Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

Please don't go overboard with this. You already removed the "Raw Fish" requirement from the Dried Fish Maker, making the Raw Fish actually weaker than the Shellfish despite the Shellfish being easier to get.

These resource chains are (when they are working) one of the strongest parts of this mod IMO - moving towards vanilla would not be a good thing.
Raw fish still is OR requirement for Dried Fish Maker.

Yep, please keep resource requirements in unless they are silly.

Added:
Or have the resource be produced by one of the late production buildings.
Cybernetic factory needing sponge was bit silly, as it was ONLY building needing it, but there are few buildings getting boost with it, but pedia doesn't show that in resource page.
Also this factory and its resource are part of HUGE chain.

Also sponge was hard to obtain - it needed Sponge Farm (mid game building unlocked in Modern or Information era), which needed Coral Reef feature in vicinity.
 
Hello,

I am in the Ancient Era and my game keeps crashing at the same place. I press "enter" to end turn and the little running man icon just runs and runs. If I press my "Windows" button to get to the desktop - something that usually just minimises the game - then the game disappears. I get a grey box saying,

CvGameCoreDLL Diagnostics

Unit with no group on call to CvPlayer::updateGroupCycle

I click on the OK button and then a new grey box appears:

CvGameCoreDLL Diagnostics

Unit with no group found in stack on call to CvPlayer::updateGroupCycle

When I click on the OK button the second grey box just disappears.

Any advice would be gratefully recieved!
 
Hello,

I am in the Ancient Era and my game keeps crashing at the same place. I press "enter" to end turn and the little running man icon just runs and runs. If I press my "Windows" button to get to the desktop - something that usually just minimises the game - then the game disappears. I get a grey box saying,

CvGameCoreDLL Diagnostics

Unit with no group on call to CvPlayer::updateGroupCycle

I click on the OK button and then a new grey box appears:

CvGameCoreDLL Diagnostics

Unit with no group found in stack on call to CvPlayer::updateGroupCycle

When I click on the OK button the second grey box just disappears.

Any advice would be gratefully recieved!
Upload save and dump file so @Thunderbrd can fix that
 
Trireme and Galley upgrade to later units.
Same with Battering Ram.
See I thought so therefore I'm not sure why they are trainable so late. Maybe they just don't have that second upgrade step to cut them off before it seems reasonable for them to fall out of the chart. That said, I did notice something odd has changed lately and I can now train clubmen even though I can also train obsidian axes and swords so I'm wondering if the rules somehow changed on when they fall out. I THOUGHT it was as soon as the next upgrade after the first is made available.
Also sponge was hard to obtain - it needed Sponge Farm (mid game building unlocked in Modern or Information era), which needed Coral Reef feature in vicinity.
It strikes me that perhaps we should sometimes consider how people would make a synthetic version of something if it made sense to require it - but I'm not sure in this case why that factory would've required it so yeah it makes sense to remove the strange prereq.
Hello,

I am in the Ancient Era and my game keeps crashing at the same place. I press "enter" to end turn and the little running man icon just runs and runs. If I press my "Windows" button to get to the desktop - something that usually just minimises the game - then the game disappears. I get a grey box saying,

CvGameCoreDLL Diagnostics

Unit with no group on call to CvPlayer::updateGroupCycle

I click on the OK button and then a new grey box appears:

CvGameCoreDLL Diagnostics

Unit with no group found in stack on call to CvPlayer::updateGroupCycle

When I click on the OK button the second grey box just disappears.

Any advice would be gratefully recieved!
As Rax said, I'll need the save. However, I do suspect if you were to run the game with the debug dll for a turn, ignoring all asserts, you'd probably correct that gamestate and be able to continue playing.
 
See I thought so therefore I'm not sure why they are trainable so late. Maybe they just don't have that second upgrade step to cut them off before it seems reasonable for them to fall out of the chart. That said, I did notice something odd has changed lately and I can now train clubmen even though I can also train obsidian axes and swords so I'm wondering if the rules somehow changed on when they fall out. I THOUGHT it was as soon as the next upgrade after the first is made available.
You there is save showing that on previous page, go check it - not all cities can build outdated units.
Next unit in upgrade line have only different unlock techs and need shipwright too.
 
You there is save showing that on previous page, go check it - not all cities can build outdated units.
Next unit in upgrade line have only different unlock techs and need shipwright too.
Not saying there's a bug. Just that I am not sure anymore how things are supposed to work there.
 
Thunderbrd said:
As Rax said, I'll need the save. However, I do suspect if you were to run the game with the debug dll for a turn, ignoring all asserts, you'd probably correct that gamestate and be able to continue playing.

Okay, this is weird: the save doesn't exist. When I load the game up, the save is there, and I load it and it appears fine, at the end of a turn, and looks normal except for the fact that after the attempt to end turn it crashes. But it doesn't show in the list with my other saves when I go through the windows folders to upload it, and my previous save was some way before.

It's very kind of you to offer to help. I'm afraid though that I don't know what debug dll is or how to ignore assets, is it something easy or is it something a novice should leave well alone?
 
Okay, this is weird: the save doesn't exist. When I load the game up, the save is there, and I load it and it appears fine, at the end of a turn, and looks normal except for the fact that after the attempt to end turn it crashes. But it doesn't show in the list with my other saves when I go through the windows folders to upload it, and my previous save was some way before.

It's very kind of you to offer to help. I'm afraid though that I don't know what debug dll is or how to ignore assets, is it something easy or is it something a novice should leave well alone?
In the Mod's Assets folder you'll find there are two files named CvGameCoreDLL.dll except that one of those has '.debug' added to the end of that file name. Change the one without it to add '.core' then remove '.debug' from the other and run the game for a turn. You'll find it's very slow to process like this and you'll get a lot of popups outside the program that are called 'Asserts'. With all of these, use the Ignore Always option they give you. At the end of the end of turn processing, you can save again, exit the game and reverse those name changes on the CvGameCoreDLL.dll files and go back to playing normally and you will probably have cleaned your game state.
 
In the Mod's Assets folder you'll find there are two files named CvGameCoreDLL.dll except that one of those has '.debug' added to the end of that file name. Change the one without it to add '.core' then remove '.debug' from the other and run the game for a turn. You'll find it's very slow to process like this and you'll get a lot of popups outside the program that are called 'Asserts'. With all of these, use the Ignore Always option they give you. At the end of the end of turn processing, you can save again, exit the game and reverse those name changes on the CvGameCoreDLL.dll files and go back to playing normally and you will probably have cleaned your game state.
Will do. Many thanks, and Happy New Year!
 
The last several dll changes has broken my Long game. End less wait at EoT, well I waited 15+ minutes for the turn to complete and it did not. Changing Tag names has broken Save game compatibility in the past. Even correcting the spelling will do this. At least it used to.

Save below
 

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Raw fish still is OR requirement for Dried Fish Maker.
It's much easier to get Shellfish, so this OR requirement is effectively gone. And Shellfish can be used to produce beads, making this resource strictly superior to Raw Fish. The harder-to-get resource should give you more, not less.

Also sponge was hard to obtain - it needed Sponge Farm (mid game building unlocked in Modern or Information era), which needed Coral Reef feature in vicinity.
Come again - hard to obtain? Coral reef? Most maps have that pretty much everywhere, hindering your exploring in the early eras more than almost everything else. It's almost the other way around - now these things are completely useless. And sponges were already produced by the Sponge Gatherer (unlocked with Fishing, so this is a PH building).

Complex resource chains are important for this mod - it's one of those things that makes this mod interesting for builder players. It's still very simple compared to reality, of course, but at least you get the sense of building up a proper economy. This is one of the main parts of the game for a builder player, and if you did away with these resource chains, you would be better off transferring this mod to https://en.wikipedia.org/wiki/Civilization_II:_Test_of_Time (you lose religions and culture, but multi-maps are already there from the beginning).
 
@JosEPh_II Something is up alright, tried to play and waited 15 minutes before ending the task. Looks like something is holding it up. I've activated BBAI and it logs stuff until 6 minutes in after which it stops.

I'm going to run the debug dll to see if I can discern anything. In the meantime I've attached a zip file with two DLLs where one is from r10350 which is the one before I started changing the DLL and the other is r10352 which is the one before adding code to fix the link issues. See if any of them resolve the issue for you.
 

Attachments

It's much easier to get Shellfish, so this OR requirement is effectively gone. And Shellfish can be used to produce beads, making this resource strictly superior to Raw Fish. The harder-to-get resource should give you more, not less.


Come again - hard to obtain? Coral reef? Most maps have that pretty much everywhere, hindering your exploring in the early eras more than almost everything else. It's almost the other way around - now these things are completely useless. And sponges were already produced by the Sponge Gatherer (unlocked with Fishing, so this is a PH building).

Complex resource chains are important for this mod - it's one of those things that makes this mod interesting for builder players. It's still very simple compared to reality, of course, but at least you get the sense of building up a proper economy. This is one of the main parts of the game for a builder player, and if you did away with these resource chains, you would be better off transferring this mod to https://en.wikipedia.org/wiki/Civilization_II:_Test_of_Time (you lose religions and culture, but multi-maps are already there from the beginning).
Someone suggested to add shellfish resource to dried fish maker so I added it here.

As for sponge now I see it depends on map scripts and scenarios - on some of them sponge was easily obtainable.
But that requirement of sponge didn't make sense for hi-tech building - by this time you can make artificial sponge, so natural one isn't needed.
Sponge boosts yield of some buildings, but pedia doesn't show it on resource page.
 
The last several dll changes has broken my Long game. End less wait at EoT, well I waited 15+ minutes for the turn to complete and it did not. Changing Tag names has broken Save game compatibility in the past. Even correcting the spelling will do this. At least it used to.

Save below
Infinite loops cannot be blamed on casual xml changes like these. There are numerous reasons why a game may encounter one - they are the AI's version of a crash usually. This will take some code analysis to see where it's taking place and most likely it should be fixable.

As for more common slowdown issues, it'll take a much more challenging search effort to see if we can find cause for that. I did fix some movement rule issues and that MIGHT create some slowdown but it's not that recent so I'm not thinking that's it either.
 
Infinite loops cannot be blamed on casual xml changes like these. There are numerous reasons why a game may encounter one - they are the AI's version of a crash usually. This will take some code analysis to see where it's taking place and most likely it should be fixable.

As for more common slowdown issues, it'll take a much more challenging search effort to see if we can find cause for that. I did fix some movement rule issues and that MIGHT create some slowdown but it's not that recent so I'm not thinking that's it either.
The .Dll was changed 3 times during which these problems started to appear. Did not know that "casual xml changes" were done by the Dll! Learned something new. Anyway this game is currently unplayable. Pity too, was getting to see how the AI and myself were reacting to the lower tier Civic changes I have made. And war was breaking out on my continent. Plus Theodora plopped a city on a mountain top on the southwest corner of my empire. She has Riflemen and Railroads and Steam ships to my Sword, Pike, Axe, Mounted infantry, Light cavalry, and Ballista Elephants.
 
The .Dll was changed 3 times during which these problems started to appear. Did not know that "casual xml changes" were done by the Dll! Learned something new. Anyway this game is currently unplayable. Pity too, was getting to see how the AI and myself were reacting to the lower tier Civic changes I have made. And war was breaking out on my continent. Plus Theodora plopped a city on a mountain top on the southwest corner of my empire. She has Riflemen and Railroads and Steam ships to my Sword, Pike, Axe, Mounted infantry, Light cavalry, and Ballista Elephants.
I'll have to review those changes and see if there's anything there that could cause a delay. It's also possible that nothing changed but the turns and what's taking place in the game itself. Further slowdown takes place as the game develops - it's not always a recent update that brings that about. As has already been established as well, wars create massive delays over what takes place during peacetime. AI war considerations can require a considerable amount of processing delay.

From which rev are you suspecting something that slows things down was introduced? I'll look into it as soon as I can. That said, an infinite loop IS unplayable and apparently, your game was able to get through the turn with the debug dll so see how it goes after that with the save you were given.

EDIT: None of the dll changes Kation made were at all in areas that could create delay effects - they were just adjustments to text displays which couldn't possibly create such a reaction. The most recent possible delay causing adjustment might have come from some movement rule corrections I made somewhat recently but those were quite a ways back at this point so I'm not thinking they could be responsible for what you're observing.

Pretty sure you're just noticing how much additional AI processing is taking place now that some nations are going to war with each other. Will calm down as the war progresses. And infinite loops will always cost all the time you can give them because they are by definition going to never process to a conclusion. Those can happen now and then but should be rare and they are often resolvable, though if based on a bad unit state, perhaps it was fixed by running the debug dll on that turn.

Also make sure that you aren't running the debug dll if you are seeing long delays - might be getting stuck on an assert and you aren't realizing it. Done that before myself or I wouldn't mention it.
 
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@JosEPh_II Something is up alright, tried to play and waited 15 minutes before ending the task. Looks like something is holding it up. I've activated BBAI and it logs stuff until 6 minutes in after which it stops.

I'm going to run the debug dll to see if I can discern anything. In the meantime I've attached a zip file with two DLLs where one is from r10350 which is the one before I started changing the DLL and the other is r10352 which is the one before adding code to fix the link issues. See if any of them resolve the issue for you.
Ok will do.
 
Someone suggested to add shellfish resource to dried fish maker so I added it here.
Yes, but I don't think it was a really good idea. This procedure doesn't work with just any kind of fish (https://en.wikipedia.org/wiki/Dried_fish). And as I said, Raw Fish (which is based on the Fish resource and should thus be much more valuable than Shellfish, to say nothing about the fact that it is harder to come by) is now pretty much useless. If there is no difference (other than Beads), why not lump them together (even though it would be the exact opposite of what this mod stands for)? Instead, Murex is now probably the most valuable water resource (at least until Industrial): You get Dye (very important from Medieval on), Shellfish, Dried Fish, Beads. Not bad for a sea snail that is between 45 mm and 89 mm in size (source: https://www.researchgate.net/public...in_a_semi-intensive_fish_culture_earthen_pond).

The building of an economy should be something you have to work for (like the great way metalworking is handled in this mod), and rare resources should (at least in general) be more valuable than common resources. If anything, the advantage Raw Fish previously enjoyed was perhaps a bit too little, not too much.
 
I have spent the day debugging from:
I've attached a zip file with two DLLs where one is from r10350 which is the one before I started changing the DLL and the other is r10352 which is the one before adding code to fix the link issues. See if any of them resolve the issue for you.
the 10350 svn and the save is still bad. I did make it into the next turn and saved that turn at the 1st opportunity. But if I try to play it same problem.

In the Asserts that keeps coming up from each debug effort there is 1 that keeps referencing a Size Matters condition; CvUnit.cpp, Line 20048, Expression: getCargo()==aUnits.size(). I am not playing with Any SM Options on any of the 4 games I have going. This is the fix for SO's complaint about the War Cats. " [*]Corrects the merging/splitting rule rewrite for SM Uncut" SVN 10339

If I go back to SVN 10322 I can play any save from my 4 games with out problems if they are dated at the same time frame Dec 19th thru the 22nd. But if I use a save that is past the date of the 22nd that was updated to SVN 10339 commited 12-22-2018 6:19 pm I begin to have problems again. Turn times become longer as well.

Players that are using SM probably have had no problems with these commits since then (anyone submitted a CTD that is using SM since then?) But if you are not using SM such as I am this is were it seems the problem is starting.

Right now I will use svn 10332 thru 10338 to play my games. But any progress ie save games that was updated after this are corrupted. I can still play the 4 games but I have to go back to the saves that I have before Dec 22nd and the 10339 commit.

I've done all I know how to do.
 
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