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

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Did you update? I fixed the fix for Seafaring. It's now just like it was in 9328 Before I did any fixes in CIVTraitsInfo.xml.

JosEPh
 
Did you update? I fixed the fix for Seafaring. It's now just like it was in 9328 Before I did any fixes in CIVTraitsInfo.xml.

JosEPh
Yes but its not C2C its the savedgame that does not work, i just found out . .
 
What happened with "Routes_Upgrade" option in A_New_Dawn_GlobalDefines.xml?
It's no longer working for me despite setting it to "1" in both My_Modules and Assets/XML.
Is it being overwritten elsewhere, or has it been broken?

Cheers
 
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.
Yeah, and it's not happening consistently. At least some of them were attacking the same turn they spawned, so chipotle wouldn't let me see what their initial state was. It sounds to me like they're using the assassinate function as well. The dogs were, I believe, the only qualifying target unit present in the city for assassinations, as the only other combatants in the city were a couple of Master Wardens. In the previous game, Scoundrels were one of the other units attacking then pillaging, and they're also unique in that they're both criminals and ruffians. I don't recall ever seeing any pure criminal class units doing the same.

Because I'm not yet into the unquestioned dominance/mopping up phase of my current game, I'm spending rather more time actually playing things out than testing. If or when I get around to properly tracking down this bug I'll probably set up a smaller and faster test situation in WB.
 
Yeah, and it's not happening consistently. At least some of them were attacking the same turn they spawned, so chipotle wouldn't let me see what their initial state was. It sounds to me like they're using the assassinate function as well. The dogs were, I believe, the only qualifying target unit present in the city for assassinations, as the only other combatants in the city were a couple of Master Wardens. In the previous game, Scoundrels were one of the other units attacking then pillaging, and they're also unique in that they're both criminals and ruffians. I don't recall ever seeing any pure criminal class units doing the same.

Because I'm not yet into the unquestioned dominance/mopping up phase of my current game, I'm spending rather more time actually playing things out than testing. If or when I get around to properly tracking down this bug I'll probably set up a smaller and faster test situation in WB.
I don't feel it's a bug per se, since the AI hasn't yet been fully developed yet in the first place. It was just an odd behavior that I'll have to look for in the code to see why it's taking place which could have implications on how false expectations may ACTUALLY play out in many areas, not just this one.
 
What happened with "Routes_Upgrade" option in A_New_Dawn_GlobalDefines.xml?
It's no longer working for me despite setting it to "1" in both My_Modules and Assets/XML.
Is it being overwritten elsewhere, or has it been broken?

Cheers
Good question. I know nothing about it so perhaps it was a mod concept that was begun and never finished?
 
What happened with "Routes_Upgrade" option in A_New_Dawn_GlobalDefines.xml?
It's no longer working for me despite setting it to "1" in both My_Modules and Assets/XML.
Is it being overwritten elsewhere, or has it been broken?

Cheers
What are u trying to do?? It already cost extra per each upgrade level, ie Trail - Path . . i believe
 
It used to be, and working perfectly, that to upgrade a route when the option was on, i.e set to 1, meant you only needed to put in the money and time MORE than the route already in place cost.
So the already built route counted towards upgrading to the new route.
Which no longer works.

Cheers
 
It used to be, and working perfectly, that to upgrade a route when the option was on, i.e set to 1, meant you only needed to put in the money and time MORE than the route already in place cost.
So the already built route counted towards upgrading to the new route.
Which no longer works.

Cheers
I'll research this when it comes up in the lesser issues queue. I'm curious. I recall reading some discussion on this years ago... it might've been disabled on purpose iir.
 
I don't feel it's a bug per se, since the AI hasn't yet been fully developed yet in the first place. It was just an odd behavior that I'll have to look for in the code to see why it's taking place which could have implications on how false expectations may ACTUALLY play out in many areas, not just this one.
I agree. If the criminals are deciding (for whatever reason) to shift to a different AI, then acting in accordance with that AI, things should be fine. The main thing is that I don't think they're making a decision so much as being forced into an automatic attack due to some combination of reasons. One of the things I want to investigate once I have or can set up a repeatable test save is the precise sequence of events involved. May be related to stealth defending and the creation of new units in the same plot.
 
I agree. If the criminals are deciding (for whatever reason) to shift to a different AI, then acting in accordance with that AI, things should be fine. The main thing is that I don't think they're making a decision so much as being forced into an automatic attack due to some combination of reasons. One of the things I want to investigate once I have or can set up a repeatable test save is the precise sequence of events involved. May be related to stealth defending and the creation of new units in the same plot.
Theoretically stealth defenses shouldn't be taking place inside cities.
 
Hey guys, I just updated to the latest SVN(9332) and now cannot load my saved game nor start any new ones without a CTD in the Initialising() phase. I only have Squid's Civics module loaded as an extra. Is anyone else seeing this ? Cheers Colonelflag

Addendum- Ok, i confirmed it only happens with Squidimps Civcs module loaded, I will let them know.
 
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Hey guys, I just updated to the latest SVN(9332) and now cannot load my saved game nor start any new ones without a CTD in the Initialising() phase. I only have Squid's Civics module loaded as an extra. Is anyone else seeing this ? Cheers Colonelflag

Addendum- Ok, i confirmed it only happens with Squidimps Civcs module loaded, I will let them know.
yeah i had the same problem. something somebody did broke current savedgames . . .
 
We may have some differing options. If that's the case then it becomes important to identify the differences.

TB. to repeat what I said in conversation (PM), sorry did not realize you wanted screenshots - so here they are.

After reading the above post, I did try several times (changing the option settings and reloading) non worked.

The ones shown here do not either and are as close as I can remember are the same as my original game settings.


This late in the game I use Viewports, but it also CTD without it.
 

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TB. to repeat what I said in conversation (PM), sorry did not realize you wanted screenshots - so here they are.

After reading the above post, I did try several times (changing the option settings and reloading) non worked.

The ones shown here do not either and are as close as I can remember are the same as my original game settings.


This late in the game I use Viewports, but it also CTD without it.
Thanks Harrier. That middle pic should be what I needed I think.
 
SVN 9265
The green man use my flag, instead of their own.

I had reported this problem back in May when helping in the Animal Spawning changes, with no answer. So I noted down this post number.

While playing with the BTS Graphic options, to try to help solve another CTD issue I had, that could not be replicated.

I solved this problem:

Leave the option EFFECTS DISABLED (particle effects) unchecked.

You get the correct flags for animals.

Posted to remind me and help others who had this problem.


@TB

This would have been checked in my CTD game (not shown it the screen shot I posted).
 
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I had reported this problem back in May when helping in the Animal Spawning changes, with no answer. So I noted down this post number.

While playing with the BTS Graphic options, to try to help solve another CTD issue I had, that could not be replicated.

I solved this problem:

Leave the option EFFECTS DISABLED (particle effects) unchecked.

You get the correct flags for animals.

Posted to remind me and help others who had this problem.


@TB

This would have been checked in my CTD game (not shown it the screen shot I posted).
Where is that option listed? I could also use a screen shot of your first option page (Your middle pic is Option->Graphics. I need Option->Game.) Maybe.
 
Where is that option listed? I could also use a screen shot of your first option page (Your middle pic is Option->Graphics. I need Option->Game.) Maybe.


It is in Option->Graphics about 7 options down on the right of the screen.
 
It is in Option->Graphics about 7 options down on the right of the screen.
Ah. Ok. I'm trying to get your game to crash and not being successful so far but I suspect that first page soo...
 
Ah. Ok. I'm trying to get your game to crash and not being successful so far but I suspect that first page soo...

Success - I reset options (remember I played around with different settings) to original {see below} and turned off EFFECTS DISABLED. The game proceeded to Zulus wanting a trade deal. Before it just CTD.


The game option screen shown is what I normally play.

But in trying to solve this problem I had turned on:

Show enemy and friendly moves. To see if it gave me an indication of the area it crashed.

Turning them off (with the effects settings now on) the game continued.

If you need further info - please ask.

Must now - sleep.
 

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