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

Version 9675

The Regional Planning Commission and Mixed-Use Development building are not buildable in your capital as they require the Metropolitan Administration building and not the capitals improved version. Is this working as intended?

Edit: I can get the Mixed-Use Development in my capital with a wonder so I don't think it's intended, no.
 
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SVN Revision 9675
[EDIT: the original post incorrectly put it at revision 9678]

Not a bug persay, but poor AI behavior. China has completely failed to address crime. This is the very first turn exploring Beijing, I promise I have sent no Criminals earlier, but I find it at 9646 crime with 54 entrenched thieves. Turn 260 on Marathon speed, Emperor difficulty since game start.

Funny, because I was just about to comment how, sometimes, the AI is very reactive to chasing crime units. The last game a played, China was very good about moving her watchmen about to follow the path of my Criminals, however the Hittites got completely swamped, stuck at one city until China conquered them. Although I admit I may have been complicit in that.

Savegame included.
 

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Had a couple CTD's using SVN 9675 atm. Am using "It's A Small World" space map. Am currently early Transhuman area and have started to build cities with Deep Space Settlers. Game has been extremely stable until this point was doing basic things like moving the mouse.
 
Had a couple CTD's using SVN 9675 atm. Am using "It's A Small World" space map. Am currently early Transhuman area and have started to build cities with Deep Space Settlers. Game has been extremely stable until this point was doing basic things like moving the mouse.
You should upload dump file, saved game and logs, so they could know why game is crashing/
How much RAM do you have?
 
SVN Revision 9678

Not a bug persay, but poor AI behavior. China has completely failed to address crime. This is the very first turn exploring Beijing, I promise I have sent no Criminals earlier, but I find it at 9646 crime with 54 entrenched thieves. Turn 260 on Marathon speed, Emperor difficulty since game start.

Funny, because I was just about to comment how, sometimes, the AI is very reactive to chasing crime units. The last game a played, China was very good about moving her watchmen about to follow the path of my Criminals, however the Hittites got completely swamped, stuck at one city until China conquered them. Although I admit I may have been complicit in that.

Savegame included.
Some reasons for this have been discovered but the fix is not going to be any time soon.
 
SVN 9678 I had 2 CTD at different turns during turn processing that I couldn't reproduce again probably because my last save where some turns back. I'm current still early in the game.
 
The terrain change from the Tornado event that destroy a improvement still (or again) stay, it is probably best to complete remove this terrain change from this event as a tornado never should stay for centuries.
 
Revision 9675

Triggered an event that was clearly not meant for me.

The hover-over message named the unit affected as "Galley 1 (Eridu)", which does exist and is currently at port in a coastal, island city. The unit can move perfectly fine.

Unfortunately, I did not have logging enabled when it happened, and I don't know how well random events can be replicated with a previous save. I'll attach the most recent save, just in case, but it may be a few turns behind.

Spoiler Screenshot :
Civ4ScreenShot0016.JPG
 

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The terrain change from the Tornado event that destroy a improvement still (or again) stay, it is probably best to complete remove this terrain change from this event as a tornado never should stay for centuries.
Unfortunately early game the Tornado event will last for a long time game Date wise. I'm not familiar with how long in Game Turns an event like this will last (several turns iirc). So you have to view it early game as an area that is subject to this type of weather event. Just like here in the US, the Oklahoma, Kansas, Missouri, Iowa area is called Tornado Alley.
 
No matter when it happens it should only happen for one turn. Something is wrong with the part that is supposed to turn off the graphic. The best bet would probably be to just remove the graphic from the event. It is implemented as an improvement if I remember correctly.
 
No matter when it happens it should only happen for one turn. Something is wrong with the part that is supposed to turn off the graphic. The best bet would probably be to just remove the graphic from the event. It is implemented as an improvement if I remember correctly.
I've seen it last up to 10 turns.
 
If you can move a unit onto the plot then it has ended even if the graphic is showing the funnel. The event is/was an only one turn thing last time I looked at the events. I don't think anyone else has looked since.
I don't believe it was just graphical.
 
It is just an improvement. The event replaces any improvement on the plot with a tornado improvement. That is it. No Python code just Event XML.
 
so if the improvement is still there after 10 rounds then where should we look for an error? That wouldn't be just graphics when it comes up on the plot's hover info.
 
so if the improvement is still there after 10 rounds then where should we look for an error? That wouldn't be just graphics when it comes up on the plot's hover info.
The graphic is an improvement
We can stop the event from adding a tornado feature, or we can make a follow up event that happens the turn after to remove it.
Exactly
 
The graphic is an improvement
It's actually a feature.
Spoiler :
Code:
        <!-- Tornado -->
        <FeatureInfo>
            <Type>FEATURE_TORNADO</Type>
            <Description>TXT_KEY_FEATURE_TORNADO</Description>
            <Civilopedia>TXT_KEY_FEATURE_TORNADO_PEDIA</Civilopedia>
            <Help>TXT_KEY_FEAT_DAMAGE_HELP1</Help>
            <ArtDefineTag>ART_DEF_FEATURE_TORNADO</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>-3</iYieldChange>
                <iYieldChange>-3</iYieldChange>
                <iYieldChange>-3</iYieldChange>
            </YieldChanges>
            <iMovement>2</iMovement>
            <iSeeThrough>1</iSeeThrough>
            <iDisappearance>8000</iDisappearance>
            <iTurnDamage>50</iTurnDamage>
            <iPopDestroys>-1</iPopDestroys>
            <bNoCity>1</bNoCity>
            <bNoImprovement>1</bNoImprovement>
            <WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
        </FeatureInfo>
 
It's actually a feature.
Spoiler :
Code:
        <!-- Tornado -->
        <FeatureInfo>
            <Type>FEATURE_TORNADO</Type>
            <Description>TXT_KEY_FEATURE_TORNADO</Description>
            <Civilopedia>TXT_KEY_FEATURE_TORNADO_PEDIA</Civilopedia>
            <Help>TXT_KEY_FEAT_DAMAGE_HELP1</Help>
            <ArtDefineTag>ART_DEF_FEATURE_TORNADO</ArtDefineTag>
            <YieldChanges>
                <iYieldChange>-3</iYieldChange>
                <iYieldChange>-3</iYieldChange>
                <iYieldChange>-3</iYieldChange>
            </YieldChanges>
            <iMovement>2</iMovement>
            <iSeeThrough>1</iSeeThrough>
            <iDisappearance>8000</iDisappearance>
            <iTurnDamage>50</iTurnDamage>
            <iPopDestroys>-1</iPopDestroys>
            <bNoCity>1</bNoCity>
            <bNoImprovement>1</bNoImprovement>
            <WorldSoundscapeAudioScript>ASSS_AFTERWORLD_SELECT_AMB</WorldSoundscapeAudioScript>
        </FeatureInfo>
Well that explains the bug - the event is supposed to destroy the improvement on the plot but not the feature. At the moment it is destroying both.
 
Well that explains the bug - the event is supposed to destroy the improvement on the plot but not the feature. At the moment it is destroying both.
atm it destroys the improvement and adds a tornado feature.
Spoiler Code :
Code:
XML
        <EventInfo>
            <Type>EVENT_TORNADO_1</Type>
            <Description>TXT_KEY_EVENT_TORNADO_1</Description>
            <iImprovementChange>-1</iImprovementChange>  <!-- removes any improvement in the plot -->
            <PythonCallback>applyTornado1</PythonCallback>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>1000</iAIValue>
        </EventInfo>
PYTHON
######## TORNADO ###########

def applyTornado1(argsList):
  iEvent = argsList[0]
  kTriggeredData = argsList[1]
 
  plot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
  plot.setFeatureType(gc.getInfoTypeForString('FEATURE_TORNADO'), 0)
 
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