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

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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... ;)
Well, it didn't crash for me on the debug run.
So... it could possibly mean:
1) the xml you changed could be at fault
2) the debug dll corrected the problem (which it can do in some cases.) If this is the case, running the game for a turn on the debug dll would fix your game. (to do so rename the core dll by adding something like a '.core' to the end of the name then renaming the debug dll by removing the '.debug' portion of the name.)
3) you could have some options in use that I don't. I have 2 other saves with crashes reported that I suspect this would be the case but the reporting players haven't noticed that I need them to explain the options they are using (not game options but bug options and stock vanilla panel options.)
or
4) the last debug that corrected a crash that can happen if there have become way too many barbarian criminals and more on the way was the same thing you were facing. I don't think that's it because I didn't get the asserts that would've indicated this was the problem.
 
I found some bugs in hte older SVN and they have persisted to the latest SVN 9326(I updated today), here they are:
1. For some reason I cannot declare war to anyone. I do not get the 'declare war' prompt when I try move into other players territory, the move pointer only shows red circle without the move number. Also when I contact another player, and choose 'lets discuss something else' option there is no option 'declare war'. I had to use worldbuilder to set 'war' between me and polynasian civ. I only have one "peace treatie" active right now with Brazilian civ, because I gave the one tech. I have pretty much dominated my game, and thus I have build pretty much every wonder so far in my capital. The reason I mention this is that is there a wonder that might stop me from declareing war?
2. I am unable to make any kind of 'passage' deal with Zulu civ. The 'allow passage' for non-combat units is on the diplomatic list, but all they say is I don't like you enough. Nothing new there, but I have gifted them with several technologies etc. and they still don't like me, OK fine that might not be enough, but I can't set 'open borders' even from the worldbuilder. When I try 'tick' the 'open borders' box nothing happens, not even the box gets "marked".
3. On the 'Perfom Espionage Mission' list the 'Sabotage Research' is miss spelled. Also there are miss spells in the 'Great People' descriptions, for some reason especially the words that have 2 S letters particulary(Russian=Rusian etc.)
4. When you discover the 'Meritocracy' civic the popup box, which asks you to if you want change civics and show description of the civic, shows the description in french. As does the actually 'Civic Change' screen.
5. Now this is a little bit peculiar problem. I can build the 'monument' building several times. More specifically: I build one in my city and on the next turn the 'monument' is back on the 'buildings available' list. I get no note that the building is destroyed or anything. This started to occur at the renaissance era, so way after the initial ability to build one. I suspect a some sort of civic conflict or something. My civics right now:
Goverment:Republic
Rule:Bureaucracy
Power:Sovereignty
Society:Feudal
Economy:Trade
Military:Tribal Warfare
Religion:Free Church
Welfare:Church
Garbage:Landfills
Immigration:Open Borders
Education:Written Tradition
Language:Interpreters
Agriculture:Subsistence
Currency:Coinage
Labor:Community Labor
P.S I do not know what you guys did maybe 1-2 weeks ago(SVN), but my god the turn times and the overall playability of the game is SOME MUCH BETTER. I'm at brink of Industrial era, and usually at this point the turns take like close to 5-7 minutes, but now only 1-2 minutes and I can play for hours without crashes. CHEERS, DAMN BLOODY CHEERS GUYS!!!! :D
 
3. On the 'Perfom Espionage Mission' list the 'Sabotage Research' is miss spelled. Also there are miss spells in the 'Great People' descriptions, for some reason especially the words that have 2 S letters particulary(Russian=Rusian etc.)

Saying it like this is a bit of problem because I am the one likely to do the changes and I am dyslexic. Putting the exact old and new in each case would help. Also consider that I would use British/Australian spelling not US/American spelling.

4. When you discover the 'Meritocracy' civic the popup box, which asks you to if you want change civics and show description of the civic, shows the description in french. As does the actually 'Civic Change' screen.

That one should be easy to find since it is the one bit of text.

edit There is no English text for the Meritocracy Civic Strategy. Maybe I copied the French over the English when I merged the text or maybe there was no English.

Either way if someone can provide an English translation of the strategy text I will put it in
 
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For some reason I cannot declare war to anyone. I do not get the 'declare war' prompt when I try move into other players territory, the move pointer only shows red circle without the move number. Also when I contact another player, and choose 'lets discuss something else' option there is no option 'declare war'. I had to use worldbuilder to set 'war' between me and polynasian civ. I only have one "peace treatie" active right now with Brazilian civ, because I gave the one tech. I have pretty much dominated my game, and thus I have build pretty much every wonder so far in my capital. The reason I mention this is that is there a wonder that might stop me from declareing war?
Are you already AT war by being a minor civ? I'd like a save that shows this taking place.

I am unable to make any kind of 'passage' deal with Zulu civ. The 'allow passage' for non-combat units is on the diplomatic list, but all they say is I don't like you enough. Nothing new there, but I have gifted them with several technologies etc. and they still don't like me, OK fine that might not be enough, but I can't set 'open borders' even from the worldbuilder. When I try 'tick' the 'open borders' box nothing happens, not even the box gets "marked".
Can't speak to the worldbuilder. But I CAN say that Problem 1 sounds linked to problem 2. Again, need a save.

Now this is a little bit peculiar problem. I can build the 'monument' building several times. More specifically: I build one in my city and on the next turn the 'monument' is back on the 'buildings available' list. I get no note that the building is destroyed or anything. This started to occur at the renaissance era, so way after the initial ability to build one. I suspect a some sort of civic conflict or something. My civics right now:
That's rather odd. Again, a save may help to replicate and explore.
 
He mentioned giving a tech to Brazil, so he should already have Writing and thus be a full civ even if he started as minor. It sounds to me more like an install or update gone awry, or possibly the result of a missing or faulty recalculation somewhere along the line.
 
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.
Fixed now. Thanks!
 
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
Was able to load an Autosave just now so if you are having further difficulty with this, please post the actual save and I'll take a looksie.
 
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/
Interesting issue. I wouldn't mind looking into it but I'd need a save showing the issue in action. Pics can only describe the symptoms. I need to see how the code is incorrectly processing and directly ensure it is without good cause before taking the investment in time to look that closely.
 
I've got another case of a blockade persisting past the defeat of the unit doing the actual blockading. In this case, there's an Outrigger belonging to Charles V (Holy Roman Empire) blockading the city of Mycenae in the northeast corner of my empire. Attacking the outrigger with either of the caravels off the east coast near Pharsalos results in the capture of the outrigger as a war prize, without lifting the blockade.

Save is attached, the caravels should be the only units still active.
What we'll have to do if this continues to be an issue in a game after a current recalc is catch the problem in the process of getting setup somehow. It COULD be at the moment of establishing the blockade but I looked at that section pretty carefully and it didn't seem to be there.
 
What we'll have to do if this continues to be an issue in a game after a current recalc is catch the problem in the process of getting setup somehow. It COULD be at the moment of establishing the blockade but I looked at that section pretty carefully and it didn't seem to be there.
I haven't seen any problems with persisting blockades in my current game, though I think there's only been two or three blockades so far. Since a recalc on that save before attacking the blockading ship did resolve the problem, I'd say it's likely solved. My guess is that the outrigger in that save was created on a version before your fixes to the unit ID assignments and that I missed a recalc somewhere.

Also, does this mean you're actually just about caught up on debugging? Congratulations, and thank you very much for all your hard work! :beer:
 
Caught up is relative here. There's still a lot of suspended minor bugs and two very very very major bugs (one could be considered a massive bug cluster.)

It's that cluster that I want to get to work on here soon but it'll break all saves so I wanted to address what could be addressed fairly easily before that if easy enough or if there's a save that exemplifies the issue. Since I won't be able to work on older saves soon it made sense to hold off on breaking them a little. I'm about to go diving into that project though.
 
Would you mind sharing your list? I doubt I can really be of much help with DLL/C++ bugs, but I can always take a look and I might manage to spot something or save you some time and effort. Besides, looking through code lets me slack off a bit from work without actually looking like I'm slacking off ;)
 
A few pages back I put a list of links to the minor stuff I was needing to look at. I'm not sure how FAR back but that's my 'list' so to speak.

Anything unaddressed between here and there is also a part of that list.
 
The new Fortification I through V get +5% Strength per level, not just defence but for attacking as well, and stay after an attack if not moving after it.
Possibly attacking should remove it, and it should likely be +5% Defensive Strength only, not Strength.

Cheers
Resolved.
 
Looks like a fair bit of the unaddressed minor stuff is things I reported myself, haha. Most of the rest looks like things beyond my current understanding, like the AI and such. There's a whole bunch of other (mostly non-DLL/C++ related) stuff that I've reported that may or may not have been fixed though, I'll go through my own posts and take a look.
The addProductionExperience function wasn't giving me full XP. I actually got exactly 1/2 XP on the Crusader as compared to a new-build Heavy Swordsman in the same city, so there's something odd going on there.
This looks like something I may be able to figure out. Will take a look at it.
4) Building improvements on Taiga/Tundra tiles is strange. Workshops are buildable on most Tundra tiles that have water access, but only until Factories are unlocked. At this point, neither Workshops or Factories can be built on those same tiles. Nor can the existing Workshops upgrade. Meanwhile, Taiga tiles without water access can only have Tree Nurseries built on them, but once Factories are available those are buildable.
4) Continued from 4) in my previous post, I think the issue may stem from when arctic terrains were changed from Tundra/Ice to Taiga/Tundra/Permafrost. Chances are the workshop's terrain requirements didn't get updated with the rest.
Likewise.
6) Svalbard Global Seed Vault wonder is missing quite a few crops, presumably because the wonder predates their addition and was never updated.
Should be easy enough to update, I'll go do this later.
1) Various buildings and wonders that require a Reef in the vicinity do not have "or Reef (Beacon) or Reef (Lighthouse)", or whatever the appropriate name is, for the replacement features that are created when you build the improvement on them, so if you improve the reefs the city will be unable to build them.
Actually they do. The only bit missing was the was that the Coral Reef Myth building did not have the improved Great Barrier Reef options as OR components. Otherwise Coral Reef has all three Coral types and Reef has all three Reef types as OR prerequisites.
Looks like it's just the Grand Marine Festival and Coral Castle wonders that are missing the beacon/lighthouse versions of reefs, or the Great Barrier Reef. Easy enough to fix, I'll do this later too.

For stuff that I can fix, how should I go about posting it? I think it's probably better not to give me direct SVN commit access just yet, on account of my being entirely too prone to accidentally breaking things as well as a bit impatient with regards to thorough testing.

There are a couple things that would fall into your basket though:
  1. Spawning criminals immediately attacking one of the units on the same tile (in the same city), then going off to pillage. Could this have been a side effect of or related to the unit ID assignment issues you fixed recently? I haven't noticed any similar behavior in my recent games, but none of them reached the tech level for those particular criminal types. I'll keep an eye out once my current game reaches that tech level.
  2. Barbarian cities are still spawning with only their city center tile, and not expanding their culture radius or growing. Was that ever looked at?
 
@TrippedOnACloud You might be able to help with this if you know your coding stuff: Space Colonization modmod

Barbarian cities are still spawning with only their city center tile, and not expanding their culture radius or growing. Was that ever looked at?
It's a matter of adjusting the barbarian only trait. We can give the trait a little culture to start and/or culture per round, both of which apply to all cities. I was leaving this to Joe to define how he wished.

Spawning criminals immediately attacking one of the units on the same tile (in the same city), then going off to pillage. Could this have been a side effect of or related to the unit ID assignment issues you fixed recently? I haven't noticed any similar behavior in my recent games, but none of them reached the tech level for those particular criminal types. I'll keep an eye out once my current game reaches that tech level.
Doesn't concern me enough to address as a bug. If some of them are doing this then IMO that's probably a good thing that it sometimes but not always takes place. I'll be reviewing this AI before the end of the cycle for improvements.
 
For stuff that I can fix, how should I go about posting it? I think it's probably better not to give me direct SVN commit access just yet, on account of my being entirely too prone to accidentally breaking things as well as a bit impatient with regards to thorough testing.
If you know how to code and compile and have the whole setup then posting me the code itself so I can review and compile and make sure I get similar results before committing to the SVN. You can start a thread for these interactions between us if you like.

For the rest, DH or I can generally review and include. Some of it will be his domain and some will be mine. More often than not it's one of the two of us anyhow.
 
Are you already AT war by being a minor civ? I'd like a save that shows this taking place.


Can't speak to the worldbuilder. But I CAN say that Problem 1 sounds linked to problem 2. Again, need a save.


That's rather odd. Again, a save may help to replicate and explore.
Here is the savegame you requested. EDIT: Oh sorry forgot to mention the miss spell in the espionage mission list is "Sabaotage Research"
 

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