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

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Yes on the latest SVN there is a CTD every time I go to found first city. (no alterations by me)

Has happened on a couple of different set ups
 
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.

It was a problem with Platyping's code 20 would fit on a screen but 19 would not. He has fixed it but 19 is now the maximum number of rows allowed if you want it all on one screen

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 think we may look at going with something totally different. perhaps instead of increasing the yield a 5% reduction in the cost of everything?

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.

One of the traits used to remove all anarchy from civic/religion changes, but that was removed making that trait useless. I would suggest that the developing trait could have 30%, 60% and 100% removal of anarchy.

As to the anarchy on changing civics it should depend on the change and how big a change it is. The anarchy is supposed to represent the change over period and confusion and uncertainty during it. Switching to decimal currency as a recent example (wow 50 years ago!) is an example of a minor change where you would want no more than one turn on any game speed. Unfortunately anarchy scales with game speed and that 1 turn may be 7 or 8 on the slower speeds.
 
Bug in the latest SVN,probably from TB's latest commit.Whenever a minor civ emerges I get a python message error.The minor civilization emerges but with nothing just the city-no tech,nothing at all-and the former barb units are still there in the new civ city.Next turn obviously the new civ gets destroyed.
 
TXT build path slaves . . is this still valid??
 

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Yes on the latest SVN there is a CTD every time I go to found first city. (no alterations by me)

Has happened on a couple of different set ups
Ok... I've found the problem and fixed it. Will soon be on the SVN.

Bug in the latest SVN,probably from TB's latest commit.Whenever a minor civ emerges I get a python message error.The minor civilization emerges but with nothing just the city-no tech,nothing at all-and the former barb units are still there in the new civ city.Next turn obviously the new civ gets destroyed.
Might have been related to the above. After the next commit here in a few minutes, see if it still happens. If it does, then it may be something in the python changes.

@DH: Would you be so kind as to review the python changes I made in the last commit and see if any of them might answer to the above bug?

It was a problem with Platyping's code 20 would fit on a screen but 19 would not. He has fixed it but 19 is now the maximum number of rows allowed if you want it all on one screen
Sooo... you know its still happening then right?



I think we may look at going with something totally different. perhaps instead of increasing the yield a 5% reduction in the cost of everything?
% adjustment up in yields would probably be easier as it would be one adjustment rather than having to hunt down all the items we want to include as 'everything' for that 5% reduction.


One of the traits used to remove all anarchy from civic/religion changes, but that was removed making that trait useless. I would suggest that the developing trait could have 30%, 60% and 100% removal of anarchy.
Completely agree that a trait line is intended for that.

What I was poorly referring to was the impact of a golden age.

I do hope to clear up bugs enough to start in on a trait rework project here.

As to the anarchy on changing civics it should depend on the change and how big a change it is. The anarchy is supposed to represent the change over period and confusion and uncertainty during it. Switching to decimal currency as a recent example (wow 50 years ago!) is an example of a minor change where you would want no more than one turn on any game speed. Unfortunately anarchy scales with game speed and that 1 turn may be 7 or 8 on the slower speeds.
Completely agree!
 
Might have been related to the above. After the next commit here in a few minutes, see if it still happens. If it does, then it may be something in the python changes.

@DH: Would you be so kind as to review the python changes I made in the last commit and see if any of them might answer to the above bug?

I will. I am currently checking to see if I can suggest a way to continue playing a game after I post the fixes to the Terrain Schema and New_Cultures mod.

Sooo... you know its still happening then right?

No:confused: It is working fine for me at the smallest resolution.
 
Ok... I've found the problem and fixed it. Will soon be on the SVN.


Might have been related to the above. After the next commit here in a few minutes, see if it still happens. If it does, then it may be something in the python changes.

So far it seems to have been fixed.
 
I will. I am currently checking to see if I can suggest a way to continue playing a game after I post the fixes to the Terrain Schema and New_Cultures mod.



No:confused: It is working fine for me at the smallest resolution.
1) Thanks!
2) Yeah, not working fine on my end. I'm right with you and SO on how annoying it is. I can try to increase the resolution and see if that helps though.
 
Post a screen shot of what is happening. As I said it is fine for me. Maybe we are talking about something slightly different.

Very simply explained. When you are in the tech tree, if you scroll up or down with the middle mouse wheel, you don't scroll to the side like you used to, but rather, up and down (only a few pixels of margin allow this movement.)
 
@TB

why is that the newest SVN (artdefines) needs to have the (0) zero in it, most others dont??


nvrmd, looked at the old working copy, duh!

Honestly, I don't know why it's important, only that it is because the dll was giving me serious errors when I tried to load with the debug dll attached and that was what it was pointing at, the first line where those tags weren't given a 0 definition.
 
Honestly, I don't know why it's important, only that it is because the dll was giving me serious errors when I tried to load with the debug dll attached and that was what it was pointing at, the first line where those tags weren't given a 0 definition.

ahh ok, a dll thing then, ok, so then does it also need some of the lines back ingame, and placed with (0) zero's again??
 
Very simply explained. When you are in the tech tree, if you scroll up or down with the middle mouse wheel, you don't scroll to the side like you used to, but rather, up and down (only a few pixels of margin allow this movement.)

No not seeing this at all. I am playing on 1024x768 and when I use the mouse wheel the tech screen scrolls left-right.
 
No not seeing this at all. I am playing on 1024x768 and when I use the mouse wheel the tech screen scrolls left-right.

I agree with DH here, if u scroll up or down, then something is wrong . .
 
Bug in the latest SVN,probably from TB's latest commit.Whenever a minor civ emerges I get a python message error.The minor civilization emerges but with nothing just the city-no tech,nothing at all-and the former barb units are still there in the new civ city.Next turn obviously the new civ gets destroyed.

The way python works is that it stops as soon as it gets and error. Knowing what that error message was would point us to the problem very quickly. This is why we ask for the PythonErr.log when posting bugs which have a python error.
PythonErr.log contains all the error messages

PythonDbg.log contains all the trace prints modders have added over time when building and testing new components. It is not useful in most cases where an error message is given so we don't ask for it.

PythonErr2.log is the third log file and I have yet to discover when it is useful.​

@TB Just looked at your changes and I am not seeing anything that might cause an error.

edit On the changes I am about to put on the SVN, I can find no way to not break saves:(.
 
ahh ok, a dll thing then, ok, so then does it also need some of the lines back ingame, and placed with (0) zero's again??
I've done all I saw that needed to be done. It cleared up the issue. It must have only been those two tags I corrected in that file.
Otherwise I'm not sure what exactly you're asking here.
No not seeing this at all. I am playing on 1024x768 and when I use the mouse wheel the tech screen scrolls left-right.
It might be due to being on a window rather than full screen. The only way to play while keeping the debugger attached.

@TB Just looked at your changes and I am not seeing anything that might cause an error.
Thanks for looking! It could've been the other thing that was causing a crash that might have been creating this issue.

edit On the changes I am about to put on the SVN, I can find no way to not break saves:(.
Thanks for letting us know. I'll try to keep my fileset from updating until I profile all the crash stuff (or whatever I have that absolutely requires a savegame) and I'll put everything that's not critical to this mission at the end of the debug queue for now. Once I address those I can then update and commit all those fixes at once. So I'll be free floating here for a bit and it might take a while before I can commit again. But that's ok.
 
I play windowed not full screen also.:confused:

I could do a quick screen cast for you later if you want me to show you what I'm experiencing?
I can also take a look at my resolution perhaps... when I can I'll let you know what I'm on there.
 
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