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

just saw this, what happened here, i thought these were working ok??
 

Attachments

  • Shaman.JPG
    Shaman.JPG
    295.3 KB · Views: 49
@strategyonly:
I think I fixed that in rev. 9491
Something went wrong with shamanism text entries when Hydro had a SVN merge issue with my commit.
After TB fixed it everything was fine except that something were off with the shamanism text entry.
 
In file "CvPathGenerator.cpp", line 929, it reads: if ( m_adjacentCosts[iIndex].m_bValid = bValid )

Is that valid?
In what manner? Syntax-wise, sure. But you're asking this from a perspective of suspecting something is wrong, I'm guessing?
 
CTD on turn end strangely. May require a turn or two. This is really soon for this to happen. This is the latest SVN.

Edit: It may have been the map script that did it. - Nevermind, third one is a new map script. May have something to do with criminals?
Edit2: Resolved through a play now it seems.
Edit3: Clearly I've made it farther buuuuut... this happened.
http://puu.sh/uDz04/f0ebe0214d.jpg

edit4:
38744 shows a loss of all XP upon quality up on the stone spearman.
 

Attachments

Last edited:
CTD on turn end strangely. May require a turn or two. This is really soon for this to happen. This is the latest SVN.

Edit: It may have been the map script that did it. - Nevermind, third one is a new map script. May have something to do with criminals?
Edit2: Resolved through a play now it seems.
Edit3: Clearly I've made it farther buuuuut... this happened.
http://puu.sh/uDz04/f0ebe0214d.jpg
Yeah, these are definitely legitimate problems. I goofed a little while back on a move I shouldn't have made... it was a theoretical fix test and I left it as it was without reversing it after I found the real problem, thinking it was a good thing anyhow, and it was not. I'm glad this came up soon enough for memory to serve the debugging effort here.

The next commit will include the fix to this.
 
Yeah, these are definitely legitimate problems. I goofed a little while back on a move I shouldn't have made... it was a theoretical fix test and I left it as it was without reversing it after I found the real problem, thinking it was a good thing anyhow, and it was not. I'm glad this came up soon enough for memory to serve the debugging effort here.

The next commit will include the fix to this.
Crap happens, glad you were able to figure it out quickly. (fyi, I am curious about what occured)
 
I doubted myself on an earlier assessment of where to place a command line and I was right the first time. Was a matter of dividing final combat strength too early.
 
I am having large issues with empire wide anger in my current save, and i cannot find the source for it. I think it started when i upgraded to 9478, with all the new techs.

I recalculated modifiers. I am not sure this was the issue, or if i just didnt realize i had the problem until after the svn update.

here is the savegame:
https://www.dropbox.com/s/xynwe7eyxap66nj/AutoSave_AD-2015.CivBeyondSwordSave?dl=0
I'll leave this for someone to evaluate the game itself first to see if there's a real bug here...
Joseph? Ya wanna take a first look? You're usually VERY good with evals like this.
 
I'll take a look see....

EDIT: Not really any bug found.

About a 1/2 dozen cities, out of 45, with anywhere form 10 to 30 angry citizens. In those cities it's a mixed bag of neglect to happiness or health Or in 1 letting crime hit +1709 level. In many of these cities a few turns of building some of the lower cost early buildings cleared up the :mad: or :yuck:. Ques had high end buildings or units that take multiple turn to finish in them. Multiple Production with many low cost early :) and :health: buildings started clearing this up.

Added a few Crime fighting units like Crowbar guard or Guard dogs or even Police Helicopter if hammer levels were high enough and problems started to subside. Played 3 turns.

Monarch Difficulty on Normal Game Speed 488 turns out of 1064. Date 2015AD. I did find that I have a date range to large for Ind. Era in Normal GS.

Some options used have caused this game to be accelerated on the research rates. Hitting TH era a bit too soon. Forgot to check if tech diffusion is on or off. These will get adjusted when all the new Eras and tech tree is in place.

JosEPh
 
Last edited:
empire unhappiness.PNG
I'll take a look see....

EDIT: Not really any bug found.

About a 1/2 dozen cities, out of 45, with anywhere form 10 to 30 angry citizens. In those cities it's a mixed bag of neglect to happiness or health Or in 1 letting crime hit +1709 level. In many of these cities a few turns of building some of the lower cost early buildings cleared up the :mad: or :yuck:. Ques had high end buildings or units that take multiple turn to finish in them. Multiple Production with many low cost early :) and :health: buildings started clearing this up.

Added a few Crime fighting units like Crowbar guard or Guard dogs or even Police Helicopter if hammer levels were high enough and problems started to subside. Played 3 turns.

Monarch Difficulty on Normal Game Speed 488 turns out of 1064. Date 2015AD. I did find that I have a date range to large for Ind. Era in Normal GS.

Some options used have caused this game to be accelerated on the research rates. Hitting TH era a bit too soon. Forgot to check if tech diffusion is on or off. These will get adjusted when all the new Eras and tech tree is in place.

JosEPh

So you did not see the 115 angry that was from "empire wide sources" that i had in almost all my cities?

a second issue i found is that i was no longer able to build policecars, and i had a massive spike in crime per round that seemed to happen when police cars were no longer possible to build (i have to build detective -> presinct, to build police mech?)
 
Last edited:
No I only saw about 6 - 8 cities that had 10-30 angry citizens. And I built crowbar and a couple of police helicopters. But the majority of what I did in those cities was to go to the early cheaper to build buildings that gave +:) and /or +:health:. Fill the ques with them because you production levels in hammers ranged from 200+ to 11K. And with multiple production now always on in 3 turns most of those cities were getting back under control. You were building High production stuff for money when you needed building to satisfy your pop. And you didn't need the extra money anyway.

You also had a city or 2 with some criminals in them especially the city that had +1700 Crime.

And I did not do a Re-Calc when I played those 3 turns either. As My current SVN was 9496. Yours was 9488.
 
Ok, i just loaded the save up now, and i saw all cities have 115 empire wide unhappiness like picture shown, i have no idea where that comes from, and can find no indication to how to ameliorate that. which was the reason for posting the question in the first place. I was aware of high crime in a couple of cities i had recently "liberated" from the evil mayan empire :)

but this source was what made me wonder:
empire unhappiness.PNG
 
Ok, i just loaded the save up now, and i saw all cities have 115 empire wide unhappiness like picture shown, i have no idea where that comes from, and can find no indication to how to ameliorate that. which was the reason for posting the question in the first place. I was aware of high crime in a couple of cities i had recently "liberated" from the evil mayan empire :)

but this source was what made me wonder:
View attachment 466676

My suggestion would be to Update your SVN version and do a Re-Calc when it asks for it.
 
Ok, i just loaded the save up now, and i saw all cities have 115 empire wide unhappiness like picture shown, i have no idea where that comes from, and can find no indication to how to ameliorate that. which was the reason for posting the question in the first place. I was aware of high crime in a couple of cities i had recently "liberated" from the evil mayan empire :)

but this source was what made me wonder:
View attachment 466676
Many crimes cause unhappiness in every city, not just the one you're in. You can probably at this point look through the buildings that are in the city, and look particularly at the special buildings that have emerged because of crime. Hard to say why you can't build the police cars right now but you've lost a prereq somewhere. This is for the player to research. 99% of the time it's all legit.

Uhhhhhhh.............. Something seems ... out ..of place...
http://puu.sh/uEVDp/47c05a9175.jpg


After investigation, it occured in the Sioux ( Pacal II ) capital.. and as a result of trying to get a great doctor?
Not sure what you're pointing at being wrong.

Teaching is not properly teaching?
What's teaching?
 
Just an FYI, I'm in the middle of a big project right now so if it takes me longer than normal to respond to bug reports, my apologies but I've really gotta dive in the deep end and get this done or it's never getting done.
 
Many crimes cause unhappiness in every city, not just the one you're in. You can probably at this point look through the buildings that are in the city, and look particularly at the special buildings that have emerged because of crime. Hard to say why you can't build the police cars right now but you've lost a prereq somewhere. This is for the player to research. 99% of the time it's all legit.

Police cars had gone obsolete, so only alternative was SWAT units which were cumbersome at best to be able to make (requires a prereq chain of 4-5 buildings)

Crime was the problem though, i had 5-6 cities that had crimes that gave empire wide unhappiness. Unhappines have now gone down after i have managed to get enough SWAT units out to fight the crime in those cities.
 
Back
Top Bottom