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

I'm getting a repeatable crash not far into a game with SVN 9461 (second last), consistently happening two turns after I make this save file. I don't know enough about reading Civ logs to work out where the crash is, unfortunately, or if I might have done something wrong during installation (I think I roughly know what I'm doing, though)

(edit - have a workaround for the animation issue, thanks TB)
 

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I'm getting a repeatable crash not far into a game with SVN 9461 (second last), consistently happening two turns after I make this save file. I don't know enough about reading Civ logs to work out where the crash is, unfortunately, or if I might have done something wrong during installation (I think I roughly know what I'm doing, though)
Are you playing with quick combat options on or not? Try turning them on if you're not and see if you get through the turn.
 
Thanks, that was the issue. A barbarian brute unit attacked my clubman and the anim caused the crash (I like have quick on for offense but not defense). Got through the turn ok now.
 
I'll take a look into it.



Yeah I did and I'm sorry... it wasn't exactly high priority at the time but I'm up to date on high priority bugs at the moment so I'll look into it now. I was hoping people wouldn't care, honestly, because the problem is that I made it so that workers would order up an escort if they need one and that screwed up human automated workers. This takes place in about 25 different places so it greatly complicates the issue to have to worry about players wanting to be lazy as they play. I don't automate and automation kinda pisses me off because why would you play a game just to have the AI play it for you? But I get it. My wife likes to automate what she can too. I wouldn't trust an automated worker to tie his shoes personally. Yeah, I've a bias against automation, specially that it greatly complicates AI construction and adjustments.

Anyhow, it shouldn't be too difficult to find the reviews I made to worker AI functions and design an !isHuman() switch... aka make it so that if the unit is controlled by a human player, do things the way it used to rather than the new way.

There was a complaint about missionary behaviors a while back but I don't see it as a bug... just a perceived one that has been with us for years that I'm not going to try to get in and resolve because in practice, it still works pretty well. If you want perfection, don't automate.

I wouldn't have been as snippy over the worker thing if it could have been fixed by actually escorting the worker with units that can move as fast as they can, which I did. But every few turns.... I'd have to reapply automation to the unit. You can understand the frustration that can cause, particularly if I've set them to only improve routes or to improve strategic improvements only...

There are also times when I specifically set a worker or two to only improve one city for the rest of its days.

I get that people find automation counter intuitive to a video game. I really do. But once I've hit late ancient, I no longer have a desire to choose what workers do every time I get access to fun new improvements... after I've already put 20 of them to sleep for several turns.
Edit: If its not clear by now, I am a builder player.
Edit2: Jo. Don't be an ass. There are people out there who understand the words "cannot be done/cannot be fixed." My issue was with the perception that someone simply said there was nothing wrong/this isn't whats happening; you have it wrong, not "cannot be done/cannot be fixed." If it was stated, clearly, that it cannot be done, then I wouldn't have said anything, though I would still be considerably annoyed by the change from v36 where you COULD automate and they wouldn't act as they do.
 
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I wouldn't have been as snippy over the worker thing if it could have been fixed by actually escorting the worker with units that can move as fast as they can, which I did. But every few turns.... I'd have to reapply automation to the unit. You can understand the frustration that can cause, particularly if I've set them to only improve routes or to improve strategic improvements only...

There are also times when I specifically set a worker or two to only improve one city for the rest of its days.

I get that people find automation counter intuitive to a video game. I really do. But once I've hit late ancient, I no longer have a desire to choose what workers do every time I get access to fun new improvements... after I've already put 20 of them to sleep for several turns.
Edit: If its not clear by now, I am a builder player.
Edit2: Jo. Don't be an ass. There are people out there who understand the words "cannot be done/cannot be fixed." My issue was with the perception that someone simply said there was nothing wrong/this isn't whats happening; you have it wrong, not "cannot be done/cannot be fixed." If it was stated, clearly, that it cannot be done, then I wouldn't have said anything, though I would still be considerably annoyed by the change from v36 where you COULD automate and they wouldn't act as they do.
I didn't take it as snippy. I got where you were coming from. I also get why a player would want to automate some workers on local levels to get them to take note as soon as a better improvement can be made because they'll often be faster to notice when you wouldn't.

And I also get that it's frustrating to be told there's nothing wrong when it used to work as you wanted it to. What I meant, really, was, it's not high enough priority at the moment to bother with.

MY expressed frustration comes from the complication it represents and the fact that I'm growing tired of the neverending bug stream.
 
I didn't take it as snippy. I got where you were coming from. I also get why a player would want to automate some workers on local levels to get them to take note as soon as a better improvement can be made because they'll often be faster to notice when you wouldn't.

And I also get that it's frustrating to be told there's nothing wrong when it used to work as you wanted it to. What I meant, really, was, it's not high enough priority at the moment to bother with.

MY expressed frustration comes from the complication it represents and the fact that I'm growing tired of the neverending bug stream.

And I appreciate your frustration in regards to the bugs. It takes a lot of time, effort, and ability to be able to work as tirelessly as this team does.
 
Not sure how my response generated this, "Jo Don't be an ass." Especially from just telling it like it is. :dunno: I get it that sometimes presenting it how it really is is not "palatable" to some. And from this side of the Mod you are a bit demanding. Just sayin'.

JosEPh
 
Not sure how my response generated this, "Jo Don't be an ass." Especially from just telling it like it is. :dunno: I get it that sometimes presenting it how it really is is not "palatable" to some. And from this side of the Mod you are a bit demanding. Just sayin'.

JosEPh
You have a way about you that is patronizing and demeaning to other people. You also reply to something before the person who should be responding gets a chance to and it often gets taken to a tangent that has nothing to do with the conversation to begin with.
Keep in mind, even when I made an attempt to compliment and boost your spirits, you didn't even reply or give me ANY sort of feedback that it was even remotely appreciated. This offended me considerably.
Oh and if someone is leaving the team. LET THEM MAKE THE ANNOUNCEMENT. Don't reveal this to everyone on the forums in an offhanded manner and in a jab at another person. I was saddened to hear that DH was leaving the team but I'll be damned if you didn't reveal that in one of the worst manners possible.
There is no post IN THE VIEWABLE FORUMS stating that he was leaving the team.
If you were really sixty years old, it would dawn on you to have more tact than this and you should apologize to BOTH T-Bird and DH for throwing the drama out into the open as you did!
 
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There is no post IN THE VIEWABLE FORUMS stating that he was leaving the team.
If you're referring to the keeping the game interesting thread comment, DH had actually said something earlier both in the tech tree discussions and the disease system planning thread. It is saddening and I hope DH does at least see that I've tried to argue FOR a lot of his concepts and values as much as I've objected to some.

I don't think that it means the end of teamwork... just means that he wants to do some things that would constitute a different mod approach to the extent that aside from some core issues, it becomes a verifiable branchoff. I think we'd still find a lot to work on together in the core between both mods still.
 
You have a way about you that is patronizing and demeaning to other people. You also reply to something before the person who should be responding gets a chance to and it often gets taken to a tangent that has nothing to do with the conversation to begin with.
Keep in mind, even when I made an attempt to compliment and boost your spirits, you didn't even reply or give me ANY sort of feedback that it was even remotely appreciated. This offended me considerably.
Oh and if someone is leaving the team. LET THEM MAKE THE ANNOUNCEMENT. Don't reveal this to everyone on the forums in an offhanded manner and in a jab at another person. I was saddened to hear that DH was leaving the team but I'll be damned if you didn't reveal that in one of the worst manners possible.
There is no post IN THE VIEWABLE FORUMS stating that he was leaving the team.
If you were really sixty years old, it would dawn on you to have more tact than this and you should apologize to BOTH T-Bird and DH for throwing the drama out into the open as you did!


Umm.... Shoobs...."Don't be an ***". And who are you again?
 
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Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
@TB I have checked your changes to automation, unfortunately they don't address the issue I have reported as a bug above. I have a worker on an island with all plots improved as far as they can be. This means there is no work for them to do. I put them on automate so when I get a tech that allows something to be built they will do so. This does not work, they ask for work every turn. :(

If you're referring to the keeping the game interesting thread comment, DH had actually said something earlier both in the tech tree discussions and the disease system planning thread. It is saddening and I hope DH does at least see that I've tried to argue FOR a lot of his concepts and values as much as I've objected to some.

I don't think that it means the end of teamwork... just means that he wants to do some things that would constitute a different mod approach to the extent that aside from some core issues, it becomes a verifiable branchoff. I think we'd still find a lot to work on together in the core between both mods still.

At the current time it looks like I wont be able to use the C2C dll as a base for my mod :(. This is a pity because it has a lot in it I would like to use. I will look at it again when I get more of my mod built.

@All as I have said elsewhere I am leaving the mod. There are a few things that I want to do before I go. I will update the v38 thread asap to indicate what I will be doing. In the longer term I hope to work on the multi-map project and a couple of other projects that will be more widely applicable than just C2C.
 
@TB I have checked your changes to automation, unfortunately they don't address the issue I have reported as a bug above. I have a worker on an island with all plots improved as far as they can be. This means there is no work for them to do. I put them on automate so when I get a tech that allows something to be built they will do so. This does not work, they ask for work every turn. :(



At the current time it looks like I wont be able to use the C2C dll as a base for my mod :(. This is a pity because it has a lot in it I would like to use. I will look at it again when I get more of my mod built.

@All as I have said elsewhere I am leaving the mod. There are a few things that I want to do before I go. I will update the v38 thread asap to indicate what I will be doing. In the longer term I hope to work on the multi-map project and a couple of other projects that will be more widely applicable than just C2C.

Thank you for all your hard work. The game itself is quite fun and enjoyable. When you do move on, and I'll likely comment then if I'm still around, I hope your future endeavors prove to be fruitful.

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I'm trying it now TB.

Somehow automated missionaries will need to reapply automation on the next turn ( and the next turn...and the next turn... and the next turn... ) as well if there's no city they can enter to spread their religion.
 
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@TB I have checked your changes to automation, unfortunately they don't address the issue I have reported as a bug above. I have a worker on an island with all plots improved as far as they can be. This means there is no work for them to do. I put them on automate so when I get a tech that allows something to be built they will do so. This does not work, they ask for work every turn.
Ok... well.. it was my first guess as to how to resolve it. I have nothing to test against here. Can you drop me a save with replication instructions, an automated worker to watch his processing is what I need. I'm not sure I'll see it this way either. This is going to potentially take a month or more to resolve if I'm not very lucky to take a guess as to how it got screwed up in the first place.
 
While I cannot really give you direct replication steps, there's a buffalo worker ( one of my like 2 or 3 ) up in the northwest of my country that every time I hit automate, it goes to a tile, then returns the city. Basic automation, not city auto. This worker IS NOT escorted and the worker just does this loop every turn.
 

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While I cannot really give you direct replication steps, there's a buffalo worker ( one of my like 2 or 3 ) up in the northwest of my country that every time I hit automate, it goes to a tile, then returns the city. Basic automation, not city auto. This worker IS NOT escorted and the worker just does this loop every turn.
Ok, that should be what I'm looking for. I'll see if that can help.
 
Ok... well.. it was my first guess as to how to resolve it. I have nothing to test against here. Can you drop me a save with replication instructions, an automated worker to watch his processing is what I need. I'm not sure I'll see it this way either. This is going to potentially take a month or more to resolve if I'm not very lucky to take a guess as to how it got screwed up in the first place.
Save is in post #443 and how to replicate in post #445 on the previous page of this thread
 
Thanks DH.

Hey, an issue I've gotta ask you about... we've just found that the Entertainer unit doesn't seem to be showing up as available to build in our MP game despite meeting the prereqs, even all those visible in the XML. Things were more modular for those units then but more recently, have you or anyone noticed or confirmed that they do show up as trainable after heraldry?
 
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