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

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Repeatable CTD in Indus era . .mini and save in zip
This didn't crash for me. If you would, please screenshot me your options if this save is still having a problem.

I believe u have to look at the top of a page and look at "ur account" i think it says something about lieks there, cant remember already, DUH!!
It looks like you can only look at a list of your own posts that have been liked. :( Maybe we can get 'em to build out the option to use likes in this way.
 
4) Ships that take one of the Transport (X) promotions and later upgrade to a type of ship with native transport capability will have their cargo type overridden. For example, say a Sloop of War with Transport (Troops) upgrades to a Modern Destroyer, which has native ability to carry missiles. It will no longer be able to carry troops despite retaining the promotion. Is it possible to set the Transport (X) promotions to always reset on upgrade?
I'm putting this issue at the end of the queue. Rather than stress about this particular quirk, I'd rather at some point develop out the ability to maintain more than one kind of transportation. It'll take a bit more in depth reworking than I'm prepared to do now as I'm just trying to catch up to critical issues before addressing the next major save breaking debug effort.
 
Thank you for that fix, but I think that has produced another issue. When you upgrade a unit with a quality promo, you can lose that promo without compensation (I think it happened with an upgrade Spiked Clubman -> Stone Maceman).

Would it be possible to retain exactly the number of quality promos you have? I can certainly understand if it takes a while, but the new problem means you could end up losing your best units.
I'd like to see a save that shows this problem. From what I have seen in the code, it appears that quality upgrade promos are handled very differently from normal already. The current quality difference from the original unit is measured on the unit that's being upgraded from before the upgrade and then set directly as much higher after the upgrade, and should be done in a manner that avoids resetting all XP on the unit in the process. You shouldn't have to reselect the quality promo, the correct amount of quality upgrade promos should be properly automatically re-added to the new unit after upgrading.
 
I have CTDs because of air units. I had several CTDs during my game. But when I deleted city, which built air unit, I played normally then. Now again I have CTD and can't find solution (but I think, it air unit spawned somewhere). I use C2C svn with space colonization modmod and with manually enabled Atompunk tech (I enabled it by myself in XML).
Here is the save and minidump. Crash after pushing "end of turn" button.
Most modmods allow me to load the game without having to download and install the modmod. This one does not. I'm not really willing to download a modmod to try to debug this. Sorry.
 
Ok, aside from what may be some responses to a few crashes that I was not able to replicate, it looks like I'm caught up on severe issues enough to start working on the next savegame breaking fix, a restructuring of the way the NPC split is handled that will hopefully play into some EXE assumptions a little easier and thus naturally debug a number of issues we're having.

Assuming this works, the next task thereafter would be to try and hunt down exactly which SVN version caused our unit combat graphic crashes to start happening and determining from that what we did wrong and fixing it.

So I plan to start on that next weekend. This gives a little time for the players who reported those earlier crashes to give me the rundown of their main panel options and bug options - if those are still crashing for them then this is the only way I may be able to find out why since I've run them through the debugger without issue already.

And maybe before I start work on the issue I might try to resolve the crash on the modmod but I generally have a personal rule against downloading modmods, even for debugging purposes. (It's a dangerous precedent that can lead to accidental commits and is EXTREMELY time consuming!)
 
I'd like to see a save that shows this problem. From what I have seen in the code, it appears that quality upgrade promos are handled very differently from normal already. The current quality difference from the original unit is measured on the unit that's being upgraded from before the upgrade and then set directly as much higher after the upgrade, and should be done in a manner that avoids resetting all XP on the unit in the process. You shouldn't have to reselect the quality promo, the correct amount of quality upgrade promos should be properly automatically re-added to the new unit after upgrading.

Nevermind, I think this was rather the problem of quality promos not added to the unit which was present from 9300 and resolved by 9308. Thank you.
 
Ok, aside from what may be some responses to a few crashes that I was not able to replicate, it looks like I'm caught up on severe issues enough to start working on the next savegame breaking fix, a restructuring of the way the NPC split is handled that will hopefully play into some EXE assumptions a little easier and thus naturally debug a number of issues we're having.

Assuming this works, the next task thereafter would be to try and hunt down exactly which SVN version caused our unit combat graphic crashes to start happening and determining from that what we did wrong and fixing it.

So I plan to start on that next weekend. This gives a little time for the players who reported those earlier crashes to give me the rundown of their main panel options and bug options - if those are still crashing for them then this is the only way I may be able to find out why since I've run them through the debugger without issue already.

And maybe before I start work on the issue I might try to resolve the crash on the modmod but I generally have a personal rule against downloading modmods, even for debugging purposes. (It's a dangerous precedent that can lead to accidental commits and is EXTREMELY time consuming!)

Thank you for your extreme diligence! :clap: We probably don't thank you enough as it is. I only wish we had another reliable C++ programmer as dedicated as you have been. Again Thank You! :D

(They took away all the really "good" smilies ! :( )

JosEPh
 
First time I've done this.... so correct me if I'm missing some information. This is an almost instantaneous CTD that repeats every time. I've modded a few of the XMLs to suit my fancy, but I'd be surprised if any of them are causing this crash.

Good Luck... ;)
 

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I don't think the fix for units losing an assigned starting promotion due to unit class incompatibility is working. At least, in my SVN9318 game I don't remember my Impi getting Mobility. I just finished a reinstall on my laptop due to impending HD failure/replacement, so I haven't reinstalled C4/C2C yet to recheck and confirm though.

edit: Nope, Zulu Impi are still missing the Mobility promotion.
 
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Hey everyone,

My apologies if this has been addressed already but the last few times I've attempted to play the SVN, when I start a game I have no UI. I deleted and re-downloaded the SVN in case there was something corrupted in that. I haven't done a complete re-install of Civ IV. I'm willing to, but I was hoping to avoid it in case there is something else I can try.

Let me know whatever other information would be helpful and I can provide it.

Thanks!
 
Hey everyone,

My apologies if this has been addressed already but the last few times I've attempted to play the SVN, when I start a game I have no UI. I deleted and re-downloaded the SVN in case there was something corrupted in that. I haven't done a complete re-install of Civ IV. I'm willing to, but I was hoping to avoid it in case there is something else I can try.

Let me know whatever other information would be helpful and I can provide it.

Thanks!
Did you rename the folder for the mod? The mod's main folder must be named "Caveman2Cosmos", renaming it breaks things. Oh, also, you need to be running the game as an administrator, and since C2C includes a version of the BUG mod already, you can't have that installed separately. I think that covers the usual suspects in missing UIs.
 
Did you rename the folder for the mod? The mod's main folder must be named "Caveman2Cosmos", renaming it breaks things. Oh, also, you need to be running the game as an administrator, and since C2C includes a version of the BUG mod already, you can't have that installed separately. I think that covers the usual suspects in missing UIs.

Whelp, I had two of the three going for me so fixing that seemed to do the trick. Much obliged!
 
First time I've done this.... so correct me if I'm missing some information. This is an almost instantaneous CTD that repeats every time. I've modded a few of the XMLs to suit my fancy, but I'd be surprised if any of them are causing this crash.

Good Luck... ;)
Will look into it as soon as I can. Stuck on a major issue right now.
I don't think the fix for units losing an assigned starting promotion due to unit class incompatibility is working. At least, in my SVN9318 game I don't remember my Impi getting Mobility. I just finished a reinstall on my laptop due to impending HD failure/replacement, so I haven't reinstalled C4/C2C yet to recheck and confirm though.

edit: Nope, Zulu Impi are still missing the Mobility promotion.
Interesting. That sucks. Thanks for letting me know there's something more that will need to take place there.
 
Wardens and Master Wardens (available at Feudalism) have the combat class Wields(Distance Rifle). That should probably be Wields(Distance Longbow).
 
Auto Save is now causing CTD. Will try to get back to were it crashed and hopefully get a save before it CTD's again.

JosEPh
 
Law enforcement units that are stationed in a city cannot arrest criminals unless they move out of the city and move back in.

Screenshot 1 (Can't arrest anyone now): http://images.akamai.steamuserconte...198/A7C3459B4749BE1EC25A762FDD52B9D2F82BA84D/
http://images.akamai.steamuserconte...198/A7C3459B4749BE1EC25A762FDD52B9D2F82BA84D/
Screenshot 2 (Moved the sheriff out and back in, now he can arrest criminals.): http://images.akamai.steamuserconte...644/DAE5FF42DB69DF3FD5760740416CC420B24CE90C/
 
Law enforcement units that are stationed in a city cannot arrest criminals unless they move out of the city and move back in.

Screenshot 1 (Can't arrest anyone now): http://images.akamai.steamuserconte...198/A7C3459B4749BE1EC25A762FDD52B9D2F82BA84D/
Screenshot 2 (Moved the sheriff out and back in, now he can arrest criminals.): http://images.akamai.steamuserconte...644/DAE5FF42DB69DF3FD5760740416CC420B24CE90C/

With the recent SVN bug fixes I'm finding Thieves and Rogues and "arresting" them when I get enough "inspection points" to do so. Are you on the current SVN?
EDIT: In your screen shot click on the red handcuffs ( the last Icon) and it will bring up the list of bad boys pick one to "arrest".

JosEPh
 
With the recent SVN bug fixes I'm finding Thieves and Rogues and "arresting" them when I get enough "inspection points" to do so. Are you on the current SVN?
EDIT: In your screen shot click on the red handcuffs ( the last Icon) and it will bring up the list of bad boys pick one to "arrest".

JosEPh

I'm running 9322. Yes, I know how to arrest criminals with law enforcement units. My point was, the handcuffs icon wasn't there when I selected the sheriff unit (1 movement left), it appeared after I moved the sheriff out of the city and back into the city (0.8 movement left, as seen in the screenshot).
 
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