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

I'm using the release 9444, and automation for workers appears to shut itself off every turn - every worker not currently engaged in actually doing something pops up requesting instructions. (They're fine if they're actually carrying out some function; they'll complete building whatever tile improvement is in the works. But once the tile improvement is done, the worker comes back up as needing direction.) As for missionaries, I don't know (yet) if they still have the automation problem - my current game is about three or four techs short of me actually being able to build them. But the last game I played had a slightly different problem automating missionaries - the first one automated in a turn would head for the nearest city it could spread the religion to, and all the rest would sit around as if there were no available targets. Once the active missionary finished, the next missionary would pick a target and go, and the rest would sit around. I recall the problem was mentioned a few weeks back, but hadn't heard if there had been anything implemented since.
 
I'm using the release 9444, and automation for workers appears to shut itself off every turn - every worker not currently engaged in actually doing something pops up requesting instructions. (They're fine if they're actually carrying out some function; they'll complete building whatever tile improvement is in the works. But once the tile improvement is done, the worker comes back up as needing direction.)
This would be difficult to stop them from doing at this point because they're doing that rather than requesting an escort from the nation since the next thing they'd want to do may take them into danger.

But the last game I played had a slightly different problem automating missionaries - the first one automated in a turn would head for the nearest city it could spread the religion to, and all the rest would sit around as if there were no available targets. Once the active missionary finished, the next missionary would pick a target and go, and the rest would sit around. I recall the problem was mentioned a few weeks back, but hadn't heard if there had been anything implemented since.
This is exactly the behavior DH explained they SHOULD be using so as to not have them all scrambling for the same city, only to find that by the time they get there, they aren't needed.
 
I'm using the release 9444, and automation for workers appears to shut itself off every turn - every worker not currently engaged in actually doing something pops up requesting instructions. (They're fine if they're actually carrying out some function; they'll complete building whatever tile improvement is in the works. But once the tile improvement is done, the worker comes back up as needing direction.) As for missionaries, I don't know (yet) if they still have the automation problem - my current game is about three or four techs short of me actually being able to build them. But the last game I played had a slightly different problem automating missionaries - the first one automated in a turn would head for the nearest city it could spread the religion to, and all the rest would sit around as if there were no available targets. Once the active missionary finished, the next missionary would pick a target and go, and the rest would sit around. I recall the problem was mentioned a few weeks back, but hadn't heard if there had been anything implemented since.
Even when they're escorted they wake up like this which is pretty confusing.
 
REpeatable CTD, after clicking next turn, mini and save in zip . . . .

Is this the task Tbrd? Give me the coordinates (which version should I use is the only that come to mind right now, but I'm almost falling asleep) and I'll take a look at this tomorrow.
 
Is this the task Tbrd? Give me the coordinates (which version should I use is the only that come to mind right now, but I'm almost falling asleep) and I'll take a look at this tomorrow.
It has not been resolved yet so we'd want to just take a look at it under the latest codeset. Pretty sure you'll find the spot causing problems pretty easily. Has to do with transports and grouping and coordinates. The thing I'm confused about is exactly what to do about it. You'll probably end up trying something I've tried only to find another error lurks. Then again you might be able to figure out more about what went wrong initially than I've been able to.
 
But the last game I played had a slightly different problem automating missionaries - the first one automated in a turn would head for the nearest city it could spread the religion to, and all the rest would sit around as if there were no available targets. Once the active missionary finished, the next missionary would pick a target and go, and the rest would sit around. I recall the problem was mentioned a few weeks back, but hadn't heard if there had been anything implemented since.
This is exactly the behavior DH explained they SHOULD be using so as to not have them all scrambling for the same city, only to find that by the time they get there, they aren't needed.

No this is nothing like what I said:D. If you have a number of missionaries on automate each should find a city without their religion to spread their religion to. They just don't go to any city that has a missionary on the way to it.

If I have 15 cities, 8 have Druidism, 6 have Tengrii and 2 have Shaman and I have 10 missionaries of each religion. I automate the ten druid missionaries and 7 will head off to the 7 cities which don't have Druidism and attempt to spread it there. The others just sit around for me to build a new city or get open borders with a neighbour. I then automate the Tengrii missionaries only one of the cities without Tengrii doesn't have a Druid missionary heading to them so only one heads off while the others wait for the Druid missionaries to succeed of fail. As each one does a Tengrii missionary heads off to the city. All the Shaman missionaries wait until a city without Shamanism does not have a missionary heading there from another religion.

That is how it works in BtS
 
Well... I could always see if I can just take the BtS original coding for them and put that in place. As I recall, they've acted a little funny for a long time now.
 
One more question about the same save game - why can't the city of Tingis build Turquoise mine and turqouise-related cultures? I was able to build harappan fake gems, however, it seems that the resource isn't recognized as being "in the vicinity"...
 

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Oleh if you would use the Build buttons we provide down by the build que (turn them on or off to see what they do and what info they provide) you would find your answer. Plus use the civilopedia/sevopedia as well. Generic questions such as yours, " why can't the city of Tingis build Turquoise mine and turqouise-related cultures?" is too vague. It wastes our time researching the various information sources that we have provide to answer a question you can find for yourself. This also clogs up the Bug and crash thread for real problems. Understand? Do your own homework and if you find a real bug then by all means please report it. But this is not a bug.

JosEPh :)
 
I have done research prior to asking this question, and made it as precise as possible.

In the uploaded save file there is a concrete city that has a peak at its vicinity. That peak has a source of turquoise with a mine on it. The turquoise appears as a resource in all of my cities' screens. However, the city itself is not able to build buildings that require turquoise as a vicinity resource (such as turquoise mine or Moche culture). This LOOKS like a bug, since all the prerequisites for those buildings are there, however, it's not possible to build it. However, I might have overlooked something, that is why I posted a question.
 
It may be a bug as Turquoise usually requires a quarry, if I remember correctly. It is provided by a mine but the vicinity code may be looking for a quarry.
 
It's a Mountain mine but I have not found out when it will become a Core mine which would recognize the mineral. But a core mine comes from a quarry and takes 68 turns.

And yes turquoise mine flips from stone tools workshop and early quarry to quarry and then core mine but if you had upgraded the stonetools workshop to a mine or mountain mine the link to core mine seems to be missing or the sevopedia is too vague.

Plus I think this Tingis city was a captured city. So I'm not sure if the upgrade path was broken thru that.

There are No buildings available for Oleh to build in this city either.

JosEPh
 
hmm... if it's a mountain mine, it should count for everything that a quarry would normally be required for and if I recall, should also only be possible after mountaineering? This might be worth looking into further.
 
Plus I think this Tingis city was a captured city. So I'm not sure if the upgrade path was broken thru that.

There are No buildings available for Oleh to build in this city either.
Nope, that was not a captured city, it was initially built by me. And the absence of available buildings is due to the fact that I've built everything there is to build :) (that's how I like to play this game). As for the mountain mine - it didn't upgrade from an early stone quarry, there was an early stone quarry out there initially (built by llama workers before Mountaneering tech has been researched), and then I built a mountain mine over it, if that's of any use.

And yes, I have Mountaneering tech.
 
Nope, that was not a captured city, it was initially built by me. And the absence of available buildings is due to the fact that I've built everything there is to build :) (that's how I like to play this game). As for the mountain mine - it didn't upgrade from an early stone quarry, there was an early stone quarry out there initially (built by llama workers before Mountaneering tech has been researched), and then I built a mountain mine over it, if that's of any use.

And yes, I have Mountaneering tech.

The high lighted in Red is your problem. Should of been upgraded to quarry from early quarry instead of building a mountain mine over it. You cut the upgrade path by doing this.

*Suggestion: bring in workers and see if they can build a quarry on the peak. If they can do so, which of course will remove the mountain mine, then you should have your upgrade path restored.

*EDIT: This does not work as the workers can only rebuild the mountain mine.

JosEPh
 
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Hi,

The problem I am encountring is a bit strange. I am not really sure if it is a bug or intentional though. I have a spike clubman with astonishing accumen and exceptional might 1 promotions. When it enters the city (Mutal), he gets bambo armor promotion and losts these two promotions. It loses the previous two promotions when I upgraded him to stone axeman as well. I have attached the saved game (his name is spiked clubman 1). I am playing with the SVN version 9445.
 

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You need to list the XP options you have used for Game Set Up as well as any you use in BUG.

JosEPh
 
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