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

I’ve noticed this in the past as well so I’m sorry if I’ve brought it up before but I can't capture ground next to my own cities.
I captured an enemy city. My units can capture land but for some reason they can't capture the ground in the ring right next to my own cities. So my newly captured city ends up only controlling 3 out of the 9 tiles around it and then all of the land out farther that my armies captured.
You have Realistic Culture and/or Fixed Borders On? Sounds just like what those 2 Options do.
 
Oh and one more thing I keep forgetting about. Not sure that its considered a bug but i'm not sure where else to post it. I don't know if the code works the way it says or if its just a text error in the description but arctic 3 lists that it gives bonuses for moving on ice. I'm assuming its suppose to be permafrost as that's not listed on any of the promotions. Especially considering that I have yet to find a unit that can move on ice. This shows up on the information for the promotion when you mouse over it on a unit.
Ice is the glacer (glacier for you USA people) terrain on land or at least it was. The names of terrains keep changing. I would prefer it be called Glacer rather than Ice for that reason but that is its name in vanilla too.

The information in the text comes directly from the definition (except strategy and pedia/history). So that promotion only gives movement on ice not in permafrost.

There are some inconsistencies in the terrain promotions at the moment. This may be one.
 
SVN 9658. Sulphur on a peak with mountain mine. The nearby city cannot build Ottoman culture. Another city with Sulphur on a regular plot, can build Ottoman culture.
 
SVN 9658. Sulphur on a peak with mountain mine. The nearby city cannot build Ottoman culture. Another city with Sulphur on a regular plot, can build Ottoman culture.
Known problem for Mountain Mine and resources on peaks, because it breaks the upgrade chain somehow. And Sparth's cultures never got addressed. And with him on hiatus no telling When it will get fixed. <shrug> Sorry.
 
SVN 9658. Sulphur on a peak with mountain mine. The nearby city cannot build Ottoman culture. Another city with Sulphur on a regular plot, can build Ottoman culture.
Known problem for Mountain Mine and resources on peaks, because it breaks the upgrade chain somehow. And Sparth's cultures never got addressed. And with him on hiatus no telling When it will get fixed. <shrug> Sorry.
The XML is fine as far as I can see. The Mountain Mine XML says it allows access to BONUS_SULPHUR. I think Mountain Mines are programmed differently somewhere in the dll and that may be causing the problem.
 
You have Realistic Culture and/or Fixed Borders On? Sounds just like what those 2 Options do.

Yes. Both of them. But shouldn't my units still be able to capture the ground right around my cities too?
Seems kinda unrealistic to leave a ring of enemy controlled space around newly conquered cities.

Ice is the glacer (glacier for you USA people) terrain on land or at least it was. The names of terrains keep changing. I would prefer it be called Glacer rather than Ice for that reason but that is its name in vanilla too.

The information in the text comes directly from the definition (except strategy and pedia/history). So that promotion only gives movement on ice not in permafrost.

There are some inconsistencies in the terrain promotions at the moment. This may be one.

Thanks. That seems like it would be a mistake then. It could just be that I haven't gotten far enough into the game but are there any units that can move on ice?
 
What the f I can't load save >.>
Using latest SVN.
http://www102.zippyshare.com/v/xArr7EKL/file.html - minidump
http://www102.zippyshare.com/v/0X9comuc/file.html - save file

I can load autosave where I researched late transhuman tech - mythological beasts.
Maybe thats because these mythical animals building are bugged?
Lets try without building these buildings.

Yep mythological animals building from pepper mod are broken.
Game takes 1400 MB of RAM after fresh start and loading savegame, and turn processing lasts 25 seconds.
My cash overflowed somewhere in middle of Transhuman era BTW.
 
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What the f I can't load save >.>
Using latest SVN.
http://www102.zippyshare.com/v/xArr7EKL/file.html - minidump
http://www102.zippyshare.com/v/0X9comuc/file.html - save file

I can load autosave where I researched late transhuman tech - mythological beasts.
Maybe thats because these mythical animals building are bugged?
Lets try without building these buildings.
Sites like these where I cannot tell what to click on to get the actual file you're trying to share are the only reasons I've ever caught viruses on this computer. I will not use this. Please zip the file and upload it through this site OR you can use dropbox or mediafire. I won't risk any other service. This one in particular is quite heinous as there are multiple download buttons and none seem to do anything but take you to an intermediary page which may well be attempting to upload a marketing virus or two.

I suspect you're hitting the MAF wall or are having an overflow causing all your values to go bonkers. The code is not stout enough to let you get past a certain point in futuristic development at the moment. The minidump is like .12 meg and Ihave to wonder if that's just the upload shell... does your minidump file show 0k on your end before packaging it for upload by chance?
 
Sites like these where I cannot tell what to click on to get the actual file you're trying to share are the only reasons I've ever caught viruses on this computer. I will not use this. Please zip the file and upload it through this site OR you can use dropbox or mediafire. I won't risk any other service. This one in particular is quite heinous as there are multiple download buttons and none seem to do anything but take you to an intermediary page which may well be attempting to upload a marketing virus or two.
Sadly im unable to load attachments since few months :(
Also get adblock - there is single orange download button, that immediatly downloads file.
I never got virus from zippyshare - in fact I thought its normal site.
Dropbox and mediafire require registration. I guess I could make fake mail account here.
I disabled adblock, and yes there are fake download buttons, but below small line, that says "advertisement"

I suspect you're hitting the MAF wall or are having an overflow causing all your values to go bonkers. The code is not stout enough to let you get past a certain point in futuristic development at the moment. The minidump is like .12 meg and Ihave to wonder if that's just the upload shell... does your minidump file show 0k on your end before packaging it for upload by chance?
Well not building mythical animals allowed me to continue gameplay.
Also I said earlier, that game takes only 1400 MB of ram, and minidump has 120 kb of size uncompressed.
There was total treasury overflow earlier, and there are individual overflows in city maintaince, but they don't break game.... for now.
 
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There was total treasury overflow earlier, and there are individual overflows in city maintaince, but they don't break game.... for now.
Yeah... no. Soon as this happens the gamestate is going to suffer from increasing glitches and flaws all over the place in the code. It may seem ok for a little while but there's no recovering from the crashes and so on that will innevitably ensue. It's like the code passes through the looking glass and the logic starts to randomly melt down everywhere as soon as that has happened and once that's the case there's absolutely no point in trying to debug because it will innevitably be due to a numeric value inconsistency caused by the overflow insome random and unexpected location in the coding. Ex, the ID of a great commander can be thrown out of whack because the game went past the gold limit. You can suddenly have negative production somewhere because you have too much national culture. With every round you accumulate more and more discrepancies in values and when you save, discrepancies in the strangest places can make for completely incompatible game loading thereafter. So yeah, it may not collaps the game in the same round as the overload but it's a death sentence for the game once you have.
 
Yeah... no. Soon as this happens the gamestate is going to suffer from increasing glitches and flaws all over the place in the code. It may seem ok for a little while but there's no recovering from the crashes and so on that will innevitably ensue. It's like the code passes through the looking glass and the logic starts to randomly melt down everywhere as soon as that has happened and once that's the case there's absolutely no point in trying to debug because it will innevitably be due to a numeric value inconsistency caused by the overflow insome random and unexpected location in the coding. Ex, the ID of a great commander can be thrown out of whack because the game went past the gold limit. You can suddenly have negative production somewhere because you have too much national culture. With every round you accumulate more and more discrepancies in values and when you save, discrepancies in the strangest places can make for completely incompatible game loading thereafter. So yeah, it may not collaps the game in the same round as the overload but it's a death sentence for the game once you have.
Thats why I added ".... for now" at end of sentence.
I guess how long I can survive until universe ceases to exist :p

Can total treasury have stopper like city total culture has stopper now?
 
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My cash overflowed somewhere in middle of Transhuman era BTW.
And this is why I had the iGoldmodifier set so high in the GS and especially the slower speeds. Now we have games overflowing by TH era. This is Not good!

And as T-brd stated once you have an overflow in your treasury the game is done and worthless for any real use after that point, Game Over!

If more reports of cash overflows start showing up in the late eras we've got to find the wonders and buildings that are giving to high a boost. Noriad2 has already commented on Banks.
 
All depends on how a player chooses to play. I'm sure it's possible to suffer a gold overflow by mid modern if a player really tried. It's just something I need to resolve for good here soon.
 
Will saving game as map scenario and loading such scenario fix save?
What is chance, that overflow didn't damaged anything critical?
And where total treasury inflo is passed so its overflow can damage anything?
 
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Will saving game as map scenario and loading such scenario fix save?
What is chance, that overflow didn't damaged anything critical?
And where total treasury inflo is passed so its overflow can damage anything?
1) no
2) 0% it will unlock the gates of chaos just to happen anywhere and will gradually erode any game or scenario from there and there will be no way to contain it from spreading.
3) Not sure. Would take a bit of time to research that and figure out the answer. Over 2 million at least. Probably a lot more than that tbh.
 
1) no
2) 0% it will unlock the gates of chaos just to happen anywhere and will gradually erode any game or scenario from there and there will be no way to contain it from spreading.
3) Not sure. Would take a bit of time to research that and figure out the answer. Over 2 million at least. Probably a lot more than that tbh.
I guess if I reported overflow as soon as it happened and I didn't play until you responed I would be safe now, as I could load autosave before it happened...
Oh well then at least how long I will be able to play until game just breaks?
Can you give me examples of visible game breakdown?
 
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I guess if I reported overflow as soon as it happened and I didn't play until you responed I would be safe now, as I could load autosave before it happened...
Oh well then at least how long I will be able to play until game just breaks?
Can you give me examples of visible game breakdown?
1) It's not resolvable without a large project. You can't 'spotfix' the problem in the game without doing something like going into world builder and reducing the amount that's about to overflow.
2) Hard to say. Usually as soon as it breaks, the next save won't load because of some corrupt value in the save asking for an index that doesn't exist when it goes to load, finding a null reference.
3) Any tracked variable in the game suddenly becoming anywhere between -some 2 million to positive some 2 million. Unit strength, population on a city, the reference value to the type of terrain a unit gains double movement to. Take your pick of ANY variable and one overflow on any game variable and innevitably other variables will start to go completely random.
 
1) It's not resolvable without a large project. You can't 'spotfix' the problem in the game without doing something like going into world builder and reducing the amount that's about to overflow.
2) Hard to say. Usually as soon as it breaks, the next save won't load because of some corrupt value in the save asking for an index that doesn't exist when it goes to load, finding a null reference.
3) Any tracked variable in the game suddenly becoming anywhere between -some 2 million to positive some 2 million. Unit strength, population on a city, the reference value to the type of terrain a unit gains double movement to. Take your pick of ANY variable and one overflow on any game variable and innevitably other variables will start to go completely random.
1. Well in my case quickly setting treasury to one million would prevent overflow for long time.
2. Hmm then I should have like 20 autosaves and one autosave per turn. Since its random I could go to previous autosave :p

Wonder if forcing to recalculate variables by (ctrl+shift+t) will clean at least some variables.
 
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Wonder if forcing to recalculate variables by (ctrl+shift+t) will clean at least some variables.
Could. If an id reference anywhere is flawed nothing will fix it but for some variables, recalculate may help. And yes, at that stage of the game saving every round may give you a fighting chance to extend things out as far as you can.
 
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