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

I opened the save file I attached, it looks like this is the beginning of the problem. From what I counted, the light green civilization (forgot the name) had ~15 rogues in their city. I'd assumed they were barbarian rogues when I was playing, but world builder suggests they were trained by the owner of the city. They were acting as a garrison or something.
It's possible that a couple of neighboring AI's are harassing this poor guy. It's also possible that something in the AI for other unit types is somehow being allowed to select rogues for those roles. I'm going to have to take a deep deep look at this save when I get a chance to. Might be a few months.
 
I played with developing leader option on and no initial traits. I don't think any of them had deceiver. Actually two civilizations from the above save file were impacted by this crime spree: Mongolia, and Arabia. Arabia is the one I counted the rogue number for last time. I assume Mongolia is in a similar situation.

Building rogues should be OK, but I don't think they should ever be stationed in your own city, right? It seems like they should roam the countryside and kill travelers and animals.
 
I played with developing leader option on and no initial traits. I don't think any of them had deceiver. Actually two civilizations from the above save file were impacted by this crime spree: Mongolia, and Arabia. Arabia is the one I counted the rogue number for last time. I assume Mongolia is in a similar situation.

Building rogues should be OK, but I don't think they should ever be stationed in your own city, right? It seems like they should roam the countryside and kill travelers and animals.
Are you sure they are their own rogues stationed in the city? If you can be sure in the way you're looking, like through WB or something, then yeah, the problem is those rogues don't have rogue AI types. Somehow rogues were allowed to qualify for filling another role entirely, possibly city defense. I've not seen an example of this taking place ever but I suppose it could and if it were not uncommon for some reason, then it could account for some other meltdown situations we've seen.
 
Are you sure they are their own rogues stationed in the city? If you can be sure in the way you're looking, like through WB or something, then yeah, the problem is those rogues don't have rogue AI types.

It's possible that a couple of neighboring AI's are harassing this poor guy. It's also possible that something in the AI for other unit types is somehow being allowed to select rogues for those roles. I'm going to have to take a deep deep look at this save when I get a chance to. Might be a few months.

Yes, I used World Builder, as long as that is accurate, then the rogues in the city were friendly rogues, not enemy or barbarian. They all said they were owned by Arabia and the city was too.
 
I had a CTD. I was in the city screen and I switched to the next city. I wanted to scroll through the building queue but the game crashed. I was unable to repeat the problem. I uploaded the minidump.
 

Attachments

I had a CTD. I was in the city screen and I switched to the next city. I wanted to scroll through the building queue but the game crashed. I was unable to repeat the problem. I uploaded the minidump.
I've had this problem since vanilla. I might be able to find something but I suspect there's a memory leak in the exe when scrolling through cities.
 
CTD trying to load savedgame . . . mini and game in zip . . .
I'm looking into this now. The mini is no help at all which may mean there's a problem outside the dll.
 
CTD trying to load savedgame . . . mini and game in zip . . .
I'm able to load your save but there are a few buildings it gets rid of once I get in. Either I can load past the problem because of some recent commits I haven't updated to, or the problem may exist in a modmod you're running. Are you running any?
 
I'm able to load your save but there are a few buildings it gets rid of once I get in. Either I can load past the problem because of some recent commits I haven't updated to, or the problem may exist in a modmod you're running. Are you running any?
nope, i only have default when i submit anything . . . i believe i could load, but once i do it stalls and hesitates sometimes, but ONLY at this savedgame for some reason . .
 
nope, i only have default when i submit anything . . . i believe i could load, but once i do it stalls and hesitates sometimes, but ONLY at this savedgame for some reason . .
Strange. I was able to run through to the next turn without issue as well. I'll have to look later when I can update to the latest fileset without fear of causing premature merge problems with the massive recosting project I'm working on.
 
Strange. I was able to run through to the next turn without issue as well. I'll have to look later when I can update to the latest fileset without fear of causing premature merge problems with the massive recosting project I'm working on.
Of ur working on something sont worry about it, i went back a few turns and everything is ok, now, thx .. .
 
Svn 9649 no longer works with peppers space colonization modmod module. The game loads without the module and on the 9648 commit. I've also posted this on the modmod thread.
 
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Svn 9649 no longer works with peppers space colonization modmod module. The game loads without the module and on the 9648 commit. I've also posted this on the modmod thread.

Just to clarify, does SVN 9649 work without the modmod?

This and forthcoming SVN updates are designed to integrate the modmod into the main mod, and the separate modmod should go obsolete. Sorry that playability of the space content is broken during this transition period, but it's tough to avoid that.
 
Just to clarify, does SVN 9649 work without the modmod?

This and forthcoming SVN updates are designed to integrate the modmod into the main mod, and the separate modmod should go obsolete. Sorry that playability of the space content is broken during this transition period, but it's tough to avoid that.
I dont believe he is talking about JUST the space mod, but C2C itself, and if that is so, did TB approve this transition to C2C for the result of a non-combatable SVN for C2C??
 
I dont believe he is talking about JUST the space mod, but C2C itself, and if that is so, did TB approve this transition to C2C for the result of a non-combatable SVN for C2C??
I read it as the mod is working but not with the future modmod loaded, which Pepper knows is currently incompatible going by other threads.

If the current mod state on the SVN is incompatible then yeah we have a problem to resolve immediately.
 
Does everything look OK now? I tried running it with the debug DLL set and it seemed to work for me. I'm anxious to pick up the pace in integrating the rest of the material, but given problems I've had in the past, I am adding one piece at a time and waiting to see that there are no bug reports before moving on to the next piece.
 
I'll check it soon.

EDIT: Started a New Game on Epic played 40 turns. No Problems found yet.
 
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