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

Found an easily reproducible bug on the latest version of the SVN, unsure if it's already known.

If you have a loaded transport on top of an underwater tunnel improvement and then use another ship to destroy that tunnel, the units within the transports are removed from the game.
 
Exiles and rogues have an ability to make a bit of money in a foreign city (thieves probably too, but I haven't tried with them). Only thing that happens when you click the button, is the unit gets a bit of experience, but otherwise nothing happens. You get no money and the unit stays put in the city.

Funny thing is, you can spam click the button and (very slowly) level up your unit. You get like .2 xp per click, so you need to be very patient in order to create a high level unit.
 
Found an easily reproducible bug on the latest version of the SVN, unsure if it's already known.

If you have a loaded transport on top of an underwater tunnel improvement and then use another ship to destroy that tunnel, the units within the transports are removed from the game.
Setting up a replication of that would be time consuming. Please post a save with replication instructions.
 
Exiles and rogues have an ability to make a bit of money in a foreign city (thieves probably too, but I haven't tried with them). Only thing that happens when you click the button, is the unit gets a bit of experience, but otherwise nothing happens. You get no money and the unit stays put in the city.

Funny thing is, you can spam click the button and (very slowly) level up your unit. You get like .2 xp per click, so you need to be very patient in order to create a high level unit.
A save could be helpful. Thanks for testing and finding the issue.
 
Setting up a replication of that would be time consuming. Please post a save with replication instructions.
Made a small save using the worldbuilder to demonstrate it.

Load the tank onto the transport, move the ships onto the tunnel tile directly below and then pillage the tunnel using the battleship.
 

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A bug I just found with Immigrants-
While they can only join cities with <7 (or something) people, if you hold a large group of them and add them at the same time, they will join together. This means that a newly built city could instantly jump to a size of 20 (or 50) in a single turn.
In addition, multiple clicks on the "join the city" seem to possibly bug it out. In the picture below

Spoiler :
upload_2018-1-2_9-57-50.png

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Unit folding into oblivion- If A and B can load units as well as each other- if A loads B, and B loads A, the unit disappears into oblivion. I suspect that B could also load C, without taking into account A's capacity.
 
Unit folding into oblivion- If A and B can load units as well as each other- if A loads B, and B loads A, the unit disappears into oblivion.
Should be easily resolved. Thanks for pointing out the oversight.

I suspect that B could also load C, without taking into account A's capacity.
This would be ok and legal. The intention of breaking down the usual Civ rule that a unit cannot be loaded if it has cargo is to introduce the capability of cargo layers, such as you might have if you were to load up a full planetary invasion/exploration/habitation collection onto a drop ship which loads onto an interstellar vehicle etc... Russian doll loading so to speak. And I wanted to allow A's capacity to be considered empty and unused cargo space if not filled when A is loaded into B.
 
Exiles and rogues have an ability to make a bit of money in a foreign city (thieves probably too, but I haven't tried with them). Only thing that happens when you click the button, is the unit gets a bit of experience, but otherwise nothing happens. You get no money and the unit stays put in the city.

Funny thing is, you can spam click the button and (very slowly) level up your unit. You get like .2 xp per click, so you need to be very patient in order to create a high level unit.
I think I got this but if you would, please confirm after the new dll is uploaded tonight. Spotted the logic flaw I believe.
 
A bug I just found with Immigrants-
While they can only join cities with <7 (or something) people, if you hold a large group of them and add them at the same time, they will join together. This means that a newly built city could instantly jump to a size of 20 (or 50) in a single turn.
In addition, multiple clicks on the "join the city" seem to possibly bug it out. In the picture below
@Dancing Hoskuld : This is yours. We've brought this up before I'm pretty sure and I think you were already working on addressing this. Figured you might want to comment.
 
I can't seem to find it but someone recently brought up that there's a bug in the guild tags that give more commerces to other buildings throughout the empire. I wanted to work with whoever reported this. I looked and the logic appears to work fine for those cities that already have the buildings that will get the bonuses but not so much for those that haven't built them yet - once they are built (or a city with one is captured) they don't appear to have an update point.

I'll work on this... just wanted to see if anyone who can test this can either provide a save that would let me test a few scenarios with these or would be willing at least to do a little auditing once I 'fix' it.
 
@Dancing Hoskuld : This is yours. We've brought this up before I'm pretty sure and I think you were already working on addressing this. Figured you might want to comment.
It is something in the mission code when acting on a stack. It works fine for single units but it is not resetting/retesting the condition for subsequent units. I did find and fix the problem with the animals placing bonuses so I will need to look at what I did there and see if it can be applied here.
 
I think I got this but if you would, please confirm after the new dll is uploaded tonight. Spotted the logic flaw I believe.

I've updated to the latest SVN and ran it with my game. Nothing seems to have changed, you click the button, no gold is given, the unit gets 0.05 xp and spends no movement on it.

Now I haven't let a turn go by to see if that would fix it, or whether you get the gold next turn, I'll edit this if that changes anything.


In the meantime I've included a savegame where the only unit that needs to move is a rogue in an enemy city.
 

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I've captured a command bunker. I assume the tile is supposed to go to the one controlling it, as the tile was owned by the [orange] when captured. On capture, the tile went to [pink] instead of going under my control. I doubt this should be the case, as culture flip usually happen at the start of the turn, and on capture.

Some factories are worse than the previous buildings. For example, leather factory do not provide the +0/5/10% hammers like tannery. It seems wrong that a later era is plain worse than a newer one.
In addition, there is no indication that the building replaces an existing one (pretty sure certain other building has a line saying "replaces $$$$")
 

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I've updated to the latest SVN and ran it with my game. Nothing seems to have changed, you click the button, no gold is given, the unit gets 0.05 xp and spends no movement on it.

Now I haven't let a turn go by to see if that would fix it, or whether you get the gold next turn, I'll edit this if that changes anything.


In the meantime I've included a savegame where the only unit that needs to move is a rogue in an enemy city.
OK. It's deeper than I'd hoped. I'll take a look again and with the save it should be easy enough to find.

I've captured a command bunker. I assume the tile is supposed to go to the one controlling it, as the tile was owned by the [orange] when captured. On capture, the tile went to [pink] instead of going under my control. I doubt this should be the case, as culture flip usually happen at the start of the turn, and on capture.
There's something a little funny with cultural matters and forts. I'll fix it someday probably.

Some factories are worse than the previous buildings. For example, leather factory do not provide the +0/5/10% hammers like tannery. It seems wrong that a later era is plain worse than a newer one.
In addition, there is no indication that the building replaces an existing one (pretty sure certain other building has a line saying "replaces $$$$")
Buildings like these are due for a review soon due to many problems, this sometimes being the case is one of them. Should be a v38 team project here we're working on but we'll see how discussions go.
 
It is something in the mission code when acting on a stack. It works fine for single units but it is not resetting/retesting the condition for subsequent units. I did find and fix the problem with the animals placing bonuses so I will need to look at what I did there and see if it can be applied here.
canDo mission and doMission are two steps. The first will instruct whether to allow the mission to show and be initiated by player selection of the mission button. The second stage, if it does not also ensue that the units are adhering to the canDo rules, will gladly go ahead and allow rules established in canDo to be broken during the execution of the rules. When grouping the units, they all CAN do the mission at the moment so when all are told to go ahead and do the mission and its only after a few have gone ahead with the order that they shouldn't be allowed to continue to successfully carry out the mission, canDO is already past checking and we're only looking at the doMission step. So the trick to fixing this is to add a line that enforces the population requirements to the portion of the mission that handles execution to filter for accuracy of rules and just harmlessly abandon the execution code if the pop prereqs are no longer valid.

Make sense? I'm sure both canDo and doMission routines are well defined in python functions for this.
 
So the trick to fixing this is to add a line that enforces the population requirements to the portion of the mission that handles execution to filter for accuracy of rules and just harmlessly abandon the execution code if the pop prereqs are no longer valid.

From code design perspective, shouldn't/couldn't doMission always check canDo before executing the mission? Inserting the a specific check for the action might lead to more maintenance in the future (if canDo is changed, doMission has to be updated as well). I assume that calling doMission when canDo indicates you can't do the mission is never an intended action.
 
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From code design perspective, shouldn't/couldn't doMission always check canDo before executing the mission? Inserting the a specific check for the action might lead to more maintenance in the future (if canDo is changed, doMission has to be updated as well). I assume that calling doMission when canDo indicates you can't do the mission is never an intended action.
I think that was my solution ie I called canDo at the start of doMission rather than code it again.
 
I seem to remember that capturing criminals with LE should result in a military captive. I haven't seem to have gotten any such captives lately, which may be a bug.
I also seem to remember that there were bonuses for having a lot of power generation buildings in a city. However, I can't find any information about this, which I expected to find in the civilopedia or Thundrbrd's v37 player guide.

It's possible to research radio, thus obsoleting Sheriff's office (and not allowing to train Texas Sheriff), before researching Criminology to build police station. This reduce the tier of guards by one for a while, for no reason.

Police Car is a tier above Police Squad, but only one column after it. With the one above, it seems that Criminology should've been earlier in the era.
 
I seem to remember that capturing criminals with LE should result in a military captive. I haven't seem to have gotten any such captives lately, which may be a bug.
I also seem to remember that there were bonuses for having a lot of power generation buildings in a city. However, I can't find any information about this, which I expected to find in the civilopedia or Thundrbrd's v37 player guide.

It's possible to research radio, thus obsoleting Sheriff's office (and not allowing to train Texas Sheriff), before researching Criminology to build police station. This reduce the tier of guards by one for a while, for no reason.

Police Car is a tier above Police Squad, but only one column after it. With the one above, it seems that Criminology should've been earlier in the era.
I don't think Captured Criminals ever gave a Mil captive or any captive at all.

I've got my game into the Industrial Era and There are several LE levels being Obsoleted and Blocked from being used by have the next level too close together in the Tech tree. Also then you have to build up to get the New level and it does leave periods of time where you can not build New LE's when you need them. Example is Guard Tower and Guard going Obsolete once you get to Deputization Tech. Then it take you awhile to get sheriff's/Texas rangers going and by that time your scenario plays out as you noted. This Is affecting the AI too. Because they will beeline the path that cuts these needed units off. It is also the cause for AI's with Open Border agreements with your Empire to want to trade Tech for LE and Health units in mass numbers.

There needs to be some base LE units that do not Obsolete. And there needs to be much much more overlap between older and newer units.
 
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