Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

Are any of the space missions buildable/playable yet? Is there a special map I need to get? Thanks
You need custom scenario with space terrain.
Or you can place some space terrain using world builder.
 
After the last submit by pepper, the game now CTD's on loading... pls fix, thx. . .

EDIT: dont know for sure of its pepper's stuff, but the save crashes when loading, even when i went back to previous SVN, so i went back to the previous save and it loads with the last svn of joe's??
 

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I've been getting random non-repeatable CtDs too. I have the Autosave set a 4, and every time it has CTD'd it was been after a 4th turn and the autosave should be kicking in. So I'm having to save every 2 or 3 turns now on a Normal game just hitting the Ren Era at ~1848AD.

I've been able to go back to last autosave and get past the CTD turn though I have to replay 3 turns to do so.

And yeah I'm gonna reset the auto save to every other turn now too.
 
I've been getting random non-repeatable CtDs too. I have the Autosave set a 4, and every time it has CTD'd it was been after a 4th turn and the autosave should be kicking in. So I'm having to save every 2 or 3 turns now on a Normal game just hitting the Ren Era at ~1848AD.

I've been able to go back to last autosave and get past the CTD turn though I have to replay 3 turns to do so.

And yeah I'm gonna reset the auto save to every other turn now too.
Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?
I've made some experimental python changes that I can't say for sure is safe. I would greatly appreciate if you could figure out if it appears to cause more CTD's or not.
 
Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?
I've made some experimental python changes that I can't say for sure is safe. I would greatly appreciate if you could figure out if it appears to cause more CTD's or not.
I don't have your interface Modmod loaded at this time.

I will D/L the latest version and load it and see what happens during play.
 
I don't have your interface Modmod loaded at this time.

I will D/L the latest version and load it and see what happens during play.
I wish I could get you a new dll right away. The key to fixing such non-repetitive crashes is to get minis when I haven't manipulated the code since the update revision being played.
 
Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?
I've made some experimental python changes that I can't say for sure is safe. I would greatly appreciate if you could figure out if it appears to cause more CTD's or not.

I started to implement it but noticed that many files have not been updated to some of the latest changes of the SVN. So I have held off for now.
 
I wish I could get you a new dll right away. The key to fixing such non-repetitive crashes is to get minis when I haven't manipulated the code since the update revision being played.

Yeah I forgot to even check the minidump, du'oh! :hammer2::blush:
 
Yeah I forgot to even check the minidump, du'oh! :hammer2::blush:
It's ok... I've got my files already mid-programming changes so I'll need to get a stabilized version out before I can make use of them anyhow.
 
There's an issue with pathing (both with BUG's AI pathing on and off) that causes units to go in a sub-optimal path. One of my units has a path of obvious 3 turns, and instead it decides to go with a 4 turn path.

Spoiler :
upload_2017-12-8_21-6-10.png

The unit can move from 1 to 3 in a single step, no need to move through 2.
 
There's an issue with pathing (both with BUG's AI pathing on and off) that causes units to go in a sub-optimal path. One of my units has a path of obvious 3 turns, and instead it decides to go with a 4 turn path.

Spoiler :
View attachment 482473
The unit can move from 1 to 3 in a single step, no need to move through 2.
Not a bug at all. The AI is taught to take the best defensive path. Especially if going to attack. The woods provide better defense than the bare or tall grass hills. If you do not want that path you will have to manually move the attacking force. The only thing sub-optimal is your choice of time frame to get there. And that is not a function of the AI pathing.
 
Usually it will actually go the fastest route even though the go-to graphic says it won't.
Did you try letting the unit make that move and see if it actually went through the forest?
 
There's an issue with pathing (both with BUG's AI pathing on and off) that causes units to go in a sub-optimal path. One of my units has a path of obvious 3 turns, and instead it decides to go with a 4 turn path.

Spoiler :
View attachment 482473
The unit can move from 1 to 3 in a single step, no need to move through 2.

Not a bug at all. The AI is taught to take the best defensive path. Especially if going to attack. The woods provide better defense than the bare or tall grass hills. If you do not want that path you will have to manually move the attacking force. The only thing sub-optimal is your choice of time frame to get there. And that is not a function of the AI pathing.
Well, it is a bug in the sense that it tells the player it's going to do one thing and then goes and does another. With the vanilla pathing you don't get that behavior. Koshling tried to resolve it before he stepped out for good as a modder but never did fix it fully. Given that his pathing engine is the single most complex thing since the math that it takes to launch a rocket and reach the moon, it will just have to be something we live with.
 
After the recent SVN 9772 update, I cannot see the properties (crime, disease etc.) of the cities. I am also using the interface overhaul modmod v0.5.9.1.2.
 
After the recent SVN 9772 update, I cannot see the properties (crime, disease etc.) of the cities. I am also using the interface overhaul modmod v0.5.9.1.2.
It is probably caused by the modmod. If you want to help debug the issue you can look in the modmod's opening post spoiler for more info. I'll investigate your report anyway. Further discussions should continue in the modmod thread.
 
There's a bug that causes the game to enter an infinite loop.
When pausing VS as a debugger it stopped on MSS32.dll (though I doubt it's the reason for the issue), and the main thread was looking at issuing an AI mission, paused inside the "find" call. Unfortunately, I accidently caused CTD before I could get more information.
If it happens again, what kind of information could help to resolve the issue? It's not repeatable, though happens every now and then.
 
couple of things????

1. I am in the "Modern era" and all i have for avail guards (crime) is the "Crowbar", but as u can see i have the Sheriff that was there??

2. I have now asked "Hadrian" like 5 times for the "potatoes and the game takes my money but as u can see the potatoes remain in the white as if never given to me (supposed) to be red if i got them?? attached is a saved game incase u need to look ...
 

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