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

@T-brd, I played several turns of Harriers game. But like many games I've seen on here recently that were started before the Tech tree changes, they all have much of the early buildings to rebuild. Build list is full of early game buildings.

Harrier is in the Industrial Era now. When I 1st loaded his game there were English Riflemen everywhere that needed to have their promotions updated (blue aura).

Hopefully you'll get something from the minidump file.
 
I have "in the bank" over two billion gold(2.000.000.000), and in one "swift swoop"(end turn process) every penny just disappeared....swoosh

This problem has been there since the early stages of C2C. Once you hit the "limit" it all rolls over and Poof gone. And as T-brd said, Game Over. Was reaching 2 Billion in gold a specific goal? If it was then you've learned a hard lesson about doing something in the mod in excess. As there is no Victory condition that is satisfied with having the most gold. ;)
 
This problem has been there since the early stages of C2C. Once you hit the "limit" it all rolls over and Poof gone. And as T-brd said, Game Over. Was reaching 2 Billion in gold a specific goal? If it was then you've learned a hard lesson about doing something in the mod in excess. As there is no Victory condition that is satisfied with having the most gold. ;)
Im glad he reported it tho cuz it lets me know where to work on the next overflow problem when i can and shows us all that mem leaks and MAFs are not the more critical frontier finally.
 
@T-brd, I played several turns of Harriers game. But like many games I've seen on here recently that were started before the Tech tree changes, they all have much of the early buildings to rebuild. Build list is full of early game buildings.

I was'nt sure if the early buildings were due to Tech tree changes or espionage. To be on the safe side I did research all the new techs. Not sure how they would effect the AI though.

Harrier is in the Industrial Era now. When I 1st loaded his game there were English Riflemen everywhere that needed to have their promotions updated (blue aura).

If not at war and not on the front line I tend to leave promotions until later.

I started this game on a difficulty level I had not tried before and to try out size matters. I like it.

I was initially along way behind the leading AI tech. wise - who I am at war with. But combining inferior troops, allowed me to stave of superior forces.

Still have to try a few other combat mod options.
 
If not at war and not on the front line I tend to leave promotions until later.
Smart! There can be very good reason for this with some unit types in particular.
I started this game on a difficulty level I had not tried before and to try out size matters. I like it.
:D
 
Hi guys, long time player, first time poster here. Just wanted to say thanks first of all for your amazing work on this game.

I have a repeatable CTD pretty early on. I have tried going back to the last three autosaves, but the game crashes at the same point every time. I'm about to finish researching cooperation. Here's the file:
I cannot get this to crash so I think the last fix might've addressed this. If it's still crashing for you, please go into the BeyondTheSword folder and find the most recent minidump file and post that here, but first do make sure you're running on the most recent SVN version.

SVN 9567

CTD - just press end of turn.

Occurred on version 9540 and also the latest version.

Save and minidump.
I couldn't get this to crash either but the mini did tell me what we needed to know. Someone was kind enough to program a catch point for us to see a Memory Allocation Faklure in progress if it were to happen at this particular time, which must have been fairly common, given that someone placed that there. This was a MAF. From what you've told me about your system I'm not terribly surprised. Sorry bro.
 
No problems. At least when I start a new game, I can give Joe some more GS info.
 
You hit our current overflow limit. Very extensive programming is required to overcome this problem. Its more than a bug. Its a massive project. Game is dead for now.
Sooooo......are you talking about the money or what did actually "overflow"....everything?

This problem has been there since the early stages of C2C. Once you hit the "limit" it all rolls over and Poof gone. And as T-brd said, Game Over. Was reaching 2 Billion in gold a specific goal? If it was then you've learned a hard lesson about doing something in the mod in excess. As there is no Victory condition that is satisfied with having the most gold. ;)
Um no.....I just.....well it is the same game that, I posted about the inflation "problems" so I ofcourse stopped "using" money. And thus this happened.

So even if I use WB to remove some of my money, or use it, that won't save my game? My best per turn income at some point was about 1.7 million gold. There honestly isn't much you can use money for. I gave 500.000.000 to a AI player(twice), just because I could, and "she" didn't even bat-an-eye, meaning I didn't gain much in relations. Hurrying buildings/units/wonders is a "no no", as we discussed the inflation "bug" thread. Man.....this was my "furthest" game I have played in years. I had reached Galactic Era. I was so hoping this could have been my third finished game...ever. And to be clear, I don't play Civ4 to win, I play to dominate, to create civilization like never seen before. I could have won this game in the industrial era if had wanted to, but I was hell bent on creating my super civilization on my terms/time table.

P.S. Sorry I broke your game. And I promise to look help for my Megalomanical tendensies......NOT!. I guess I will start a new game on the v37. Oh even thou my current game ended as it did I HAD SOOOOOOO MUCH FUN! Thanks to the entire dev team!

P.P.S Seriously thou I had reached galactic era and there were still number techs etc. left, and I had been "steam rolling" the game since the end of industrial era. So what should I do different if I want to reach "the end" meaning research all the techs etc.?

P.P.P.S Sorry for long post.......
 
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Sooooo......are you talking about the money or what did actually "overflow"....everything?
A number cannot exceed a maximum amount in normal code. I found it hard to understand at first too. But it has to do with some deep computer science stuff. There are ways to fix this but it's pretty involved and I'm a little reluctant to dive right in, but it helps to know this is the 'next' place to address an overflow. I figured it was going to be one anyhow.
Seriously thou I had reached galactic era and there were still number techs etc. left, and I had been "steam rolling" the game since the end of industrial era. So what should I do different if I want to reach "the end" meaning research all the techs etc.?
This is why I'm reluctant to throw too much development into the futuristic stuff right now... things like this need solving so that it can happen.

I'll try to now make it a priority to resolve this as soon as I can.

If you're going to play v37, btw, I strongly suggest latest SVN version. There's a lot better balance on things now.
 
Sooooo......are you talking about the money or what did actually "overflow"....everything?


Um no.....I just.....well it is the same game that, I posted about the inflation "problems" so I ofcourse stopped "using" money. And thus this happened.<snip>.

You could open up the console and write
player.setgold playerID #amount
to reset the amount of gold to a reasonable level.
playerID is usually 0 if you are the first player.
 
A number cannot exceed a maximum amount in normal code. I found it hard to understand at first too. But it has to do with some deep computer science stuff.
It's actually quite simple. Think about an odometer in your car (older model with mechanical instrument) or an electricity meter or something like that. If every digit shows a 9 then if you drive another km or mile in your car or if you use another kWh electricity the counter will turn to zero. You have a finite number of digits so it can't show a really big number.

The same thing happens in the computer. The computer uses a binary numeral system instead of a decimal one which means the digits can only be 0 or 1. In the conversion between the binary and the decimal system you use the power of 2 operations so if you want to know the bigest numbers the computer can handle you get strange decimal values. For example the biggest 32bit unsigned integer is 2^32 -1 = 4,294,967,295.
 
I cannot get this to crash so I think the last fix might've addressed this. If it's still crashing for you, please go into the BeyondTheSword folder and find the most recent minidump file and post that here, but first do make sure you're running on the most recent SVN version.

Yes, it's working fine after the last fix. Thanks for your help.
 
Crime fighters set to "level up inspections" will expose criminal units and allow crime fighting units in the same city to "arrest" them

thanks...I don't know how but I can arrest them... but I didn't notice "level up inspection" - I don't see any command or any promotion like that for my patrols... that "level up inspection" means "sleuth promotline"? I think so, because that and crime fighting are only promotions that I "gave" my patrols but I can arrest them.
 
@raff21
Clicking on the Red shield for setting a unit to do certain acts like build up fortifications (not the crossed sword symbol for Normal fortify) there is a drop down menu. In this menu for a LE unit there are 2 symbols/promotion lines for finding and arresting criminals. 1 is a magnifiying glass the other is a police officer's bataan, Give at least 1 LE the selection for the magnifying glass will build up Inspections which will eventually reveal the criminal. The bataan symbol will Add to the ability of a LE officer to level up against teh criminal to make the Arrest/kill the criminal.

ThunderBrd has a Thread in the Strategy Forum for C2C that explains all this. It is suggested ie Highly recommended reading.

EDIT: Link https://forums.civfanatics.com/threads/criminal-spawns-investigation-and-arrest-in-v37.608212/
 
It's actually quite simple. Think about an odometer in your car (older model with mechanical instrument) or an electricity meter or something like that. If every digit shows a 9 then if you drive another km or mile in your car or if you use another kWh electricity the counter will turn to zero. You have a finite number of digits so it can't show a really big number.

The same thing happens in the computer. The computer uses a binary numeral system instead of a decimal one which means the digits can only be 0 or 1. In the conversion between the binary and the decimal system you use the power of 2 operations so if you want to know the bigest numbers the computer can handle you get strange decimal values. For example the biggest 32bit unsigned integer is 2^32 -1 = 4,294,967,295.
Exactly... only I wouldn't call that quite simple to explain. lol You did well with it though.
 
I had an exile in a rival city who got investigated and one level of 'Wanted'. I used "infiltrate city" to get some espionage point and teleport the exile back to my capital. He still had all his movement points, so I paid gold to upgrade him to a rogue. The next turn, the rogue still had the wanted status. I moved him outside of my borders and waited a few turns, still had wanted. I moved him outside the visibility range of all my other units, still had wanted.

I assume the solution is "Don't upgrade your criminal while he's wanted". Just thought I'd report it anyway.

I've attached a save with the rogue wanted, and the previous 2 autosaves (5 turns each), which should show the exile still in the capital of Carthage. Also included are 4 minidump files because, again, I don't know which one you need.

Edit: Version 9535

Update: I tried the maneuver with an exile again, without upgrading this time. He lost the wanted status on the third turn. First turn: wanted in a rival city, infiltrate city, returned to capital with full movement and still wanted. Second turn: teleported outside the city, because exiles cannot enter friendly borders, still wanted. Third turn: outside city borders, and loses wanted status.
 

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I had an exile in a rival city who got investigated and one level of 'Wanted'. I used "infiltrate city" to get some espionage point and teleport the exile back to my capital. He still had all his movement points, so I paid gold to upgrade him to a rogue. The next turn, the rogue still had the wanted status. I moved him outside of my borders and waited a few turns, still had wanted. I moved him outside the visibility range of all my other units, still had wanted.

I assume the solution is "Don't upgrade your criminal while he's wanted". Just thought I'd report it anyway.

I've attached a save with the rogue wanted, and the previous 2 autosaves (5 turns each), which should show the exile still in the capital of Carthage. Also included are 4 minidump files because, again, I don't know which one you need.

Edit: Version 9535
A minidump can only help with a crash. This isn't exactly a crash. It is interesting, though. I can see that I should also make it so that you lose all your mv points when you're teleported back to capital as part of any action like that. I can see how the logic may have had him get stuck 'wanted' and I can try to address that too. I probably won't need a save for that. In the meantime... um... keep that problem in mind?
 
Some auto-build buildings are appearing in the can build part of the city screen. The Viking Trading Post is one, I think. It happens when you get a tech mid turn or change civics during a golden age as the auto buildings are done at the end/start of a turn.

They should not be appearing as available to be built at all as you will get them free. This can be fixed by making sure the iCost of the building is -1.

Suggestion to modders - instead of having "unlimited X specialists" on a civic why not have a more controlled number by setting it on the auto civic building? You can even have it vary by era/tech by having a set of civic buildings that have prereq and obsolete techs set.
 
Suggestion to modders - instead of having "unlimited X specialists" on a civic why not have a more controlled number by setting it on the auto civic building? You can even have it vary by era/tech by having a set of civic buildings that have prereq and obsolete techs set.
Both of your comments are priceless. This one is a really good idea. To do some things I want to do there, which I've passed by you previously, this will become absolutely necessary. But this is a great way to go about it with the tools available to us now.
 
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