Strange... no theories here. DH?@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??
Ok. Corrected all the major issues in this save. I'm moving on to see if those corrections fixed other crashes.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.
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.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 a little strange and sounds wrong. What's an autocommand, exactly though? An automation command?Grouping civilian units and then issue an auto command just reactivates the stack and does nothing.
Doesn't crash for me on current assets now that I've fixed some crash spots.SVN 9426
Repeatable EoT ctd. Just press enter.
Minidump and save.
EDIT.
Crash originally occurred on 9424, then again when updated to 9426.
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. Press enter and repeatable ctd occurs before next turn.
This one does crash still if I follow those steps. I'll work on it now.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 . .
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.
Tested it on SVN 9427, still crashes during "end turn".@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.
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.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 . .
thx, how come i always get the "weird" ones, lol, have a nice day . . .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.
CTD fixed, thanks!!!This save also passes the test on current assets. If you still have trouble, it's either the graphic issue or something option specific.
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.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??
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.)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.
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.
Yes. You cannot merge Law Enforcement units.I cant make larger groups from Guards-type units is it intended?
Loads and runs the turn fine for me 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.