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

Weird, I didn't get this error when I was testing my changes.
@Thunderbrd What error like this means?
Didn't you said somewhere that XML checker is bit blind?
I commented out all sections, that mentioned this terrain, as it was unused.

I completely disabled cache in civ4 ini, maybe thats why I didn't got such errors?

You have an error in syntax most likely. A missing or add keystroke. Probably from your commenting out the 1st section you did in that file..
 
You have an error in syntax most likely. A missing or add keystroke. Probably from your commenting out the 1st section you did in that file..
It must be weird one, as I didn't get this error message at all.
Also there is nothing suspicious in XML/Python log.
And I restart game pretty often as I'm now scanning tech tree for redundancies.

This unused terrain could be saved in cache or something like that.
My bet on "tag _ in info class was incorrect" is cache related problem, otherwise I would get it every time I start new game.
Also I tested my own save and someone else save too.
 
I've just updated to current SVN and will see if I get the same Error msg as snofru did.

EDIT: @raxo2222 ,
I did Not get any Error pop up upon loading the game. You are good.

@ Snofru,
I would say it is the Modmod map you are using. It will need updating.
 
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I have cleared the cache before and get the message all the time I start the game.

Pretty difficult updating the map in an ongoing game. And I didn´t get the error before updating to the last SVN.
If this Deep Space terrain was placed on map, then I don't think your save would load.

I think I know what could happen:
I forgot to update bonus definition file (bonusinfos xml) in my no latitude limits modmod :p
Oops.
I updated regular buildings in my modmod but not bonus xml and now it has stray unused terrain :D

Now I updated file.
I currently don't have my own modmod installed, so I didn't got this bug.
 
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True, these are the buildings that desperately need Police Precinct (in addition to Police Station) as a prerequisite (as far as I know):

Active Denial System
Forensics Lab
Electronic Security System
Megatower (Police Station Level)
Police Academy
Detective Agency
Police Dog Trainer
Police Cat Trainer
@pepper2000 : When I reverse the last change on the Police Precinct so that it again replaces the Police Station and I start working on adding an OR prereq to these buildings to include the precinct as a potential prereq, will that cause a problem for your xml app? Anyhow, fyi I have to fix this. Looks like it's only the Active Denial System (great building btw!) that needs to be adapted. So if you need to do something with the adaptation, this is notification.
 
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@pepper2000 : When I reverse the last change on the Police Precinct so that it again replaces the Police Station and I start working on adding an OR prereq to these buildings to include the precinct as a potential prereq, will that cause a problem for your xml app? Anyhow, fyi I have to fix this. Looks like it's only the Active Denial System (great building btw!) that needs to be adapted. So if you need to do something with the adaptation, this is notification.

That sounds good to me. The Active Denial System is no big deal for now because nothing else depends on it, and I will fix that on my own along with the next update. I am sorry for my poor coordination on this issue, having reversed your change without fully understanding what was going on.
 
That sounds good to me. The Active Denial System is no big deal for now because nothing else depends on it, and I will fix that on my own along with the next update. I am sorry for my poor coordination on this issue, having reversed your change without fully understanding what was going on.
No worries.
 
something has to be off, this is the third CTD i have had in 20 turns now, but trouble is its not repeatable . .
I just haven't looked into it yet. I will tonight most likely.
 
something has to be off, this is the third CTD i have had in 20 turns now, but trouble is its not repeatable . .
@alberts2 I'm not understanding how this can happen. This is in our favorite function, void CvSelectionGroup::mergeIntoGroup(CvSelectionGroup* pSelectionGroup)
Code:
bool bChangedUnitAI;
   do
   {
       bChangedUnitAI = false;

       // loop over all the units, moving them to the new group,
       // stopping if we had to change a unit AI, because doing so removes that unit from our group, so we have to start over
       CLLNode<IDInfo>* pUnitNode = headUnitNode();
       while (pUnitNode != NULL && !bChangedUnitAI)
       {
           CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
           pUnitNode = nextUnitNode(pUnitNode);
         
           if (pLoopUnit != NULL)
           {
               UnitAITypes eUnitAI = pLoopUnit->AI_getUnitAIType();

               // if the unitAIs are different, and the loop unit has a higher val, then the group unitAI would change
               // change this UnitAI to the old group UnitAI if possible
               CvUnit* pNewHeadUnit = pSelectionGroup->getHeadUnit();
               UnitAITypes eNewHeadUnitAI = pSelectionGroup->getHeadUnitAI();
               if (pNewHeadUnit!= NULL && eUnitAI != eNewHeadUnitAI && pLoopUnit->AI_groupFirstVal() > pNewHeadUnit->AI_groupFirstVal())
               {
                   // non-zero AI_unitValue means that this UnitAI is valid for this unit (that is the check used everywhere)
                   if (kPlayer.AI_unitValue(pLoopUnit->getUnitType(), eNewHeadUnitAI, NULL) > 0)
                   {
                       FAssert(pLoopUnit->AI_getUnitAIType() != UNITAI_HUNTER);
                       // this will remove pLoopUnit from the current group
                       pLoopUnit->AI_setUnitAIType(eNewHeadUnitAI);

                       bChangedUnitAI = true;
                   }
               }

               pLoopUnit->joinGroup(pSelectionGroup);
           }
       }
   }
   while (bChangedUnitAI);
The crash is at
CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);

pUnitNode is Null basically. Which should never happen since the check that takes place just before it is to ensure that we don't get to this point if pUnitNode is Null. I mean, I can understand how it becomes Null, just not how it can get past the check saying if it IS Null, not to enter this bracketed portion of the function. Can you offer any insight on this? I was kinda thinking maybe the problem is actually that there isn't a Selection Group left and the crash may actually be a little earlier than this when it checks for the selection group's head unit but that's really not how this minidump captures it.

Of course, that might be the problem right? That it's a mini and minis are sometimes weird and a little off from what's actually happening.

Note: this is all of SO's minis reported on this page.
 
I also still get CTDs a lot, maybe every 2-3 turns. They simply happen when the view changes from one city to the next. Not reproducible though.
This txt file doesn't help much. Would need the mini itself, not the txt. I think you might've posted one earlier I can still check though.

EDIT: I figured out these are actual valid minis if you take .txt off the name. I get it now.

Due to one, I found and fixed a crash point and just committed it. We've gotta try to also figure out what's going on with the one SO keeps finding so I need new ones if they can be found. And hopefully some suggested guidance from alberts!
 
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Somehow my Lunar Settlers have lost their ability to settle on Moon. In the attached savegame only the lunar settlers are active and they don´t get the icon to found a settlement. I also checked other tiles on Moon but without success. Or am I doing something wrong?
I am on current SVN and I also use the PPIO and Raxo´s NoLLL modmod.
 

Attachments

Somehow my Lunar Settlers have lost their ability to settle on Moon. In the attached savegame only the lunar settlers are active and they don´t get the icon to found a settlement. I also checked other tiles on Moon but without success. Or am I doing something wrong?
I am on current SVN and I also use the PPIO and Raxo´s NoLLL modmod.

I haven't checked the saved game, but the most obvious hypothesis that comes to mind is that you now need to build the lunar cities on a Lunar Outpost improvement. Do you have any? That's something I need to make clearer somewhere because it would otherwise be hard to figure out.
 
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