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

Repeatable CTD. Both with "old" and that "new" dll from a few posts up here. Latest rev of SVN.
Reloaded at least 15 times to test.
Savegame attached. Pay no heed to year in filename.
 

Attachments

@TB/anyone

i have now tried over 10 times to get this "Monument" to be built in any of my cities and it IS in the build area, BUT once it is "supposed" to be build the next turn, it RE-appears AGAIN in the "build" area, each and everytime, anyone know the the heck is going on, and why does it show up if it cant be built??
Strange... no theories here. DH?
 
Alright, continued by earlier crash-prone game and am now in a place where it's actually repeatable.

See the attached save game. Just end the turn to crash.
Ok. Corrected all the major issues in this save. I'm moving on to see if those corrections fixed other crashes.
 
Rev 9427:
Automated civilian units lose their automation every turn. Especially noticeable with missionaries which activate and are waiting for their orders every turn when set to auto spread.

Edit: Grouping civilian units and then issue an auto command just reactivates the stack and does nothing.
 
Automated civilian units lose their automation every turn. Especially noticeable with missionaries which activate and are waiting for their orders every turn when set to auto spread.
This is how it will work now. This is better programming for the AI so that the AI takes their moves into better consideration each round along the way to their destination.

Example: You set 3 missionaries to autospread. 1 gets there on round X. 2 more are on the way to that city as well. The one that arrived spreads its religion successfully. The other 2 then don't have to go all the way there to the city to figure out that they would be better off going to a different one. Now they get to recalculate their best course as soon as a new best course may exist.

I know it's not so great for those who automate but we want more intelligent AI right? Perhaps I can eventually differ the behavior for the AI and a human automated unit but give it some time to settle in and make sure it's working as designed first. So far this report is actually a success report rather than a bug.

Grouping civilian units and then issue an auto command just reactivates the stack and does nothing.
This is a little strange and sounds wrong. What's an autocommand, exactly though? An automation command?
 
SVN 9426

Repeatable EoT ctd. Just press enter.

Minidump and save.

EDIT.

Crash originally occurred on 9424, then again when updated to 9426.
Doesn't crash for me on current assets now that I've fixed some crash spots.
 
Latest SVN. Press enter and repeatable ctd occurs before next turn.
This save also passes the test on current assets. If you still have trouble, it's either the graphic issue or something option specific.
 
latest SVN repeatable CTD, this is what i did, changed from the religion i have then i "tried" to convert to Voodoo, then next turn, poof, CTD. . . mini and save in zip . .
This one does crash still if I follow those steps. I'll work on it now.
 
Repeatable CTD. Both with "old" and that "new" dll from a few posts up here. Latest rev of SVN.
Reloaded at least 15 times to test.
Savegame attached. Pay no heed to year in filename.

Seems to be fixed now! Keep up the good work!
 
@TB: I would be really grateful if you could take some time to look into this repeatable CTD experienced with my modmod. Who knows, maybe its source is relevant for C2C too, could be related to the "Heart of War" module which I enforce in the modmod.
If the problem is not in the dll, then I'm hoping you might be able give me a clue to what the source may be as I'm not getting anything from logs and debugging dll.

Edit: Just click "end turn" in the autosave and the game gets a CTD.

Attached minidump, autosave and modmod assets used from map generation to CTD without changing anything during the game.
Tested it on SVN 9427, still crashes during "end turn".
I know you haven't directly addressed my crash yet, just curious to see if it had been indirectly addressed by your recent crash fix commit.
 

Attachments

latest SVN repeatable CTD, this is what i did, changed from the religion i have then i "tried" to convert to Voodoo, then next turn, poof, CTD. . . mini and save in zip . .
Fixed. I'm not sure why the switch to voodoo brought it on but it was an extremely rare combat outcome where both units died and it hit an unexpected snag as a result that caused the crash, yet without the switch to voodoo, the turn processed fine. Strange.
 
Edit: Just realized that this could really be taken out of context. Sorry.
 
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Fixed. I'm not sure why the switch to voodoo brought it on but it was an extremely rare combat outcome where both units died and it hit an unexpected snag as a result that caused the crash, yet without the switch to voodoo, the turn processed fine. Strange.
thx, how come i always get the "weird" ones, lol, have a nice day . . .

EDIT: Dont know what happened here, but i got a mini attached??
 

Attachments

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Is the AI now fixed in regards to warfare? I remember it was a problem before where the AI simply didn't know how to use military units correctly and would never capture any cities, just kind of send stacks of units into territory and run around. My neighbour declared war on me (latest SVN) and sent 4 units into my borders, didn't even pillage anything, and didn't try to capture any cities.
 
thx, how come i always get the "weird" ones, lol, have a nice day . . .

EDIT: Dont know what happened here, but i got a mini attached??
Will look into it tonight. You do seem to have a knack for finding the unlikely to be found spots in the code where errors lurk.

Is the AI now fixed in regards to warfare? I remember it was a problem before where the AI simply didn't know how to use military units correctly and would never capture any cities, just kind of send stacks of units into territory and run around. My neighbour declared war on me (latest SVN) and sent 4 units into my borders, didn't even pillage anything, and didn't try to capture any cities.
There are different strategies and reasons for war that the AI will employ. If he meant to invade you, you'd probably see a large stack come in but that's not the only reason for war for the AI. Sometimes they just want to mess with you and reduce your people's tolerance for war weariness, making you overall more vulnerable. (Of course that's a two way street though.)

Sometimes the stacks not invading the cities in full like they should has some bearing on what unit is guiding the stack. Some work was done to try to improve that and it usually works. But there are still some major restructures to come to largescale warfare unit AI.
 
Will look into it tonight. You do seem to have a knack for finding the unlikely to be found spots in the code where errors lurk.


There are different strategies and reasons for war that the AI will employ. If he meant to invade you, you'd probably see a large stack come in but that's not the only reason for war for the AI. Sometimes they just want to mess with you and reduce your people's tolerance for war weariness, making you overall more vulnerable. (Of course that's a two way street though.)

Sometimes the stacks not invading the cities in full like they should has some bearing on what unit is guiding the stack. Some work was done to try to improve that and it usually works. But there are still some major restructures to come to largescale warfare unit AI.

I see. In this case the AI's strategy was pretty non-existent. They were weaker than me and ended up losing one of their cities.
 
Clicking on Clockpunk give python execption and empty screen.

I cant make larger groups from Guards-type units is it intended?
 
Repeatable CTD. Both with "old" and that "new" dll from a few posts up here. Latest rev of SVN.
Reloaded at least 15 times to test.
Savegame attached. Pay no heed to year in filename.
Loads and runs the turn fine for me now.
 
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