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

EDIT: 1 thing i have noticed about "some" of the crashes is that when we go back to the old dll, its a "screen" of some sort that pops up, the others are art/errors . . .
Given that you are having this problem, I wonder if you might have some kind of corruption in your fileset. I just ran the normal dll and again, it did not crash. Can't fix something I can't replicate unfortunately.

EDIT: Actually I think I have this down. The save from Big Q shows the problem with the mission and other variants. Your mini showed a crash at about the same point. I've been able to correct those matters. I suppose this isn't a completely replicable crash point but it shouldn't matter. I got it. I'll be committing that fix soon.
 
Given that you are having this problem, I wonder if you might have some kind of corruption in your fileset. I just ran the normal dll and again, it did not crash. Can't fix something I can't replicate unfortunately.
that might have been it, i made a brand new copy and it has now worked for over 10 turns, thx . . . .
 
Sorry it's me again, James.

SVN 9744 was doing fine, until I settled a new city.

Well it is fine, but I have the one city tile option set and the latest settlement extended my border. Not sure if sometimes you already have enough culture to immediately have an 8 tile border, so apologies if I'm clogging up this thread for no good reason.

Not sure the correct procedure, should I just edit some .ini file or provide you with a save? I also have screenshots for what it's worth.
 
Sorry it's me again, James.

SVN 9744 was doing fine, until I settled a new city.

Well it is fine, but I have the one city tile option set and the latest settlement extended my border. Not sure if sometimes you already have enough culture to immediately have an 8 tile border, so apologies if I'm clogging up this thread for no good reason.

Not sure the correct procedure, should I just edit some .ini file or provide you with a save? I also have screenshots for what it's worth.
Combat can sometimes add existing culture amounts that don't also grant cause for the tile to declare ownership until a city is present. Maybe that's it. Maybe not. Maybe something else is taking place.
 
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Thanks Thunderbrd,

I will not let it stop my from continuing my save then. I assume it'll be very low priority for you guy's to look into anyhow, and it's probably far more complex than I realise to look into for myself.

I'll use this time to thank all the developers here for a most bad ass mod, and especially you and JosEph (and if there is anyone else involved in the debugging process).

Thanks guy's x
 
I will not let it stop my from continuing my save then. I assume it'll be very low priority for you guy's to look into anyhow, and it's probably far more complex than I realise to look into for myself.
It's hard to get a concept of what might be happening here but if you add a save to your post with instructions on replicating the effect, I can take a more direct look at the processes involved.

I'll use this time to thank all the developers here for a most bad ass mod, and especially you and JosEph (and if there is anyone else involved in the debugging process).
You are more than welcome! Thanks for the thanks.
 
Hello, I played this mod a few years ago (and even helped with Spanish translations), and this month I started to play again. I see the mod has been vastly improved: it has been overhauled in terms of game mechanics and graphics, and AI turn times are now acceptable. Great work!

I came to report a bug with fortification and city culture, but I have seen Dancing Hoskuld reporting the same problem a few days ago:

I have had a thought on this as I have reported a similar problem with fortifications being destroyed but the culture on the plot remaining. This leads to the case where it is good to build a smallest fortification then destroy it a few turns later so that the plot can't be taken from you.

A simple (and hence probably wrong solution) would be

If the culture value/level on the plot of the majority owner of the plot is not increasing
then immediately reduce this cultural level by half​

Any plot connected to a city or fortification generating culture will still have culture flowing into the plot but those cut off wont and so should flip or revert to not owned sooner.

The problem with this is knowing when it is not increasing. I have no idea how the "culture flow" works in BtS as it is not something exposed to Python. There are no onPlotChangeOwner or onPlotChangeCulture events.

I saw Thunderbrd's reply too about creating a cultural decay system. But I am not sure about this fixing the problem, because even when there isn't a culture-generating source nearby (e.g. when destroying a distant city or fort) the affected tile and its surroundings remain as my territory.

Shouldn't these tiles revert to not owned status immediately after the culture source disappearing, as in vanilla city razing? The current situation is weird because these tiles remain locked forever: as far as I know you can neither settle nor build improvements on owned tiles, so this create an unfair advantage for fort builders (as Dancing Hoskuld explains) and fort and barbarian conquerors in general (I've noticed barbarians really like forts, so players can control vast portions of the map on later eras too easily). By checking plot culture through WorldBuilder, I saw the plot is mine even when I just have 1 culture point, hence my doubts. I tried to solve this manually by reducing my plot culture to 0, but I always get an instant CTD.

I'm playing with IDW enabled, and Fixed Borders disabled (manually from WB after being enabled for a while), I don't know if any of these components may be the cause of the problem. I can give saves and minidumps if needed.

Again, thank you for your work.
 
Hello, I played this mod a few years ago (and even helped with Spanish translations), and this month I started to play again. I see the mod has been vastly improved: it has been overhauled in terms of game mechanics and graphics, and AI turn times are now acceptable. Great work!

I came to report a bug with fortification and city culture, but I have seen Dancing Hoskuld reporting the same problem a few days ago:



I saw Thunderbrd's reply too about creating a cultural decay system. But I am not sure about this fixing the problem, because even when there isn't a culture-generating source nearby (e.g. when destroying a distant city or fort) the affected tile and its surroundings remain as my territory.

Shouldn't these tiles revert to not owned status immediately after the culture source disappearing, as in vanilla city razing? The current situation is weird because these tiles remain locked forever: as far as I know you can neither settle nor build improvements on owned tiles, so this create an unfair advantage for fort builders (as Dancing Hoskuld explains) and fort and barbarian conquerors in general (I've noticed barbarians really like forts, so players can control vast portions of the map on later eras too easily). By checking plot culture through WorldBuilder, I saw the plot is mine even when I just have 1 culture point, hence my doubts. I tried to solve this manually by reducing my plot culture to 0, but I always get an instant CTD.

I'm playing with IDW enabled, and Fixed Borders disabled (manually from WB after being enabled for a while), I don't know if any of these components may be the cause of the problem. I can give saves and minidumps if needed.

Again, thank you for your work.
Cultural decay has not been implemented yet. That means that the culture on the plot stays the same as it was before the fort/city was destroyed. All this is because of the "Realistic Cultural Spread" option which is a similar concept to what is in Civ V but better.
 
Shouldn't these tiles revert to not owned status immediately after the culture source disappearing, as in vanilla city razing? The current situation is weird because these tiles remain locked forever: as far as I know you can neither settle nor build improvements on owned tiles, so this create an unfair advantage for fort builders (as Dancing Hoskuld explains) and fort and barbarian conquerors in general (I've noticed barbarians really like forts, so players can control vast portions of the map on later eras too easily). By checking plot culture through WorldBuilder, I saw the plot is mine even when I just have 1 culture point, hence my doubts. I tried to solve this manually by reducing my plot culture to 0, but I always get an instant CTD.
A decay that halves every round would eventually reach the point where you get a decimalized value under 1 and would then round to 0. Interesting that you get a CTD when that happens though. I'll have to test that when I go to add a decay.
 
A decay that halves every round would eventually reach the point where you get a decimalized value under 0 and would then round to 0. Interesting that you get a CTD when that happens though. I'll have to test that when I go to add a decay.
What magic is this! You can never get less that 0 when you divide a positive number by 2, no matter how often you do it.:lol: I assume you meant "... a decimalized value under 1...".
 
Cultural decay has not been implemented yet. That means that the culture on the plot stays the same as it was before the fort/city was destroyed. All this is because of the "Realistic Cultural Spread" option which is a similar concept to what is in Civ V but better.

So it's Realistic Cultural Spread... I didn't think about that option, thank you. I like too much that option, so I believe I can afford this until cultural decay is implemented. Still seems strange that you can hold a distant tile with no "administrative center" (city or fort) nearby and Fixed Borders disabled (so you can't claim tiles)...

A decay that halves every round would eventually reach the point where you get a decimalized value under 1 and would then round to 0. Interesting that you get a CTD when that happens though. I'll have to test that when I go to add a decay.

Yes, this way eventually would release the tile. Thank you for the clarification.
 
It's hard to get a concept of what might be happening here but if you add a save to your post with instructions on replicating the effect, I can take a more direct look at the processes involved.


You are more than welcome! Thanks for the thanks.

CiV was my first experience and i loved it, even vanilla.

This project i am in awe of, didn't get along with vanilla CIV but realism invictus thankfully made me want to try again.

I did a test and it was indeed a residual culture effect and not a bug :)
 
Still seems strange that you can hold a distant tile with no "administrative center" (city or fort) nearby and Fixed Borders disabled (so you can't claim tiles)...
I think of it as there are humans living pretty much everywhere by then and its those few country folk that still live in these regions that maintain a personal declaration of what nation they live under.
 
I was playing latest SVN with this pedia/interface overhaul mod.
I launched new game and was browsing these new lifestyle techs on pedia.
Then game crashed when I rightclicked on transhuman lifestyle on tech tree (while I was on new game, so not even one was researched).
Something broke in forums and I can't upload files here, so I had to use external uploader site: https://www.sendspace.com/file/89tx46
Adblocker would be nice, as it blocked some sort of popup when I downloaded my file.
 
I just checked the tech screen area, and if u click on the LAST tech, it CTD's, which means that someone changed a tech and didnt check the change to see if it was OUT of sequence to cause crashes . .
 
I just checked the tech screen area, and if u click on the LAST tech, it CTD's, which means that someone changed a tech and didnt check the change to see if it was OUT of sequence to cause crashes . .
Hey Boss, so glad you are still staying on top of these things. :) Hope you are doing well.
 
Sorry it's me again, James.

SVN 9744 was doing fine, until I settled a new city.

Well it is fine, but I have the one city tile option set and the latest settlement extended my border. Not sure if sometimes you already have enough culture to immediately have an 8 tile border, so apologies if I'm clogging up this thread for no good reason.

Not sure the correct procedure, should I just edit some .ini file or provide you with a save? I also have screenshots for what it's worth.
Remember too you are playing a Modmod scenario. Pit Has made changes to the files for his UEM.
 
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