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

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.
Ok, Toffer. I've fixed this crash. A defending animal had suffered from enough modifiers to have an effective 0 combat strength after entering combat, which apparently never happens in the core due to more restrained application of modifiers. It could have though so yeah, it was something the core could share. I'm in the middle of compiling the dll now.
 
is this definition correct :

<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>

if xml library should unerstand this as group of parameters - it is not doing it at all :

D:\games\Civilization IV Complete\Civ4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\modules\StrategyOnly\More_Events\Tusk\,Art\Interface\Buttons\Process\Blank.dds,Art\Interface\Buttons\Beyond_the_Sword_Atlas.dds,8,5 - PATH NOT FOUND
(checked by Process Monitor )

such definition exist in many places in xml files and ALL of them interpreted as path in filesystem not as some sort or regular expression.

and this too <Button>, ,Art/RoM_Atlas.dds,8,1</Button> (AnimalPlacing_CIV4BuildInfos.xml)

xml need cleaning?

Also please run mod with process monitor set to trace filesystem activity - many files that set in xml not present in filesystem.

i attached example list of not found files.
 

Attachments

Last edited:
is this definition correct :

<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>

if xml library should unerstand this as group of parameters - it is not doing it at all :

D:\games\Civilization IV Complete\Civ4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\modules\StrategyOnly\More_Events\Tusk\,Art\Interface\Buttons\Process\Blank.dds,Art\Interface\Buttons\Beyond_the_Sword_Atlas.dds,8,5 - PATH NOT FOUND
(checked by Process Monitor )

such definition exist in many places in xml files and ALL of them interpreted as path in filesystem not as some sort or regular expression.

and this too <Button>, ,Art/RoM_Atlas.dds,8,1</Button> (AnimalPlacing_CIV4BuildInfos.xml)

xml need cleaning?

Also please run mod with process monitor set to trace filesystem activity - many files that set in xml not present in filesystem.

i attached example list of not found files.

Every file you have in this list is in the Modules folder and as such are used by a different system. Dancing Hoskuld is the author of all these files and is our Python modder.

I would suggest to start a Conversation with him through the forum Inbox.

JosEPh
 
Did something happen to the cities "defense" system?? All of my enemies cities have either 1 or 2 unit sin them, in the size matters option i have, and they haven't even used size matter on the DEFENSIVE units?? just asking????
 

Attachments

  • defense.JPG
    defense.JPG
    341.8 KB · Views: 50
Did something happen to the cities "defense" system?? All of my enemies cities have either 1 or 2 unit sin them, in the size matters option i have, and they haven't even used size matter on the DEFENSIVE units?? just asking????
I've been noticing some bad behavior along these lines and I think it has to do with defenders answering to contracts put out by other units. The AI is reacting to this state of unprotectedness accurately, as in they are training replacements and sending them in later, but they tend to do so slowly. I'd prefer that units that are set to being part of the minimum defense for the city don't feel as if they can or should do anything else. SM may also be playing a role in an interesting way on that... I did a few things to try to address it from that angle but I'm not convinced it was effective enough.

Complex stuff man. Give the AI time and it'll end up taking less risks. Much like a human player I suppose... I'll be doing some more to help the AI protect its cities soon.
 
Give the AI time and it'll end up taking less risks. Much like a human player I suppose... I'll be doing some more to help the AI protect its cities soon.
Well i am in the Industrial Era, is that enough time, lol??
 
Well i am in the Industrial Era, is that enough time, lol??
The AI HAS been told to relax a little on defenses as an immediate priority because it was interrupting better decisions at the beginning of the game. It may still need to take a little higher priority though so it's worth re-evaluating somewhat.

I just had about 8 or 9 storytellers disappear from my capital! Latest SVN.
I'll need a save from just before or even just after to get a clue what may have happened. Were they automated by chance?

Just had this, looks like a graphics glitch, but mini only attached and NOT repeatable CTD . .if no help, no biggy . .
I'll look into it tonight.
 
I'll need a save from just before or even just after to get a clue what may have happened. Were they automated by chance? [/QUOTE said:
Not automated. Save from just after is attached, I'd already added them back through worldbuilder.
 

Attachments

Last edited:
The AI HAS been told to relax a little on defenses as an immediate priority because it was interrupting better decisions at the beginning of the game. It may still need to take a little higher priority though so it's worth re-evaluating somewhat.


I'll need a save from just before or even just after to get a clue what may have happened. Were they automated by chance?


I'll look into it tonight.

Also the AI seems to be very hesitant to actually send it's troops into enemy territory. I can see that they have enough units to take one of my cities but they only send in small bunches.
 
Just had this, looks like a graphics glitch, but mini only attached and NOT repeatable CTD . .if no help, no biggy . .
Surprisingly, by backing up to the revision this mini was generated from I was able to use the PDB in the assets folder (very unusual this produces beneficial results) and found where the crash took place. I can hedge against that happening there and it doesn't look like it's just going to set things up for a problem later if I do so it's a good catch. :)

@Hydrok... looking into it as best I can.
 
I just had about 8 or 9 storytellers disappear from my capital! Latest SVN.
So far as I can ascertain, 2 things may have happened here. Both guesses.

1) You had them automated and you just opened up a tech that enabled them to sacrifice themselves to create a newly unlocked 'building'. And they promptly did so.

or

2) This didn't happen overnight but rather over the course of a couple of rounds. There's a rogue in your capital that may be able to 'assassinate' this type.

More likely I'm thinking it's the first one, particularly if it seemed to happen all in one turn.

Also the AI seems to be very hesitant to actually send it's troops into enemy territory. I can see that they have enough units to take one of my cities but they only send in small bunches.
I have theories but only that. I can see how scattered they are. They have an invasion force (attacking them) acting cohesively coming down from China. I think you must have scattered their focus. There's a major problem with that in the AI for attack forces. AKA, he's trying to build about 20 different attack stacks, none of which are getting enough individual attention to become a successful force and nothing is drawing them together enough, though there are some forces that will make this happen given enough time for them to reorganize themselves.

I definitely plan to improve on this but it's not an overnight fix and requires many layers of added development, including a full unit review. Which is really the primary focus I am trying to build up to completely zeroing in on. This is going to be a bit of a problem until I can get months of development directly on this issue.
 
Last edited:
So far as I can ascertain, 2 things may have happened here. Both guesses.

1) You had them automated and you just opened up a tech that enabled them to sacrifice themselves to create a newly unlocked 'building'. And they promptly did so.

or

2) This didn't happen overnight but rather over the course of a couple of rounds. There's a rogue in your capital that may be able to 'assassinate' this type.

More likely I'm thinking it's the first one, particularly if it seemed to happen all in one turn.


I have theories but only that. I can see how scattered they are. They have an invasion force (attacking them) acting cohesively coming down from China. I think you must have scattered their focus. There's a major problem with that in the AI for attack forces. AKA, he's trying to build about 20 different attack stacks, none of which are getting enough individual attention to become a successful force and nothing is drawing them together enough, though there are some forces that will make this happen given enough time for them to reorganize themselves.

I definitely plan to improve on this but it's not an overnight fix and requires many layers of added development, including a full unit review. Which is really the primary focus I am trying to build up to completely zeroing in on. This is going to be a bit of a problem until I can get months of development directly on this issue.

Thanks, I had not noticed whether they disappeared at once or over a period of turns, but I don't remember getting any notifications of losing any units.

As for the AI, that's good if the Chinese army is attacking them intelligently. I knew they were at war at both sides, and it make sense that they would not bother with me when they're under attack by a stronger civ. I can see 2 Chinese stacks, I'm not sure they are being as aggressive as they should be though.

Imo, as I know you're busy trying to perfect this (great) mod, the combat AI is the top priority. It's great to have so many unit and culture options, but without the threat of the AI conquering you, the game isn't much more than clicking on buttons and pressing enter - little or no strategy involved.
 
Imo, as I know you're busy trying to perfect this (great) mod, the combat AI is the top priority. It's great to have so many unit and culture options, but without the threat of the AI conquering you, the game isn't much more than clicking on buttons and pressing enter - little or no strategy involved.
I have little to no interest in adding more cultural units. However, as I intend to teach the AI to specialize unit functions for more cohesive warfare tactics, I need to also review the units we have in the process and make sure that the land units are progressing rationally through their upgrade paths. There are unit cost issues and some other 'abilities' that it's finally time to start implementing since I'll be working with the AI to make it understand how to use these abilities both for defense and offense. It'll be an opportunity to teach the AI how to work properly with Surround and Destroy as well.

I'm looking forward to it but I consider it a v38 (rather than the current v37.5 smoothing push) project, and probably a late stage of v38 project at that. Possibly even v39 since some other projects are reaching the point of implementation from planning (that have nearly equal importance.)
 
I have little to no interest in adding more cultural units. However, as I intend to teach the AI to specialize unit functions for more cohesive warfare tactics, I need to also review the units we have in the process and make sure that the land units are progressing rationally through their upgrade paths. There are unit cost issues and some other 'abilities' that it's finally time to start implementing since I'll be working with the AI to make it understand how to use these abilities both for defense and offense. It'll be an opportunity to teach the AI how to work properly with Surround and Destroy as well.

I'm looking forward to it but I consider it a v38 (rather than the current v37.5 smoothing push) project, and probably a late stage of v38 project at that. Possibly even v39 since some other projects are reaching the point of implementation from planning (that have nearly equal importance.)

I'm looking forward to it too! It's frustrating when you invest so much time into the game and look so forward to progressing through all the eras, just to realize that the AI won't present a threat to you. They don't seem to want to commit units (though they have build the right types and enough of them) to actually attacking a city. They don't seem to pillage much either.

It has been conquering other civs' cities, though not a lot of them. That is definitely an improvement over the combat AI I remember in previous versions.
 
I have noticed in my current games that when i kill an enemy unit, there is written no change in influence, but if my unit dies to an enemy, there written an influence change. Is this a legit bug, or is it just not included in the victory text string?
 
is this definition correct :

<Button>,Art/Interface/Buttons/Builds/BuildFarm.dds,Art/Interface/Buttons/Actions_Builds_LeaderHeads_Specialists_Atlas.dds,3,7</Button>

if xml library should unerstand this as group of parameters - it is not doing it at all :

D:\games\Civilization IV Complete\Civ4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\modules\StrategyOnly\More_Events\Tusk\,Art\Interface\Buttons\Process\Blank.dds,Art\Interface\Buttons\Beyond_the_Sword_Atlas.dds,8,5 - PATH NOT FOUND
(checked by Process Monitor )

such definition exist in many places in xml files and ALL of them interpreted as path in filesystem not as some sort or regular expression.

and this too <Button>, ,Art/RoM_Atlas.dds,8,1</Button> (AnimalPlacing_CIV4BuildInfos.xml)

xml need cleaning?

Also please run mod with process monitor set to trace filesystem activity - many files that set in xml not present in filesystem.

i attached example list of not found files.
Almost all our button art is packed into the Firaxis PAK files. This means that the folders and files will not be found in the mod. The game unpacks them into memory for use during the game play.

,Art\Interface\Buttons\Process\Blank.dds,Art\Interface\Buttons\Beyond_the_Sword_Atlas.dds,8,5 is usually resolved as Art\Interface\Buttons\Beyond_the_Sword_Atlas.dds,8,5 in that process, for example, and then that part of the atlas is assigned as the button. The button XML is strange when using atlas art you need the leading comma and a non empty path and file then teh atlas definition or it wont work. I assume it is something to do with the way the exe loads the art.
 
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.


This is a little strange and sounds wrong. What's an autocommand, exactly though? An automation command?

Doesn't work that way. If a missionary is sent to a city to spread a religion then no other automated missionary of any religion will head to that city until that missionary has done its thing or died on the way. Same with Executives. Having them on automate in a city means that I can generate enough of the missionaries of all the religions in the knowledge that they will eventually get their chance to spread their religion.

I am finding this new awake thing to be a real pain. I have built 20 each of two religions and set them to automate knowing that I have 20 cities that both religions need to be spread to. Now I have one on the way to each city and every turn I now have to automate the 20 missionaries that did not go just in case some of the ones spreading have done their thing. It is even worse because the automated units move after the ones now activated ask for orders so the spread is delayed by a turn more than it used to.
 
Back
Top Bottom