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

Had a CTD here, but not repeatable, so only Mini attached.. . .felt like a graphics error / /
Unfortunately, this did not crash on the latest assets so the mini didn't work to show me where (either that or I've already started recompiling on the latest project which COULD be the case but I didn't think I had yet). Regardless, as usual, the mini was not too useful. But it did show that I should've been able to see where it crashed as it did happen in the dll. Strange that it wasn't repeatable. Unfortunate.
 
Unfortunately, this did not crash on the latest assets so the mini didn't work to show me where (either that or I've already started recompiling on the latest project which COULD be the case but I didn't think I had yet). Regardless, as usual, the mini was not too useful. But it did show that I should've been able to see where it crashed as it did happen in the dll. Strange that it wasn't repeatable. Unfortunate.
I had a similar non repeatable CTD yesterday. I updated to SVN 9423, I played two turns, and at the end of the second turn I had the CTD. After I reloaded the game I did the same moves as before and the game went through the second turn without problems. The combat animations are turned on.
 

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Did you save the game twice? Save game then save again Immediately. The 1st save clears the old the 2nd save locks in the new. Don't know why just know that it works.

JosEPh

Yes, did that - no result.
 
I had a similar non repeatable CTD yesterday. I updated to SVN 9423, I played two turns, and at the end of the second turn I had the CTD. After I reloaded the game I did the same moves as before and the game went through the second turn without problems. The combat animations are turned on.

SVN version 9423

Click next turn and game crash every time.
I will look into these soon.
 
And another one.

Press next turn for ctd.

Loaded game and Did Re-Calc to latest SVN buid. Took out nile monitor (with bad graphics) just sw of Axe and 2 elephant workers south of Antitum (SP?). Hit end of turn and game continued.

JosEPh
 

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Unfortunately didnt work for me

Did you had CTD when you just pressed end turn ?

EDIT : Worked for me when i deleted animal from world builder ( didnt work when i killed it with axeman ).

Why ? ( Thanks anyway )
 
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Unfortunately didnt work for me

Did you had CTD when you just pressed end turn ?

Please reread my post. Have you Updated to Latest SVN? This is key. (I am using latest SVN you are not.)

Once you have updated to 9423. Then do the Re-Calc. Game played on when pressing EoT.

JosEPh
 
EDIT : Worked for me when i deleted animal from world builder ( didnt work when i killed it with axeman ).

Why ? ( Thanks anyway )
That's what we'll need to try to figure out.

Amazing diagnosis work Joe! Thanks! How did you narrow in on the problem so effectively?

So either there is a graphic problem with that particular unit combat animation or we still have an issue with combat animations under certain circumstances (which I've been as of yet incapable of figuring out the source of so far.) I'll look at the DLL soon for that but I suspect it will remain mysterious. The Monitor doesn't ALWAYS crash the game when battle is shown with it so it's basically the same old problem if I'm guessing, and that also hints that it's NOT a problem with the programming of the animations themselves.

As I said earlier then, the only real way I suspect we can address this is to simply instruct: if you're getting a crash at a combat, turn off all combat animations by turning on both quick combat options in the main game option panel. I've already turned off the Air unit engagement animations in the DLL as they ALWAYS crash. But most combats don't experience a problem, so if you really like the unit combat anims, you can get away with keeping them on until you hit one of these mysterious hiccups, at which time you've gotta just disable the combat anims for a round and then you can probably turn them back on afterwards.

The annoying part of this is how much time it takes the team when we get these bug reports, not knowing for sure if it's the same old thing we've seen before or if it's something new so we invest the time to find out each and every time, which could become quite frequent since we can't expect all downloaders of the mod to read of this problem. So I may need to just disable combat animations until Firaxis lets us see the EXE where the crash is taking place so it can be properly diagnosed and repaired.
 
When I looked at his game I noticed I could not see the Nile Monitor on that particular tile. Even zooming in and out did not reveal it. It's flag was the only real indication it was there. So I decide to use his axe to take it out.

But before that when I loaded his game it asked for a Re-Clac which I did 1st thing.

After taking the Nile Monitor out I looked around, especially at some of his neighbors. One has every city on lesser Wealth. Something I noticed in my own game I started right after v37 was Officially released. Then I clicked on the Red EoT button and 20 seconds or less later next turn was ready to play.

JosEPh
 
When I looked at his game I noticed I could not see the Nile Monitor on that particular tile. Even zooming in and out did not reveal it. It's flag was the only real indication it was there. So I decide to use his axe to take it out.
That could be very helpful info actually that could provide a theory on how to debug this. I learned a few things about the 'can't see the unit graphic but can see the flag' status when I had a more aggressive issue with that recently. I may be able to create a fix based on a recalc but I have no idea what's causing it initially and that's the more disturbing part that hints at something maybe deeper. It's like some critical steps that shouldn't ever be circumventable are being avoided in the code somewhere. I've had a lot of problems with that sort of thing since introducing surprise defenses so it may have to do with that... as warned before I worked on it, it's a very nasty can of not so easy to define worms to make an invisible unit capable of defending a plot.

After taking the Nile Monitor out I looked around, especially at some of his neighbors. One has every city on lesser Wealth. Something I noticed in my own game I started right after v37 was Officially released. Then I clicked on the Red EoT button and 20 seconds or less later next turn was ready to play.
This is a result of making the game harder on gold. The AI grows right into having a problem with income then sets these and from there it depends on if it's worsening or improving. It's hard to maintain a nation when you're stuck here addressing the symptoms rather than the disease. It's not ALWAYS going to happen to a player but it certainly can.

The fundamental design issue I think I can identify that may lead to a true fix to this issue is that there's really only one 'switch' where the AI says to itself, yeah, we have a problem with gold here. That point is, IIRC 40%, meaning once the AI cannot maintain more than 60% in total allocation on the sliders (everything but gold) without losing gold every round, then it designates itself in trouble financially. At that point, it won't expand and settle more cities, won't build MOST new units, and it will ignore quite a bit of options on the build queue in favor of going on gold processing (building gold). If it continues to lose gold once all cities are stuck building wealth it will spiral into strike eventually and the losses of units will get it out of the gold panic mode.

If it had a more gradiated rating system where SOME things were disabled but not others before outright panic sets in, so that research improvements could propel the nation to a solution for example, then we might be able to make them a bit more intelligent.
 
Please reread my post. Have you Updated to Latest SVN? This is key. (I am using latest SVN you are not.)

Once you have updated to 9423. Then do the Re-Calc. Game played on when pressing EoT.
But before that when I loaded his game it asked for a Re-Clac which I did 1st thing.

JosEPh

I had updated version.

And it always ask me to recalculate my games. Doesn't matter how many times i recalculate.

Quote :
As I said earlier then, the only real way I suspect we can address this is to simply instruct: if you're getting a crash at a combat, turn off all combat animations by turning on both quick combat options in the main game option pane

But i have quick battler option turned on ....




An another thing. I had another reptabled ctd i reverted svn version to 9420 and it worked
 
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Got a bunch of crashes. Not on exactly the same turn, but sooner or later within a few turns.

Have not had this kind of crash density in older versions. All quick combat options are on, so it shouldn't be animations causing it?
 

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Have to add that the Crashes eventually fizzled out; don't know what caused them but it seems to have died.
 
V38 SVN 9425 (but If I'm right its been in a few versions)

Apologies if this is a "feature" but are ships meant to vanish while in port? (theoretically, wooden vessels do wear out but it feels like bug)

I have thought I'm going mad .....But I have ships vanish from my capital or nearby cities in the vicinity. (it may happen in others but I've not observed it.)

So I build them, I use them, I sail them home, leave them alone, then hey presto... gone..... when I go back to use them again. Or I Can simply build them and later on they vanish for good. The time span seems random

I doubted myself at first but it's happened in two games now. One I stopped, due to it occurring but I was using a map set I had never used and hoped it was that (don't ask me how, its map, but it was a variable outside my standard-ish games)

thanks in advance
 
Sounds like a nasty bug; would be very hard to debug too. Would be easier if we had a save the turn before a unit disappears.

Theory: the bug is that an invisible land unit enters the town without you knowing and in the process destroys all ships; it should not happen, the destroying of the ships I mean.
 
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