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

This is what entertainers and LE units are for. The entertainers to blast the culture up some and the LE units to ensure that you don't lose the city (though anyone playing with minimum city culture won't have to worry about that because on that option city revolt due to culture is impossible anyhow.)

I am most likely missing something, as that doesn't seem to be able to solve the issue. Entertainment unit has the promotion to push back cultural revolts (which are not an issue for me), but they cannot increase culture effectively.
The Entertainer can increase the culture by up to 12 (usually 6 and death), which is next to nothing when the city requires thousands or tens of thousands of culture to increase to the next step in an attempt to take the tiles back.
As this seems to be an incredibly inefficient effect (better to simply mass-produce caravans to build the city up), how do you actually fight back the opponent's culture?
 
I am most likely missing something, as that doesn't seem to be able to solve the issue. Entertainment unit has the promotion to push back cultural revolts (which are not an issue for me), but they cannot increase culture effectively.
The Entertainer can increase the culture by up to 12 (usually 6 and death), which is next to nothing when the city requires thousands or tens of thousands of culture to increase to the next step in an attempt to take the tiles back.
As this seems to be an incredibly inefficient effect (better to simply mass-produce caravans to build the city up), how do you actually fight back the opponent's culture?
Well... you're probably right that it would be more effective to send in caravans to build the city back up quickly.

I haven't seen it this bad but usually my personal answer to this dilemma is to completely destroy the enemy. Great Artist blasts can help too.

Maybe we need to consider giving entertainers some boosts in their ability to spread culture. It's probably appropriate what they can do at the beginning of the game but as things go on it becomes less and less effective in comparison to what they need to push back against, as you've noted. Spies might be more effective at getting your culture in place too.
 
Hope we will find a way to fix the culture issue in the future. Complete kills are usually the answer, but takes a while to achieve.

Another bug I have just spotted is that upgrading units can kill them if they have low health. Attempting to upgrade a knight with 1/250 health into a Carabinier resulted in the money being lost, but the unit not spawning in the city. I have noticed it numerous times, but only now managed to catch it.
The unit is located in Pitjantjatjara in the attached save.

Something that is not clear, as it didn't appear on the log: can units be killed from fortifications, or storms? I seem to have lost a number of units with no mention of it in the log (they were at low health)
 

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Hope we will find a way to fix the culture issue in the future
What Culture issue???
Something that is not clear, as it didn't appear on the log: can units be killed from fortifications, or storms? I
Yes of course. Outposts etc all give adjacent units damage as does storms , reefs, etc. Don't you read the hover over?
 
Having a repeated CTD. I can't progress any further in this save since it seems to CTD when doing the AI turn. Ie, end turn and wait a while and it seems like its almost done and getting back to my turn, then boom, I'm back at my desktop. I've tried numerous times. I started this game with an earlier version and recently updated to SVN9734 and played a while with no trouble then got this CTD. I've updated to SVN9735 and get the same issue. I'm in the midst of a revolt right now, not sure if that has anything to do with it. I've used the world builder a bit, but not recently. I can't think of anything else that would explain the crash.

Thx.
Nick
 

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Another bug I have just spotted is that upgrading units can kill them if they have low health. Attempting to upgrade a knight with 1/250 health into a Carabinier resulted in the money being lost, but the unit not spawning in the city. I have noticed it numerous times, but only now managed to catch it.
The unit is located in Pitjantjatjara in the attached save.
Interesting. The math makes sense to explain the bug so it should be easily found and corrected. Thanks for the report. Very unusual to find such a situation I'd think.

Something that is not clear, as it didn't appear on the log: can units be killed from fortifications, or storms? I seem to have lost a number of units with no mention of it in the log (they were at low health)

Don't you read the hover over?
:lol: :smoke:

No offense Raledon. I'm chuckling because I've had to say the same thing to Joseph a couple of times, not on this matter but others, so its cool to see him passing it along. He's right of course.

Having a repeated CTD. I can't progress any further in this save since it seems to CTD when doing the AI turn. Ie, end turn and wait a while and it seems like its almost done and getting back to my turn, then boom, I'm back at my desktop. I've tried numerous times. I started this game with an earlier version and recently updated to SVN9734 and played a while with no trouble then got this CTD. I've updated to SVN9735 and get the same issue. I'm in the midst of a revolt right now, not sure if that has anything to do with it. I've used the world builder a bit, but not recently. I can't think of anything else that would explain the crash.

Thx.
Nick
I'll look into this asap, which probably won't be overnight but within the next few days at least.[/quote][/QUOTE]
 
I'll look into this asap, which probably won't be overnight but within the next few days at least.

Thanks. I guess that means its time to try a new game with some different game settings. Maybe I'll try Barbarian World this go.... getting tired of hunting animals for 200 000 years for the second time. :)
 
Thanks. I guess that means its time to try a new game with some different game settings. Maybe I'll try Barbarian World this go.... getting tired of hunting animals for 200 000 years for the second time. :)

Yeah, I've had a similar problem and am now coming to the same conclusion. I literally have nothing to do without C2C. Yes, my life does suck :rolleyes:
 
Thunderbrd,

I updated to 9735 and have managed to get past my problem turn. I progressed another few turns to see what would happen without issue. I thought I'd go back to my previous save and do a few tests as it was a constant repeatable CTD at end of turn process, but all appears fine. It was also an autosave point, which seemed to cause one or two CTD's in the past. Not sure if this could have been an issue.

Is there anything i should be doing my end for you. Send you some logs or anything?

Thanks
 
Thunderbrd,

I updated to 9735 and have managed to get past my problem turn. I progressed another few turns to see what would happen without issue. I thought I'd go back to my previous save and do a few tests as it was a constant repeatable CTD at end of turn process, but all appears fine. It was also an autosave point, which seemed to cause one or two CTD's in the past. Not sure if this could have been an issue.

Is there anything i should be doing my end for you. Send you some logs or anything?

Thanks
So you're saying you had a crash but now it's not crashing with the latest assets? If that's so, then something recently fixed was likely the cause. Nothing further to do. If you're saying you're backing up and its getting around the crash point, then I'll take more notice of the actual revision numbers to see what might be differing.
 
What Culture issue???

Yes of course. Outposts etc all give adjacent units damage as does storms , reefs, etc. Don't you read the hover over?
Culture issue=> patches of opponent's tile being stuck in my borders, and require me to completely kill him to clean it.

Regarding the damage, I was aware it causes damage, but I wasn't aware it could kill, similarly to bombarding with most artillery units (at-least early ones) never finishing an enemy unit.
 
Culture issue=> patches of opponent's tile being stuck in my borders, and require me to completely kill him to clean it.
You playing with Fixed Borders On? That's something that happens with that Option and iirc in conjunction with Realistic Culture Spread Option being On too, maybe.

I can tell you this it does Not happen when Fixed borders is turned Off.

Regarding the damage, I was aware it causes damage, but I wasn't aware it could kill, similarly to bombarding with most artillery units (at-least early ones) never finishing an enemy unit.
The Outposts, Guard towers, and others in these lines of buildings are not bound as some artillery/siege units. If a units sits too long next to an enemy outpost/etc., it will eventually die.

EDIT: Do you have Complete Kill Option On?
 
You playing with Fixed Borders On? That's something that happens with that Option and iirc in conjunction with Realistic Culture Spread Option being On too, maybe.

I can tell you this it does Not happen when Fixed borders is turned Off.
I had the impression it did. Next game I'll try to remove it, I might have had issues due to the Realistic Culture Spread (it seems both are causing this issue) so i put the fixed borders to have at-least some area around my cities.

The Outposts, Guard towers, and others in these lines of buildings are not bound as some artillery/siege units. If a units sits too long next to an enemy outpost/etc., it will eventually die.

EDIT: Do you have Complete Kill Option On?
That's the reason I asked- it was not clear that units could die. Live and learn, as they say.
I don't play with complete kill- conquering the cities is enough for me. If the enemy has a ship in the middle of nowhere, I don't want to hunt it down. I used the term as getting rid of the opponent.
 
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An amusing bug:
I have given my carabinier the bounty hunter promotion, and loaded a few mortars on it. I then loaded said carabinier on a highwayman. Overall it went fine- no unit went missing, but I doubt it's the intended behavior.
Somewhat related the pedia says bounty hunter has 3 levels, but doesn't mention prerequisites for them. While bounty hunter I seem to require combat II, I haven't found how to get bounty hunter II and III.
 
I have given my carabinier the bounty hunter promotion, and loaded a few mortars on it. I then loaded said carabinier on a highwayman. Overall it went fine- no unit went missing, but I doubt it's the intended behavior.
I'm not sure its not intended. I need to eventually review some rules issues with loading and unloading and I'll go about that when I do more with the AI on it. Bounty Hunter is really only supposed to allow you to carry captives but I think to open some things up I had to go about it in a strange way. I have a project coming up to enable multiple carry types and that retooling should clear it all up. As for the prereqs you're talking about on the promos, it kinda falls into the same project category to figure that out as well.
 
I think I found part of the reason why the AI is dying to revolts - they create a massive amounts of criminals (or other units which increase crime), and station them in their cities.
For example, one of my AI opponents has this in his capital:
304 guards
213 partisans
106 highwayman
and a few other, less important units.
If the AI would've built other units, or at the very least station them outside of the city, the crime would be reduced drastically.
Part of this is most likely due to the 1.5 str modifier on such units in Size Matters, making the units extremely efficient in terms of production/power.
It appears that the AI fail to take into account the increase in production per unit, the increased maintenance, and the increased crime when making decisions on army building.
 
I think I found part of the reason why the AI is dying to revolts - they create a massive amounts of criminals (or other units which increase crime), and station them in their cities.
For example, one of my AI opponents has this in his capital:
304 guards
213 partisans
106 highwayman
and a few other, less important units.
If the AI would've built other units, or at the very least station them outside of the city, the crime would be reduced drastically.
Part of this is most likely due to the 1.5 str modifier on such units in Size Matters, making the units extremely efficient in terms of production/power.
It appears that the AI fail to take into account the increase in production per unit, the increased maintenance, and the increased crime when making decisions on army building.
Update the SVN. It won't correct the fact that they've done this so far but it will keep them from continuing to. This has been addressed.
 
Having a repeated CTD. I can't progress any further in this save since it seems to CTD when doing the AI turn. Ie, end turn and wait a while and it seems like its almost done and getting back to my turn, then boom, I'm back at my desktop. I've tried numerous times. I started this game with an earlier version and recently updated to SVN9734 and played a while with no trouble then got this CTD. I've updated to SVN9735 and get the same issue. I'm in the midst of a revolt right now, not sure if that has anything to do with it. I've used the world builder a bit, but not recently. I can't think of anything else that would explain the crash.

Thx.
Nick
I could not duplicate this crash. The mini shows that it's taking place at a point during an attack but doesn't show how. Are you using the fast combat options so as to disable combat graphics? If not, try that (they are original game options you can set in the main CivIV option panel). There's a crash bug there that we haven't been able to figure out unfortunately. If I could get it to crash in process, I might be able to see what the problem is but it's not behaving so it's got to be a localized option difference that's creating the issue. Possibly stack attack?
 
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