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

What SVN version did yuo start this game on? And doesn't your UI modmod add things to the game as well? Like modified GlobalDefines?
I think I started it at 10029 or 10028.
The UI modmod doesn't change much about gameplay... Nothing regarding economy, food, production, nor properties
How many Wonders have you managed to build in your capitol? That can make a big difference as well.
Labyrinth of knossos, Ekal Masharti, and cleapatras needle.

In another city I have The great wall, and in a third city I have Cyrus Tomb and Cyrus Cyllinder.
Edit: Oh, and also a fourth city that built El Dorado, the wonder that requires Andeanism which is the only religion I've founded.
El Dorado should be nerfed some, it is quite imba, I would have had to reduce my research slider at least 10% without that wonder.
Also do you have any neighbors in this game that present a threat to your empire? Or is this an "empty set" test game. You are lacking in details about your set up. And your City screen does not tell who else is in the game. If you are out and about with nothing but animals and barbs then it's much much easier to keep the Education levels Positive. But let that Education level dip into the negative because of outside pressures and it will be a different ball game. You're kind of pulling a "fast one" I feel here. Perhaps manipulating the data by only showing a "glimpse" of the whole. maybe not? But then again....
This game was started with the default amount of AI's for a standard map size.
I started on an isolated island with no neighbours and haven't yet met another player, but an AI did reach classical lifestyle shortly after I reached Sedentary lifestyle and most wonders are built before I get the tech for them.

I will start a new game soon, but I'm quite curious about the score of the AI's, so I need to meet at least one of them before I start a new test game.
 
Hi. Please tell me why my troops no longer earn experience from killing animals and barbarians? And this in the prehistoric era and in modern times is observed, but the workers for the construction of buildings as before experience and get points for the creation of the great General regularly charged. Can be changed settings of the game? If Yes then how to return back. Play in svn.
 
Hi. Please tell me why my troops no longer earn experience from killing animals and barbarians? And this in the prehistoric era and in modern times is observed, but the workers for the construction of buildings as before experience and get points for the creation of the great General regularly charged. Can be changed settings of the game? If Yes then how to return back. Play in svn.

I have had this issue with the option that doubles the xp required to gain a level.
 
Or you had the "pick religion" gameoption ON which basically removes the tech restriction from founding religions.
I feel like such an idiot - went through the Custom Game options and there it was: "Choose Religions". And it was indeed turned off - must have accidentally done this while playing with the various settings. Thanks for your help guys, back to the game!
 
Hi everyone,

I took a break from C2C for a while. I came back recently and started a few different games. Unfortunately, it seems that the AI is completely broken: it doesn't build cities, does a poor job with hunting, and often doesn't even improve its tiles. I started a game with SVN 9977 (just after the second settler was removed from deity, the difficulty I normally play at). Things worked well; the AI was competitive, and it was shaping up to be an interesting game (I was slightly ahead but boxed in, and I'd need to conquer a neighbouring civ to expand, while the AIs had plenty of free space).

Sadly, saves from then are apparently broken, so I updated to SVN 10015 and started a new game. However, after I reached tribalism, I noticed that the other civs weren't expanding. I went into World Builder and saw some rather odd things: almost all the civs were more advanced than me, but none were building tribes; many were in serious financial trouble, and just building lesser wealth. I gave the civs that had discovered tribalism a tribe each, and a few civs some gold to give them a 'kickstart'. Most of the AIs I'd given a tribe built a third city but none went on to found a fourth over the next 50 or so turns. I then left the AI in charge for 50 turns, since my civ was in a good financial position to build a city, but the AI didn't build one for my civ nor for any AI civ.

I updated the SVN and and started a couple of other games, either on immortal or deity. Both had the same issues: the AI didn't build cities and often found itself in serious financial trouble. I figured that this was perhaps due to problems fixed in SVN 10024 onward. Updating didn't solve the issues in existing games, so I decided to start a new one yesterday with SVN 10029. I played maybe 70 turns and then let the AI play 500 turns overnight. The results were really interesting.

As of 69875 BC, not a single new city had been founded by the AI (except barbarians). Most of the AI are some way into the ancient era. My own civ has 45 science and is researching Chiefdom. It has no myths, and no herds or other animals buildings. In other words, in 500 turns the AI did not subdue a single animal. My civ has no hunters or similar units. Only a single tile is improved, and I did that at the start of the game. The AI has done nothing. Interestingly, with the AI civs, there is quite a variable picture: some have improved all/most of their tiles, while others have done little/nothing. Property control has been very poor: my only city, size 8, has 498 crime and -255 education, though disease isn't a problem. The gold economy is doing well, making +12/turn at 100% science.

Settings:

Victory Conditions: Cultural, Diplomatic, Scientific
Immortal/deity
Snail
PerfectWorld 2F Giant
Raging barbs
Barbarian world
No tech brokering
No vassal states
No revolutions
Advanced economy
Advanced diplomacy
Realistic culture spread
Realistic coporations
United nations
Advanced espionage
No negative traits
Start without positive traits
Religious disabling
More rivers
More resources
Upscaled production costs (only on some games)
Teleport hunting awards (I thought this would help the AI)
Reckless animals
Animals stay out
Combat mods - Hide & seek and without warning
Realistic siege
Win for losing
No tech handicaps for humans
Beeline stings
Downsizing is profitable

I hope this is helpful in some way. Saves available upon request.
 
Hi everyone,

I took a break from C2C for a while. I came back recently and started a few different games. Unfortunately, it seems that the AI is completely broken: it doesn't build cities, does a poor job with hunting, and often doesn't even improve its tiles. I started a game with SVN 9977 (just after the second settler was removed from deity, the difficulty I normally play at). Things worked well; the AI was competitive, and it was shaping up to be an interesting game (I was slightly ahead but boxed in, and I'd need to conquer a neighbouring civ to expand, while the AIs had plenty of free space).

Sadly, saves from then are apparently broken, so I updated to SVN 10015 and started a new game. However, after I reached tribalism, I noticed that the other civs weren't expanding. I went into World Builder and saw some rather odd things: almost all the civs were more advanced than me, but none were building tribes; many were in serious financial trouble, and just building lesser wealth. I gave the civs that had discovered tribalism a tribe each, and a few civs some gold to give them a 'kickstart'. Most of the AIs I'd given a tribe built a third city but none went on to found a fourth over the next 50 or so turns. I then left the AI in charge for 50 turns, since my civ was in a good financial position to build a city, but the AI didn't build one for my civ nor for any AI civ.

I updated the SVN and and started a couple of other games, either on immortal or deity. Both had the same issues: the AI didn't build cities and often found itself in serious financial trouble. I figured that this was perhaps due to problems fixed in SVN 10024 onward. Updating didn't solve the issues in existing games, so I decided to start a new one yesterday with SVN 10029. I played maybe 70 turns and then let the AI play 500 turns overnight. The results were really interesting.

As of 69875 BC, not a single new city had been founded by the AI (except barbarians). Most of the AI are some way into the ancient era. My own civ has 45 science and is researching Chiefdom. It has no myths, and no herds or other animals buildings. In other words, in 500 turns the AI did not subdue a single animal. My civ has no hunters or similar units. Only a single tile is improved, and I did that at the start of the game. The AI has done nothing. Interestingly, with the AI civs, there is quite a variable picture: some have improved all/most of their tiles, while others have done little/nothing. Property control has been very poor: my only city, size 8, has 498 crime and -255 education, though disease isn't a problem. The gold economy is doing well, making +12/turn at 100% science.

Settings:

Victory Conditions: Cultural, Diplomatic, Scientific
Immortal/deity
Snail
PerfectWorld 2F Giant
Raging barbs
Barbarian world
No tech brokering
No vassal states
No revolutions
Advanced economy
Advanced diplomacy
Realistic culture spread
Realistic coporations
United nations
Advanced espionage
No negative traits
Start without positive traits
Religious disabling
More rivers
More resources
Upscaled production costs (only on some games)
Teleport hunting awards (I thought this would help the AI)
Reckless animals
Animals stay out
Combat mods - Hide & seek and without warning
Realistic siege
Win for losing
No tech handicaps for humans
Beeline stings
Downsizing is profitable

I hope this is helpful in some way. Saves available upon request.

You could try it without Raging Barbarians and Barbarian world. Those options are supposed to make the game more challenging but I can't see how that should happen because they actually hurt the ai.
 
You could try it without Raging Barbarians and Barbarian world. Those options are supposed to make the game more challenging but I can't see how that should happen because they actually hurt the ai.
Without Raging Barbarians adn Barbarian World the same things happened in my games.
I (and other players too) was telling about this problem week ago.
 
Unfortunately, it seems that the AI is completely broken: it doesn't build cities, does a poor job with hunting, and often doesn't even improve its tiles.
You could try it without Raging Barbarians and Barbarian world. Those options are supposed to make the game more challenging but I can't see how that should happen because they actually hurt the ai.
Without Raging Barbarians adn Barbarian World the same things happened in my games.
I (and other players too) was telling about this problem week ago.
The AI has been broken for about 20-50 SVN rev now. No matter what gameoptions you choose you would see a similar outcome. The issue is known and we are trying to figure out what is wrong as we speak.
 
@ Everybody who suspects Ai issues.

This is from the first post in this thread.
How to turn on logging.

In the Civ 4 INI file, located in Documents/My Games/Beyond the Sword, there are some logging options. Make sure they look like this.
Code:
; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 0

; Enable message logging
MessageLog = 1
Note: You only need to have RandLogs on if you are playing Multiplayer, otherwise just leave that off (thx Cyrusfan)


How to turn on the AI logging.

The AI logging is turned on in the BUG options screens. It is the BBAI log mentioned on the Logs page. It writes to the same folder as the other logs creating a BBAI.log file there.
 
The AI has been broken for about 20-50 SVN rev now. No matter what gameoptions you choose you would see a similar outcome. The issue is known and we are trying to figure out what is wrong as we speak.
Radiation poisoning.
Someone ran one giga-ampere current trough mod and it heated mod enough to emit gamma rays, that fried AI's electronics.
Also there is time dilatation effect now, if you noticed calendar being out of sync.


Happy April Fools!
 
The calendar will be worked on when all the critical game breaking issues have been resolved.
I know I was making half serious comment as today is special day (there is invisible text in my previous post).
 
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Regarding the one where AI doesn't build settlers, I manually queued a settler and let the AI run the game for 5 turns to see what it would do.

I confirm he doesn't move the unit so here's some logs (with level 3 BBAI) and two save files, one from before queuing and the other after the 5 turns were processed.
 

Attachments

One thing I see in the BBAI log is that all the NPC teams are finding plots that they want to found cities on. NPC teams shouldn't even run this code as far as I understand, they don't found cities, cities spawn in random plots if at all.

[194728.203] Player 48 (Aggressive Animals) begin Update City Sites ...
[194728.203] City found value at (19, 16) is 218226
[194728.203] City found value at (20, 16) is 218818
[194728.203] City found value at (0, 18) is 416916
etc....
 
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Regarding the one where AI doesn't build settlers, I manually queued a settler and let the AI run the game for 5 turns to see what it would do.

I confirm he doesn't move the unit so here's some logs (with level 3 BBAI) and two save files, one from before queuing and the other after the 5 turns were processed.

Now we are getting somewhere thanks:thumbsup:

@Thunderbrd

You made changes to the Contract Broker recently to fix some issues but now it seems there is another issue. These log entries come from 4 turns and it seems units fail to join the unit which requested them. I might be able to look at this tomorrow.
Code:
[194725.203]     Settler (65547) for player 3 (Reegafan) at (51,33) requesting defensive escort, current group strength (0)
[194725.469]     Unit Atlatlist (40970) for player 3 (Reegafan) at (51,32) found work at (51,33) [to join 65547]

Code:
[194735.453]     Settler (65547) for player 3 (Reegafan) at (51,33) requesting defensive escort, current group strength (0)
[194735.453]       Unit Atlatlist (40970) at (51,33) already responding to contract at (51,33)
[194735.781]     Unit Atlatlist (40970) for player 3 (Reegafan) at (51,33) - no work available

Code:
[194747.797]     Settler (65547) for player 3 (Reegafan) at (51,33) requesting defensive escort, current group strength (0)
[194748.094]       Processing bids for tender for unitAI UNITAI_CITY_DEFENSE at (51,33) with priority 600
[194748.094]       City Beijing could supply unit Archer with base value 33254, depreciated value (after 1 turn production at distance 0) to 26603
[194748.094]       City Beijing wins business for unitAI build UNITAI_CITY_DEFENSE (training Archer)
[194748.094]     City Beijing pushes production of unit Archer with UNITAI city defense

Code:
[194758.750]     Settler (65547) for player 3 (Reegafan) at (51,33) requesting defensive escort, current group strength (0)
[194758.750]       Unit Archer (73729) at (51,33) already responding to contract at (51,33)
[194759.047]     Unit Archer (73729) for player 3 (Reegafan) at (51,33) - no work available
 
What about the fact that AI does not build hunters and workers? It may be connected issue.
Now I logging some game.
 
You made changes to the Contract Broker recently to fix some issues but now it seems there is another issue. These log entries come from 4 turns and it seems units fail to join the unit which requested them. I might be able to look at this tomorrow.
Yeah, that was one suspect spot. If I get time today I'll look into it but I'm thinking I probably won't have any. Haven't had time for modding at all this weekend so far and it doesn't look to be easing up. Sounds like we're closer to a strong diagnosis though and that's good!
What about the fact that AI does not build hunters and workers? It may be connected issue.
Now I logging some game.
It well could be to an extent, yes. At least a big reason why they aren't deploying them when they should be.
Hi. Please tell me why my troops no longer earn experience from killing animals and barbarians? And this in the prehistoric era and in modern times is observed, but the workers for the construction of buildings as before experience and get points for the creation of the great General regularly charged. Can be changed settings of the game? If Yes then how to return back. Play in svn.
It sounds like you have the Barbarian Generals option off.
 
You could try it without Raging Barbarians and Barbarian world. Those options are supposed to make the game more challenging but I can't see how that should happen because they actually hurt the ai.

OK. Well, I ran the same game again with the AI while I was at church. There are close to 500 turns on there, but the log file is huge (180mb). Would the team be interested in taking a look at it?

Edit: Wow, making it a .rar file reduced it to 9mb, so I've attached it to the post.

Edit 2: Would it useful to run a logged test game from the SVN that last worked well for me so people can compare what the AI does?
 

Attachments

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Hi there. Burial traditions are pink and if I choose them the game crashes. I use raxo's modmod that disables limitations, Toffer's UI modmod, and Sparth's Civ Megapack. Please help or tell me how to fix! I've included the save. If not then I'll dig through xml and disable module myself when I have time... Also, thanks for such an amazing mod!! It's been my favorite game for at least 5 years now... Edit: Using latest SVN
 

Attachments

OK. Well, I ran the same game again with the AI while I was at church. There are close to 500 turns on there, but the log file is huge (180mb). Would the team be interested in taking a look at it?

Edit: Wow, making it a .rar file reduced it to 9mb, so I've attached it to the post.

Edit 2: Would it useful to run a logged test game from the SVN that last worked well for me so people can compare what the AI does?

Thanks:thumbsup:

The fist thing I noticed is that the AI has a problem with hunting. Somehow the AI can't or doesn't train UNITAI_HUNTER_ESCORT units to escort hunters until they can train Scouts that makes hunters unable to move.
The Wanderer would be the first unit here and the AI has to be able to train them because otherwise the hunters would move out to hunt unescorted. Somehow no Wanderer is built with UNITAI_HUNTER_ESCORT.

This used to work not that long ago but like the settler issue it doesn't now. It's not new either because we had these issues before and sadly they are back:mad::mad::mad::mad::mad::mad:
 
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