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

This part, however... explain more what you mean? Like after the ambush initiated battle, the weaker 'visible' units are killed on the plot as well?
It seems, normal combat goes first, and ambush occurs after battle resolved, if there is no more visible units, triggered by entering the plot. After thinking again, I decided that this is normal. They are a strike team - they do not engage in normal defense, unless have a special order ("standout" status).
This is a problem with the description now. This was changed.
see screenshot attached.
No. This is a key difference between the two classes. Criminals pillage for gain
Well, but they are criminals. They would not send their gain to treasury. They will ask some payment for job they done instead.
And in game terms - they are just too powerful. Can pillage 2 improvements in a single turn, and hide in a forest, even if this improvements protected by a warrior - yes, forced march again.
 

Attachments

  • civ4ss.png
    civ4ss.png
    1.3 MB · Views: 93
No. This is a key difference between the two classes. Criminals pillage for gain
At least pillage mission should consume all movement points, and unit should become visible (force "standout" status). Otherwise - who will use "sabotage" mission?
 
No matter how I try and start a new game I am getting two free techs! This ruins the point of Gathering as it is supposed to give you a free gatherer when you reserach that tech.

  1. How do I not get free techs?

  2. If C2C is allowing free techs at start then the code for the free gatherer needs to change so that if you get Gathering you also get the gatherer.
 
Well, but they are criminals. They would not send their gain to treasury.
They are state funded criminals that have agreed to share the loot. Otherwise they are barbs and not under your control.
At least pillage mission should consume all movement points, and unit should become visible (force "standout" status). Otherwise - who will use "sabotage" mission?
Sabotage is really supposed to only be used for strategic purposes, just as military engineers would tend to do, otherwise, it's not generally to military advantage to go around destroying the countryside.
And in game terms - they are just too powerful. Can pillage 2 improvements in a single turn, and hide in a forest, even if this improvements protected by a warrior - yes, forced march again.
Well... you ARE risking a lot by using forced march, and I wanted them to be able to leave the city, pillage, and return, so that the workers must be defended. All this may seem OP that you can do this until it starts happening to you, and until I start adding the intended programming to teach the AI how to kick your ass for doing it, which is all part of the plan here... just on the extremely long queue of incomplete v38 cycle projects.
How do I not get free techs?
How ARE you getting those free techs is the question we must first answer and correct because I strongly do not support players getting a start into the tech tree... what's the point of having X grid 1 if they do? Soo.... who made the change that caused this? Please revert or at least state the cause for this determination. I doubt, however, that it's intentional. So we're going to have to figure out why it's happening. One way I know could be the civilization you are using. Another might be some odd glitch in the handicaps being employed.
 
The problem turns out to be a handicap level problem. Some how I was at Chieftain not Noble. I will look at both Settler and Chieftain and see if adding free workers adds Gatherers. If it does then I will set the lower one to give 2 and the other to give 1.
 
The problem turns out to be a handicap level problem. Some how I was at Chieftain not Noble. I will look at both Settler and Chieftain and see if adding free workers adds Gatherers. If it does then I will set the lower one to give 2 and the other to give 1.
Had a feeling it was something really simple like that.
 
I'm getting a ctd after the latest SVN update (9702). I think it's something that went awry in one of the last three SVN updates, as it was playing fine yesterday at 9699.

I click end turn, the game thinks a bit and then closes down, no message.

I'm playing nightmare/deity. Biggest size map I could get my hands on and it's been running for over nine months now, so it's gotten hit by several changes along the way. The date is screwed up f.ex. - but I don't mind :)

I've included the minidump. The save is too big, even packed as a rar file, so I've included a dropbox link to it.

https://www.dropbox.com/s/7a5clwxdvcqyj9n/Brasidas AD-151870-Summer.rar?dl=0


Edit: I tried another save from a different turn and the same thing happened, so it doesn't seem like it's a corrupt savegame.
 

Attachments

Last edited:
I'm getting a ctd after the latest SVN update (9702). I think it's something that went awry in one of the last three SVN updates, as it was playing fine yesterday at 9699.

I click end turn, the game thinks a bit and then closes down, no message.

I'm playing nightmare/deity. Biggest size map I could get my hands on and it's been running for over nine months now, so it's gotten hit by several changes along the way. The date is screwed up f.ex. - but I don't mind :)

I've included the minidump. The save is too big, even packed as a rar file, so I've included a dropbox link to it.

https://www.dropbox.com/s/7a5clwxdvcqyj9n/Brasidas AD-151870-Summer.rar?dl=0


Edit: I tried another save from a different turn and the same thing happened, so it doesn't seem like it's a corrupt savegame.
Ok, will look into it as soon as possible.
 
Updated to today's SVN (9703). Started a new game. Subdued a mandrill. When it arrived in my city, the unit buttons at the bottom of the screen vanished:

mandrill.jpg
 
I've seen the same thing happen in my crashing game after I tried and see if it would work to update it from 9702 to 9703 - was with a ship that lost all it's buttons, but I didn't think much of it at the time, what with the ctds.

I can't say which update caused it, but it's definitely after 9699 that things started becoming wonky.


On a side note. I tried to revert to 9699 to see if the ctds would stop, but the process just froze and now Tortoise is telling me "no connection could be made because the target machine actively refused it". I guess I need to wait till it's working again?
 
Last edited:
I've seen the same thing happen in my crashing game after I tried and see if it would work to update it from 9702 to 9703 - was with a ship that lost all it's buttons, but I didn't think much of it at the time, what with the ctds.

I can't say which update caused it, but it's definitely after 9699 that things started becoming wonky.


On a side note. I tried to revert to 9699 to see if the ctds would stop, but the process just froze and now Tortoise is telling me "no connection could be made because the target machine actively refused it". I guess I need to wait till it's working again?
Tortoise/SVN main site is down for maintenance.
 
Updated to today's SVN (9703). Started a new game. Subdued a mandrill. When it arrived in my city, the unit buttons at the bottom of the screen vanished:

View attachment 477932
That's only for the Mandril right? We've seen something similar to this happen when something was wrong with the art. If you select another unit, the buttons show back up again right? I really am not sure what's happening here but I'd be willing to bet that it's throwing python error msgs in the background and log and it would be traceable through those, not that I know much about how to work those. For all I know about the C++, my python still sucks.
 
That's only for the Mandril right? We've seen something similar to this happen when something was wrong with the art. If you select another unit, the buttons show back up again right? I really am not sure what's happening here but I'd be willing to bet that it's throwing python error msgs in the background and log and it would be traceable through those, not that I know much about how to work those. For all I know about the C++, my python still sucks.

I saw it with a ship too. Haven't tried more units as I was more focused on figuring out why my game was ctd'ing.
 
That's only for the Mandril right? We've seen something similar to this happen when something was wrong with the art. If you select another unit, the buttons show back up again right? I really am not sure what's happening here but I'd be willing to bet that it's throwing python error msgs in the background and log and it would be traceable through those, not that I know much about how to work those. For all I know about the C++, my python still sucks.

Nope. My subdued bongo has the same problem. So the SVN version is unplayable right now.

Also if I select a combat unit, and rightclick on an enemy city, it no longer gives the combat odds (before releasing the mouse button). Right-clicking on another unit does give the proper combat odds. I can still attack the city however.
 
I've seen the same thing happen in my crashing game after I tried and see if it would work to update it from 9702 to 9703 - was with a ship that lost all it's buttons, but I didn't think much of it at the time, what with the ctds.

I can't say which update caused it, but it's definitely after 9699 that things started becoming wonky.

Do you have esc -> options -> quick combat (offense) and quick combat (defense) enabled? Slow combat is known to give CTD's
 
N.B. there is/was an old bug that if a subdued animal is grouped with another unit, and you select only the subdued animal, and right-click on a city, the "myth of" button doesn't show up. I recall that a few days ago one of the modders said on this board that he found a fix for that, I can't remember who. Perhaps this fix went wrong?
 
Nothing my wife or I did on our last few commits could've caused this sort of thing. We may have to back up through some recent revision #s to see where the error started. Should be very recent I'd think.
 
Back
Top Bottom