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

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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.
Well, that's embarrassingly dumb. Turns out, there's absolutely nothing wrong with the code itself, it's doing exactly what it was told to do. Which is to say, it was told to produce Crusaders with half XP, so that's what it did. Changing the True in pCity.addProductionExperience(pNewUnit, True) to False tells it that no, the new units are not conscripts, and thus get full XP. Whether or not the wonder does what it's intended to do is another discussion, of course. I'll start up a new thread for that, and I can do the Python for that easily enough.
 
Here is the savegame you requested. EDIT: Oh sorry forgot to mention the miss spell in the espionage mission list is "Sabaotage Research"
Ok, I'll look into it. I may have questions though so be watching the thread.
 
Its been this way for aloooong time.

Just look at the "robber" also, doesnt work for Snipers either, i think, i am currently have a brain f_art, sorry . . current SVN also ..
In this save, where am I supposed to find an example of assassination not finding a target? It's not at the same turn as the pics you showed - you don't even own the displayed city yet.
 
Here is the savegame you requested. EDIT: Oh sorry forgot to mention the miss spell in the espionage mission list is "Sabaotage Research"
Going to take some extra time to look into this because you RENAMED THE MOD FILE!

Seriously, guys (@The team), how are we going to keep players from doing this??? So frustrating! I almost LIKE that the game often comes up (on some systems) without a UI if you do this. It makes it impossible for the player to screw this up. But then again there are reasons to do so sometimes, like when my wife and I play we like to do it on a copy so we 'fix' the version basically and the stuff in development doesn't force us to both update constantly. And then there's the MP games. But as a standard, the warnings MUST be there wherever the player may update.

FYI CainStar, the reason this is a problem is because it adds about an hour to any debug attempt. That and there are known bugs for playing with the mod if the folder has been named anything but 'Caveman2Cosmos'. You can't change it now and keep this game going so for future games, please rename it properly before starting the game.


EDIT: Ok, so this isn't a bug in a classical sense. Somehow you managed to cross a compatibility border in your assets. This game was likely started at a point then when the files were updated, the options got a little out of whack. You are currently on a permanent peace setting. That's it... really nothing can be done about that. The same issue would be messing with a number of other game factors so the inability to get a negotiated border agreement has something to do with that.

In otherwords, I'm sorry to report that you'll have to either back up to the original assets you started with or give up on this game.
 
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Going to take some extra time to look into this because you RENAMED THE MOD FILE!

Seriously, guys (@The team), how are we going to keep players from doing this??? So frustrating! I almost LIKE that the game often comes up (on some systems) without a UI if you do this. It makes it impossible for the player to screw this up. But then again there are reasons to do so sometimes, like when my wife and I play we like to do it on a copy so we 'fix' the version basically and the stuff in development doesn't force us to both update constantly. And then there's the MP games. But as a standard, the warnings MUST be there wherever the player may update.

FYI CainStar, the reason this is a problem is because it adds about an hour to any debug attempt. That and there are known bugs for playing with the mod if the folder has been named anything but 'Caveman2Cosmos'. You can't change it now and keep this game going so for future games, please rename it properly before starting the game.


EDIT: Ok, so this isn't a bug in a classical sense. Somehow you managed to cross a compatibility border in your assets. This game was likely started at a point then when the files were updated, the options got a little out of whack. You are currently on a permanent peace setting. That's it... really nothing can be done about that. The same issue would be messing with a number of other game factors so the inability to get a negotiated border agreement has something to do with that.

In otherwords, I'm sorry to report that you'll have to either back up to the original assets you started with or give up on this game.
Sorry adding to your work load. At the time it just made sense having the Stable versio folder be called Caveman2Cosmos(which I had first I mean I've had the C2C installed before you even started using SVN system) and the SVN folder with 'SVN' at the end. First does SVN app keep any kind of log which versios I have updated to, and if there is one where is it located? Because I can' t even remember which versio I had when I started to he game. Second do you keep archives of older SVN versios somewhere? Third IF I was able roll back to the "original" SVN versio, which I started the game with, and then updated to the latest SVN that would fix my problems? Also if do roll back to the "original" SVN would I then be able to rename the C2C folder, or is this only for the next game "thing". And again sorry causing you more work.
 
Going to take some extra time to look into this because you RENAMED THE MOD FILE!

Seriously, guys (@The team), how are we going to keep players from doing this??? So frustrating! I almost LIKE that the game often comes up (on some systems) without a UI if you do this. It makes it impossible for the player to screw this up. But then again there are reasons to do so sometimes, like when my wife and I play we like to do it on a copy so we 'fix' the version basically and the stuff in development doesn't force us to both update constantly. And then there's the MP games. But as a standard, the warnings MUST be there wherever the player may update.

FYI CainStar, the reason this is a problem is because it adds about an hour to any debug attempt. That and there are known bugs for playing with the mod if the folder has been named anything but 'Caveman2Cosmos'. You can't change it now and keep this game going so for future games, please rename it properly before starting the game.


EDIT: Ok, so this isn't a bug in a classical sense. Somehow you managed to cross a compatibility border in your assets. This game was likely started at a point then when the files were updated, the options got a little out of whack. You are currently on a permanent peace setting. That's it... really nothing can be done about that. The same issue would be messing with a number of other game factors so the inability to get a negotiated border agreement has something to do with that.

In otherwords, I'm sorry to report that you'll have to either back up to the original assets you started with or give up on this game.
We could place a line in the beginning of the game, like i did about having fun, BUT thats AFTER the game started . .
 
Sorry adding to your work load.
It's ok. You didn't know. Now you do.

First does SVN app keep any kind of log which versios I have updated to, and if there is one where is it located?
I do not believe it does. It's function is to track the updates made to the repository universally, not locally.

Second do you keep archives of older SVN versios somewhere?
Now that is a yes. Every revision number can be updated to by using the 'update to' command on the repository folder. You can also show the log and select with a right click on the revision number to update to that revision. The notes on each revision number may help.

Third IF I was able roll back to the "original" SVN versio, which I started the game with, and then updated to the latest SVN that would fix my problems?
No. It's a matter of updating through the spot where the assets changed that will cause the error. Honest truth is you're better going with a new game.

Also if do roll back to the "original" SVN would I then be able to rename the C2C folder, or is this only for the next game "thing". And again sorry causing you more work.

Nope. The save file remembers the mod name it was saved under and won't load unless that mod is in use.
 
Repeatable CTD in Indus era . .mini and save in zip
@SO: this might've been the save that I couldn't replicate the crash on. Getting what main game panel options you're using (where you can set graphic and audio options for example) may let me correctly replicate the environment in which the crash is taking place. If I cannot get that by tomorrow night, I won't be able to evaluate any further saves that have been posted up to this point (should be that's the case anyhow.)
 
@SO: this might've been the save that I couldn't replicate the crash on. Getting what main game panel options you're using (where you can set graphic and audio options for example) may let me correctly replicate the environment in which the crash is taking place. If I cannot get that by tomorrow night, I won't be able to evaluate any further saves that have been posted up to this point (should be that's the case anyhow.)
Was this one of the Inca ones by any chance?? Or Aborin??
 
@SO: this might've been the save that I couldn't replicate the crash on. Getting what main game panel options you're using (where you can set graphic and audio options for example) may let me correctly replicate the environment in which the crash is taking place. If I cannot get that by tomorrow night, I won't be able to evaluate any further saves that have been posted up to this point (should be that's the case anyhow.)
OK that one didnt have much extra in it,
 

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@Tripped: Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015 This is the post with the list of unaddressed bugs.
Yeah, I took a look at those but I don't really know where to begin on them. The GA thing is more of a balance question, anyway. The specialist reassignment lag is interesting and I'll definitely be taking a look at it, but actually doing anything about it is probably beyond my abilities, aside from maybe tossing a few ideas into the pot. For now I'm just occasionally going through the little things I notice in the course of gameplay.

I imagine a sticky post in the Bugs and Crashes forum with warnings about renaming the folder, running as a non-administrator with UAC on, and any other common issues would help with those as well.
 
Could somebody check the video for wonder 'Palace Of Beaulieu'. I got no video, just black, and there was only this high pitch screeching noise, like the sound encoding had gone wrong. Just to make sure it is not just me. Even checked the video in Windows, and same result.
 
Could somebody check the video for wonder 'Palace Of Beaulieu'. I got no video, just black, and there was only this high pitch screeching noise, like the sound encoding had gone wrong. Just to make sure it is not just me. Even checked the video in Windows, and same result.
I get the same result. The file itself tells me it's a 4x4 pixel video, with the aforementioned audio. I don't really know anything about video/audio encoding or editing, but I suspect based on the filesize that it was meant to be a single still image like a lot of the other wonder "videos", but was encoded incorrectly so that the garbled screech is actually the data that should make up the image. Would need an actual art/graphics person to take a look.

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.
So I just got to where Assassins are available and let crime climb to where they are spawning. At least under some conditions, they are attacking units in the city, though I can't really tell the specifics. I will note that so far, all of the attacks have been on Trained Dogs on the same turn that the dogs were trained, and that the assassins subsequently leave the city. No pillaging so far, but that could change. That is, I queued one dog, with a few undetected and un-Wanted assassins in the city, and ended turn. On the AI turn, one of the Assassins attacked and killed the freshly trained dog. I'm not sure if it left the city at this point or not, as I had no visibility. I queued up another 4 dogs and ended turn again, to have two of the four newly trained dogs get attacked and killed by assassins, while the two surviving dogs revealed three Assassins parked outside the city two spaces away, and two remaining assassins in the city. Event log tells me one assassin spawned this turn as well. I'll see if I can set up a save where ending turn results in an immediate attack on something in the city, so we can get a better look at what's going on under the hood.

I agree that units in the city being occasionally attacked by the criminals that have spawned in the city is a good or at least interesting interaction for when criminal AI is reviewed. However, if possible, they should do so only when they have a decent chance of either victory or withdrawal, and should remain hiding in the city afterwards rather than heading out into the countryside where they can no longer blend in.
 
So I just got to where Assassins are available and let crime climb to where they are spawning. At least under some conditions, they are attacking units in the city, though I can't really tell the specifics. I will note that so far, all of the attacks have been on Trained Dogs on the same turn that the dogs were trained, and that the assassins subsequently leave the city. No pillaging so far, but that could change. That is, I queued one dog, with a few undetected and un-Wanted assassins in the city, and ended turn. On the AI turn, one of the Assassins attacked and killed the freshly trained dog. I'm not sure if it left the city at this point or not, as I had no visibility. I queued up another 4 dogs and ended turn again, to have two of the four newly trained dogs get attacked and killed by assassins, while the two surviving dogs revealed three Assassins parked outside the city two spaces away, and two remaining assassins in the city. Event log tells me one assassin spawned this turn as well. I'll see if I can set up a save where ending turn results in an immediate attack on something in the city, so we can get a better look at what's going on under the hood.

I agree that units in the city being occasionally attacked by the criminals that have spawned in the city is a good or at least interesting interaction for when criminal AI is reviewed. However, if possible, they should do so only when they have a decent chance of either victory or withdrawal, and should remain hiding in the city afterwards rather than heading out into the countryside where they can no longer blend in.
Well... assassins are unique units in the scheme since they are both criminals and strike teams. Sounds like they are using the assassinate function on the dogs which is amusing. It also sounds like they are somehow getting the AI setting changed. I'm not sure where this would be taking place. Would take some review to find out.

Since you're looking into this, of course you could review the units with worldbuilder, but you might want to put the word 'Chipotle' into the cheatcode in the Civ4Config file. It will allow you to get some more information (like unit AIs) on hoverover infos.
 
OK that one didnt have much extra in it,
That option panel will be the same when I load your game.

Ok, so these are the pages I need to see and the menu by which you can reference them. These are the options that can differ on your system and mine and may well be the reason you get a crash and I don't.
 

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