I'll have a more detailed look.
 
How come after a certain part of the Ancient era, is it that the Thief's/Rogue can NOT attack any longer?? Plus i am at war with them??

You have the 'stay the hand' status promotion set on that criminal, which is intended to make it so you can sneak through enemy positions when they can't see you, rather than you attacking. You need to select the status promotion that removes the 'stay the hand' status, then you should be able to attack.
 
You have the 'stay the hand' status promotion set on that criminal, which is intended to make it so you can sneak through enemy positions when they can't see you, rather than you attacking. You need to select the status promotion that removes the 'stay the hand' status, then you should be able to attack.

Is that ON by default, because i have never selected that??
 
I'm not certain about this one, and I still don't know enough about the C2C file organization to check the details for myself, but at some point was King Richard's Crusade changed to no longer produce a Crusader unit every X turns? I ask because I can't recall ever having more than the one initial Crusader in any of my recent games. It's also possible that I'm not getting the free Crusaders due to some other requirement I've missed, such as civic or religious prerequisites. I've looked at the XML for the wonder itself, and it doesn't seem to mention anything about it, but it's probably handled as an event, or in Python, or something. I can't find the Biodome or Kentucky Derby code to compare either, as both of those were working fine last I checked.

Also, was the 221B Baker Street wonder ever looked at? It had a huge flat bonus of +1000 espionage and culture several versions back. I adjusted it in my own install and I don't recall any of the more recent SVNs changing that file. I think it was intended to be +10 flat espionage and culture and a decimal point got misplaced.

Oh, just remembered another minor thing related to hunting. There are a few Sea Animals that can spawn on land from a related (coastal?) resource (sea lions and otters, I believe.), but get their subdue chance from the Sea Hunter line, so land hunters that catch them on the turn they spawn only get the 10% base chance.
 
You should be getting Crusader units spawned, so that is a bug.

No idea about 221B Baker Street or what it should be.

There are actually two Sea Lions one aquatic and the other land based. Both spawn on the land based Sea Lion bonus but the aquatic ones will move into the water the turn after they spawn.
 
You should be getting Crusader units spawned, so that is a bug.

No idea about 221B Baker Street or what it should be.

There are actually two Sea Lions one aquatic and the other land based. Both spawn on the land based Sea Lion bonus but the aquatic ones will move into the water the turn after they spawn.

Yeah i only got 1 crusader in the game i had from that bonus also .. .
 
I was going to fix this but when I got down to the bit that puts up the "Just enjoy" message I though I should extend it to put up a warning if you don't start in the Prehistoric era.

Now back to the error;)

Well, that is an easily fixed error. The code was indented incorrectly and so is never executed. The question is "Is that all we want to do?". I'll move that discussion elsewhere.

edit I have been finding and fixing the errors in the New_Cultures mod. Most were a missing ..\ in the folder name for the schema. One was more worring as there is an error in the main schema file for Terrains. However there is one more error that I am having difficulty finding and fixing. Unfortunately I can't post the fixes as they make the game CTD on Win10 not just Win XP:rolleyes:
 
IWell, that is an easily fixed error. The code was indented incorrectly and so is never executed. The question is "Is that all we want to do?". I'll move that discussion elsewhere.

thats all it was was just spacing?? geez . . lol thx . .
 
Yeah i only got 1 crusader in the game i had from that bonus also .. .

Same here. 1 free crusader then nothing for many turns. I already started wondering whether it was because I switched to another religion (not christianity) after I built it.
 
I build the palace in a other city but the palace at the old city didn't get removed out of some reason and now I have 2 palace.
Edit: Maybe because I activated unlimted National Units?

This has been reported numerous times and I've been long delayed in looking into it because of the amount of time it takes to setup a test. But I've set up the test and confirmed, then got really confused by the fact that the original code didn't operate the way I would've expected it to there as well.

A while back we had some discussions regarding national wonder rule changes and I think when we enacted those we disabled the rule that BTS was relying on to remove the original palace once a new one was built. Since iirc the rule change was to allow captured national wonders to stay in place (so that if recaptured later they wouldn't be forever lost to the player) rather than being automatically destroyed, and this was agreed upon by the team, it was really not difficult to inject a NEW bit of programming to enforce the removal of the palace when the capital changes.

There's a few nice superior ways this works over the old way now as a result too. First, the palace can always be built in another city so the capital CAN be moved back. Second, although I believe the new palace still counts against national wonder limits in that city, since the old is completely removed, (the original palace does not count against national wonder limits) when the palace is built elsewhere, that national wonder is removed from the count in the city its removed from so leaves another nat wonder constructable there in its place.

Sometimes its the minor things that cost the most time. lol

This will be repaired on the next commit later today.
 
My citizens are revolting in triplicate in 9229.

I'm playing with Resolutions on, and I'm getting revolutions because I'm a noob, but in two out of two games where I've had revolutions, I've had three in one turn.
I'll get three popup boxes stack in front of each other (these may not have the same content - I can have 1 x "A revolution is brewing!" and 2 x "You citizens are growing restless!" ) and if I do reject, in a few turns I'll have one to three separate civs spawn units outside my city.


I shut the game down, restarted civ and reloaded the save (despite not updating my SVN version inbetween, it asked me if I wanted to recalculate) so the below PythonDbg.log is for one turn only.

Code:
PY:onModNetMessage
load_module encodings.ascii

PY:  Loading revolution data
Error!  Rebel types not found, no short lists available

PY:Player 42 Civilization Aggressive Animals Unit Puff Adder was killed by Player 41
PY:Player 41 Civilization Passive Animals Unit Hippopotamus was killed by Player 42
PY:  REVOLT - Skala (Incan Empire) has decided to launch a revolution with index 1625 (44 local) and odds 29.2 in year -45000!!!!
PY:  REVOLT - Factors effecting timing: Bad local, Disorder, 
PY:  Revolt - Peaceful revolution
PY:  Revolt - Revolution in homeland
PY:  Revolt - Capital or large number of cities in peaceful revolution!
PY:  Revolt - Asking for change in leader from Sara
PY:  Revolt - Switching from leader type 9 to 7 (Augustus Caesar)
PY:  Revolt - 1 cities in revolution, buyoff cost 146
PY:  Revolt - Potential new leader: Augustus Caesar
PY:  Revolt - Approval rating (initially 73) adjusted due to 1 of 1 cities revolting
PY:  Revolt - Odds are 30
PY:  Revolt - Adjusted approval rating is 25
PY:  Revolt - Offering human choice on leader change
PY:Player 41 Civilization Passive Animals Unit Barn Owl was killed by Player 42
PY:Player 43 Civilization Neutral Animals Unit Sabretooth was killed by Player 42
PY:Player 41 Civilization Passive Animals Unit Barn Owl was killed by Player 42
PY:Player 41 Civilization Passive Animals Unit Deer was killed by Player 42
PY:Player 42 Civilization Aggressive Animals Unit Dire Wolf was killed by Player 3
PY:Player 41 Civilization Passive Animals Unit Mountain Tapir was killed by Player 42
PY:Player 41 Civilization Passive Animals Unit Deer was killed by Player 42
PY:  REVOLT - Skala (Incan Empire) has decided to launch a revolution with index 1663 (44 local) and odds 29.9 in year -45000!!!!
PY:  REVOLT - Factors effecting timing: Bad local, Disorder, 
PY:  Revolt - Peaceful revolution
PY:  Revolt - Revolution in homeland
PY:  Revolt - Capital or large number of cities in peaceful revolution!
PY:  Revolt - Asking for change in leader from Sara
PY:  Revolt - Switching from leader type 9 to 15 (Canute the Great)
PY:  Revolt - 1 cities in revolution, buyoff cost 133
PY:  Revolt - Potential new leader: Canute the Great
PY:  Revolt - Approval rating (initially 73) adjusted due to 1 of 1 cities revolting
PY:  Revolt - Odds are 30
PY:  Revolt - Adjusted approval rating is 25
PY:  Revolt - Offering human choice on leader change
PY:Player 41 Civilization Passive Animals Unit Barred Owl was killed by Player 43
PY:  REVOLT - Skala (Incan Empire) has decided to launch a revolution with index 1701 (44 local) and odds 30.6 in year -45000!!!!
PY:  REVOLT - Factors effecting timing: Bad local, Disorder, 
PY:  Revolt - Violent, above always violent threshold
PY:  Revolt - Revolution in homeland
PY:  Revolt - Capital or majority of cities in violent revolution!
PY:  Revolt - Demanding change in leader from Sara
PY:  Revolt - Switching from leader type 9 to 60 (Justinian I)
Error!  Rebel types not found, no short lists available

PY:  Revolt - Looking for revolution worthy civ in Skala
PY:  Revolt - Creating new player in slot 5
PY:  Revolt - Created the Jivaro Empire in slot 5
PY:  Rev - NOT giving rev all of Cave Dwelling
PY:  Rev - NOT giving rev all of Controlled Fire
PY:  Revolt - 1 cities in revolution, buyoff cost -1
PY:  Revolt - Potential new leader: Justinian I
PY:  Revolt - Approval rating (initially 73) adjusted due to 1 of 1 cities revolting
PY:  Revolt - Odds are 50
PY:  Revolt - Adjusted approval rating is 25
PY:  Revolt - Offering human choice on leader change
PY:OnPreSave
PY:  Revolt - Handling local revolution popup
PY:  Revolt - Local Button 1 pressed, label: reject
Modder's net message!

PY:onModNetMessage
Modder's net message!

PY:onModNetMessage
PY:  Revolt - Handling network revolution popups including local player
PY:  Revolt - Button :reject: pressed by playerID = 0
PY:  Revolt - Processing revolution revolution type: leader
PY:  Revolt - Skala has now revolted 1 times
PY:  Revolt - Player clings to power
PY:  Revolt - Jivaro Empire's Extra Attitude towards Incan Empire now -5
RevData:  Initializing player object

PY:  Revolt - Stored revolt spawn data for rev player 5, revolt against player 0 idx 2
PY:  Revolt - Completed processing revolution
PY:  Revolt - Handling local revolution popup
PY:  Revolt - Local Button 1 pressed, label: reject
Modder's net message!

PY:onModNetMessage
Modder's net message!

PY:onModNetMessage
PY:  Revolt - Handling network revolution popups including local player
PY:  Revolt - Button :reject: pressed by playerID = 0
PY:  Revolt - Processing revolution revolution type: leader
PY:  Revolt - Skala has now revolted 2 times
PY:  Revolt - Player clings to power
PY:  Revolt - Peaceful, increasing rev indices
PY:  Revolt - Completed processing revolution
PY:  Revolt - Handling local revolution popup
PY:  Revolt - Local Button 1 pressed, label: reject
Modder's net message!

PY:onModNetMessage
Modder's net message!

PY:onModNetMessage
PY:  Revolt - Handling network revolution popups including local player
PY:  Revolt - Button :reject: pressed by playerID = 0
PY:  Revolt - Processing revolution revolution type: leader
PY:  Revolt - Skala has now revolted 3 times
PY:  Revolt - Player clings to power
PY:  Revolt - Peaceful, increasing rev indices
PY:  Revolt - Completed processing revolution

The last time I played C2C before updating to 9229 was from an SVN before the animals and barbs were split up into separate players; back then I was only getting one popup at a time.


I don't know if you're actively working on Revolutions or if it's an aside (When I was looking this up, I found a few bits and pieces on there being balance issues anyway), but if you are, I've attached a zipped save (should get 3 popups on the next turn).

Edit: Could this be something to do with Barbs not being the last player? (Referenced briefly in the breaking saves thread)
http://forums.civfanatics.com/showthread.php?t=559751&page=16

In WorldBuilder for my saved game, there are a number of players and the last 6 in the list are:
"Barbarian" Player 40
"The Green Man" Player 41
"The Green Man" Player 42
"The Green Man" Player 43
"Neanderthal" Player 44
"Barbarian" Player 45

Therefore, the loop
Code:
if( iNextPlayer > gc.getBARBARIAN_PLAYER() ) :
			iGameTurn += 1
			iNextPlayer = 0
			while( iNextPlayer < iPlayer ) :
				if( RevData.revObjectExists(gc.getPlayer(iNextPlayer)) ) :
					# RevolutionMP start - general fix thanks Init
					spawnList = RevData.revObjectGetVal(gc.getPlayer(iNextPlayer), 'SpawnList' )
					if( spawnList != None and len(spawnList) > 0 ) :
					# RevolutionMP end - general fix thanks Init
						bDoLaunchRev = True
						break

				if( not gc.getPlayer(iNextPlayer).isAlive() ) :
					iNextPlayer += 1
				else :
					break
		# Stuff at beginning of this players turn
		if( gc.getPlayer(iNextPlayer).isAlive() ) :
			#if( self.LOG_DEBUG ) : CvUtil.pyPrint(" Beginning turn %d for player %d, %s"%(iGameTurn, iNextPlayer, gc.getPlayer(iNextPlayer).getCivilizationDescription(0)))
			self.updatePlayerRevolution( [iGameTurn,iNextPlayer] )

		if( bDoLaunchRev ) :
			self.launchRevolution( iNextPlayer )
Which should only run once (because the barbs are the last players), I think may be running several times and therefore giving me, player 0, a check for Revolution for each player after Barbarian. (Hence why I don't always get the same content in the 'duplicate' popups.)
...Assuming that player 40 "Barbarian" is considered to be BARBARIAN_PLAYER.
In essence, this is what has been fixed with my last commit but there are still elements of this underlying problem now suspected to exist in the exe so the project needs to be approached very differently at this point. But I'm going to see if I can't fix some other bugs before getting on that, which will break saves the way I'll need to restructure things.
 
revolutions is bugged all buildings that increase/decrease revolt risk that should only affect the city there in affect all cities
Known problem for most of the time we've been working on C2C. Putting this at the end of the queue because it has low immediate need for resolution and will take some extra time for me to figure out where some data is supposed to be plugging in after the fix is made and many tags may need to be reprogrammed in the xml throughout the assets to suit their original purpose.
 
It is a tempory problem while I figure out what I did last time to get them all on one screen. If you play in larger resolutions it is fine it is only if you play in the original screen size from way back when screens were small.

So is that the trick then to resolving this problem is to simply set the screen resolution higher? Kinda frustrating because the lower res is how I'm accustomed to counting my units. But less frustrating than having the tech tree scroll a couple pixels up and down rather than side to side with the roll button.
 
As I said I have seen no effect at all from GAs. The research time does not go down, the time to build buildings/units does not change, the time to grow does not change.

The only reason I go for them is the removal of anarchy.

Quoting this here to put this issue at the end of the debug queue... it is not terribly critical but it is a matter to look into. GAs probably do need to be made a bit stronger for c2c since we've caused a lot of devaluation of 1 pt of a given yield and therefore +1 of each yield on the map is not that impacting any more.

I'd also like to try the halving of anarchy periods rather than total anarchy removal.

We also need to get SOME anarchy back on the civics after the first (prehistoric) selections.
 
@TB

seems to be something wrong in the coding of when the enemy civ takes over ur capital (only remaining town) but then i hear alot of popping sounds and then looks like an endless loop, it cant decide what to do??

This has been an issue for a while and its still very low priority to try to resolve because the game is essentially over in this case anyhow. Plus, you can save and load the game during this infinite lag period and if you do, you'll get to see the playback and charting and everything you missed at the time anyhow.

So I'm putting this at the end of the queue. I'll look into it later perhaps but it'll probably take a new save to do it because this will get looked into after I break saves again next.
 
This has been an issue for a while and its still very low priority to try to resolve because the game is essentially over in this case anyhow. Plus, you can save and load the game during this infinite lag period and if you do, you'll get to see the playback and charting and everything you missed at the time anyhow.

So I'm putting this at the end of the queue. I'll look into it later perhaps but it'll probably take a new save to do it because this will get looked into after I break saves again next.

Fine with me, i was just testing to see what would happen anyways . . :p
 
I'm new to the SVN, having started my last game with one of joseph's patch to 36 downloads, so first off thanks for all the content and work. :)

I installed everything to run from the SVN last night and started ran the then-current build and had the issue with animals having player faction flags. Found on the search that clearing cache would fix that, so I did so, and updated to the latest version this morning. I started having the game crash on start once I tried to settle the initial city.

I was able to reproduce the crash as far back as revision 9278, and just started a game on 9277 that worked. Attached is the zip of the logs folder (the autolog was empty) and the minidump_9278.

I presume that it's something that I missed in setting up for the current version, either clearing the cache wrong or something stupid like that. I'm going to go ahead and play this game on 9277 so it'll probably be months before this will be an issue for me again. If it turns out I did do something stupid, though, let me know. :) Thanks again.
 

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