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

Correct, so to fix the issue, we will have to eliminate the worst looking bonus font icons and make more bonuses share an icon.

I'll look into that tomorrow.
As suspected. DH said there was a lot more room but I thought I had seen in the code how and why we don't when I looked at it a while back to setup ... man I can't even remember what it was I was working on... lol
 
My "agent" cant enter enemy city?? if u need save let me know??
I'm... struggling with this one but I'm working on it.

However, the latest one you posted I can't load. It crashes on load for some reason I can't figure out. Do you have any modmods loaded?
 
I'm... struggling with this one but I'm working on it.

However, the latest one you posted I can't load. It crashes on load for some reason I can't figure out. Do you have any modmods loaded?
As ever i NEVER ever have anything added, when i post errors . .

ok looked at the old save i had and it ctd's also, but since then i have moved on to a new game, and i dont have an old old save game to look back on, so never mind on it, but thx . .
 
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As ever i NEVER ever have anything added, when i post errors . .
Perfect! That does help to have that established. I figured you'd at least say if you did. The crash is a little disturbing... it might be a python error but its strange its only on that game. The crash suggests there's some XML wrong somewhere.

BTW, as your game is in the modern era, I'm not terribly surprised you have accumulated some millions of gold. That's probably not suspicious as having gotten any in a manner that was unusual. You probably just weren't seeing how many of them you had until the recent fix on that.

This agent move issue is truly confounding though... very hard to follow the processing as it dives back and forth into the exe and back with this level of movement rule issues. It also correctly figures out that it should be able to move there and then later somehow figures out it can't but it seems to be determining that based on some really flawed factors so I have to wonder if I'm seeing it evaluate for some other tile at that point... in the process of evaluating a movement, there's so many tiles that are evaluated for the ability to move into or not the way the movement system works that it's very hard to catch the actual moment you're really supposed to be looking at. Very frustrating. I should be able to find it but then it's like surgery where you have to make sure not to cut the wrong organ.

Has anyone found that they have trouble getting spies into enemy cities in general?
 
I'm playing SVN 9750, downgraded from 9753 because of the missing interface bug. Now, when I start a custom game, the "multiple production" and "multiple research" options are gone -- which makes the game much less fun. Was this taken out, or am I missing something?

Btw, I started playing games with advanced eras, e.g. modern; although it's unbalanced and there are some problems (no way to get dye/books/research after a while, etc), it's also a lot of fun. Cities grow so fast that they are constantly in danger of being overwhelmed by crime, disease, and ignorance, while production is initially very low. And finally a way to get to some of the cool alter game tech.
 
new game still in Ancient era, CTD . . .
Ok... I'll look into it soon as I can.
I'm playing SVN 9750, downgraded from 9753 because of the missing interface bug. Now, when I start a custom game, the "multiple production" and "multiple research" options are gone -- which makes the game much less fun. Was this taken out, or am I missing something?

Btw, I started playing games with advanced eras, e.g. modern; although it's unbalanced and there are some problems (no way to get dye/books/research after a while, etc), it's also a lot of fun. Cities grow so fast that they are constantly in danger of being overwhelmed by crime, disease, and ignorance, while production is initially very low. And finally a way to get to some of the cool alter game tech.
1) The latest SVN has corrected the issue with the display.
2) Multiple Production and Multiple Research have been out for a while because they are now cannon. Honestly, nobody would prefer playing without them. Particularly in this mod where it's absolutely necessary functionality.
3) I've started and played a modern game before and enjoyed it for the same reason. Was kinda fun. Not exactly an immersive realistic game but fun. There are some eras you get some bugs trying to start off in and eventually we'll have to figure out how and why those bugs exist.
 
My "agent" cant enter enemy city?? if u need save let me know??
This was tricky as hell but it's been a real problem for a long time I'd think. Funny it took this long to manifest into a bug report. I seem to recall you saying this about criminals but criminals would not have been affected. Ruffians, btw, are different from criminals and are not supposed to be able to enter enemy cities, neither are strike teams without attacking.

for some reason, unit movement is not working again, meaning, when a unit has moved ALL of its turns the game does not proceed to the next unit available again . . . save in zip

also when the unit is selected the game will not "release" the unit until u click on another unit also ..

u can check also in my capital, on the modern armor tank when selected for merge it does that, but again wont go to the next unit to do it again . .
I tested the unit movement issue as reported and could not get it to replicate a problem and we know something was wrong with that specific save.

new game still in Ancient era, CTD . . .
The mini gave me cause for an educated guess at the problem (in spawning). I hope what I did fixed the issue. Probably wouldn't introduce a new problem... I hope.
 
Playing SVN 9748
--Manganese on the map can't be mined (can only be acquired with forts or bunkers)
--Construction firm appears to be giving 2% bonus to base production instead of 20%, at least on the tooltip (ex: city with 514 base production shows +10 hammers on the tooltip). There may be a few other (earlier) production buildings with this same issue.
--Industrialization or some tech near it reverted my metropolitan administrations to village halls (have to rebuild starting with town halls)

I still don't like the way industrialization and some other techs will remove access to a long list of previously built/available resources. Not a bug exactly, but a rough spot.
 
I still don't like the way industrialization and some other techs will remove access to a long list of previously built/available resources. Not a bug exactly, but a rough spot.
Thats nothing compared to Teleportation tech - it just throws away absolutely whole transport infrastructure wayy too early - its like throwing away whole computer, when you get new one week later.
That is huge gap between losing old infrastructure and getting new one.
Other few techs also obsolete stuff without giving time to get upgrades.

Autobuildings representing automatic upgrade could be nice.
 
Playing SVN 9748
--Manganese on the map can't be mined (can only be acquired with forts or bunkers)
--Construction firm appears to be giving 2% bonus to base production instead of 20%, at least on the tooltip (ex: city with 514 base production shows +10 hammers on the tooltip). There may be a few other (earlier) production buildings with this same issue.
--Industrialization or some tech near it reverted my metropolitan administrations to village halls (have to rebuild starting with town halls)

I still don't like the way industrialization and some other techs will remove access to a long list of previously built/available resources. Not a bug exactly, but a rough spot.
I did not create Manganese so I'm not sure of its intention. But if it can be accessed only with forts or bunkers, then perhaps we should get mines to access it as well. @Dancing Hoskuld : What's your opinion on how that should be resolved?

I'll take a look at the production modifiers and see what's up. Would be seriously strange if true. If you can upload a save which replicates the issue, I'd appreciate it but I'm not sure it would be necessary because that sort of bug should be easily recreated unless its an isolated thing. An individual building can't have this sort of problem... it would have to be the tag as whole somehow.

That last point is strange but would be smoothed over by a pending project.
 
--Industrialization or some tech near it reverted my metropolitan administrations to village halls (have to rebuild starting with town halls)

This is probably because the old furniture makers went obsolete at Industrialism and you didn't have a newer Furniture Factory up in time. Or some other bonus was lost via the same mechanism. Yes, it is a problem because there is too short a gap between when replacements are available and when these critical buildings go obsolete. That can be addressed by making some of these bonus manufacturing buildings go obsolete later.
 
Bliss-Production1.jpg
Here's a sample city with the city's production tooltip. Base production says 388.
Below that, under Total Production, there's a list of contributing buildings that includes many I haven't built in this city and some that I haven't built anywhere (like Oil Derrick and the two dynamos).
Below are tooltips for several different production-enhancing buildings currently in the queue for the same city.
Steam Crane and Construction Firm both appear to have funky math.
 

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On the manganese issue, it's possible that I added that to the map manually and it might be one of those which can normally only be acquired through a city-built mine. If that's the case, my bad and I withdraw that note.
 
I recall from long ago that Manganese was designed as a water based only resource? Because land was getting too crowded.

https://en.wikipedia.org/wiki/Manganese_nodule

That is true.

But no water based worker was designed to use it.

But you can still get it with other non-map building bonuses added since.

I think sea based Manganese should be swapped with land based Amber. When the relevant sea worker function is added. A lot of Amber is found washed up on sea shores (Baltic Sea, as an example).
 
Ok... I'll look into it soon as I can.

1) The latest SVN has corrected the issue with the display.
2) Multiple Production and Multiple Research have been out for a while because they are now cannon. Honestly, nobody would prefer playing without them. Particularly in this mod where it's absolutely necessary functionality.
3) I've started and played a modern game before and enjoyed it for the same reason. Was kinda fun. Not exactly an immersive realistic game but fun. There are some eras you get some bugs trying to start off in and eventually we'll have to figure out how and why those bugs exist.

Wow you guys are fast!

Still a little confused about the hammers shown -- e.g. it says Lusitani culture cost, 360, Assyrian cost 360. Hammers per turn > 1700. Yet takes two turns to build both. (This is with modern start, giant map, epic speed, deity)
 
Wow you guys are fast!

Still a little confused about the hammers shown -- e.g. it says Lusitani culture cost, 360, Assyrian cost 360. Hammers per turn > 1700. Yet takes two turns to build both. (This is with modern start, giant map, epic speed, deity)
Where does it say that the cultures cost this amount? They may be adjusted by the gamespeed in the actual application but where you're referring to that info isn't considering the scaling?

I dunno. The previous production issue report super confuses the hell out of me too.
 
That is true.

But no water based worker was designed to use it.

But you can still get it with other non-map building bonuses added since.

I think sea based Manganese should be swapped with land based Amber. When the relevant sea worker function is added. A lot of Amber is found washed up on sea shores (Baltic Sea, as an example).

Extraction Facility is the sea-worker unit that mines Manganese. I had games where I used it and it worked like the land-based mines.
 
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