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

I think I remember TB say something about the AI not loading into boats right when using Size Matters. anyone know if that's right?
Only somewhat an issue there but there's something funny with it yeah. If you're evaluating a debug run you'll see quite a few asserts.
 
Crash to desktop just after ending the round.
Never had this before, latest SVN + Pippo, Giant Map size with Earth Generator.
I tested it with PPIO: EoT didn't crash. Recalc or not, no crash, even after a few turns in to choose a new trait. Thought Python codes are usually the least suspected when something crashes your game.
 
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I tested it with PPIO: EoT didn't crash. Recalc or not, no crash, even after a few turns in to choose a new trait. Thought Python codes are usually the least suspected when something crashes your game.

Then, i don`t know what is causing crash at my side.
Anyway ,with the provided save , i can play with PPIPO.:)
 
SVN 10569
Crime (Graffiti) is a mid-classical era crime but it says it can spawn barbarian Street gang, a modern era units... With just 50 Crime... Not sure my patrols will be able to beat them...
Fixed and Committed to SVN 10574
 
Then, i don`t know what is causing crash at my side.
Anyway ,with the provided save , i can play with PPIPO.:)

Computer specs please? Possible problem because of Map Size (too big) and Type (Earth generator), Number of AI in game, Barb World active ( ON), Plus Neanderthal Cities On, And other factors. You are pushing the limits of the BtS single core 32 bit engine.

If you have a slow processor (CPU), playing on Laptop perhaps, Low video ram (less than 1GB DDR5) or integrated/on board GPU (shares your Memory ram), Paging file size set too low, and other considerations you can have these type crashes. You do have more than 4GB of Ram for memory right?
 
Cant track exactly when that happened (i m early medieval), but even with Department of Water (Free Water Pipes in every city), soudainly, many cities dont have water pipes anymore and I need to build it
 
Cant track exactly when that happened (i m early medieval), but even with Department of Water (Free Water Pipes in every city), soudainly, many cities dont have water pipes anymore and I need to build it
I recall having the same experience, but wasn't careful to track details, so I don't find a way to replicate this.

Water Pipes as a free building given by Department of Water requires the following condition to be auto built:
  • Fresh water.
  • Metal wares are NOT required, since they are defined with <PrereqBonuses>, not with a <ConstructCondition> tag, which the auto-build process tests against.
Note that you still need the metal wares (copper, lead, iron, steel) besides fresh water to build Water Pipes in one city in the absence of the Department of Water.

Nothing I can help here. Next time when this occurs, try a recalculation. It should bring the free buildings including free Water Pipes back.
 
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Only somewhat an issue there but there's something funny with it yeah. If you're evaluating a debug run you'll see quite a few asserts.
if im not mistaken GC.getCivilizationUnits() returns whatever is listed in the XML. Currently that part is empty, so the function returns NO_UNIT every time. Typically the NO_UNIT value will cut off the following code.
I know its possible to add to an infos array useing a constructor instead of xml, so I would need to look around some more. Maybe ill make somthin to call it and log whats returned.
I got like 120ish hits when I searched getCivilizationUnits, so unless someone knows im wrong it may be worth looking into.
Transport AI is just example - if getCivilizationUnits returns NO_UNIT then so does getBestUnitType which cuts off some of the AI. I don't remember....
 
if im not mistaken GC.getCivilizationUnits() returns whatever is listed in the XML. Currently that part is empty, so the function returns NO_UNIT every time. Typically the NO_UNIT value will cut off the following code.
I know its possible to add to an infos array useing a constructor instead of xml, so I would need to look around some more. Maybe ill make somthin to call it and log whats returned.
I got like 120ish hits when I searched getCivilizationUnits, so unless someone knows im wrong it may be worth looking into.
Transport AI is just example - if getCivilizationUnits returns NO_UNIT then so does getBestUnitType which cuts off some of the AI. I don't remember....
It's supposed to, IIRC, return the unit that corresponds to that UnitClass for that particular civilization. It goes back to the original use of Unique Units as replacements for a core unit for the civilization that has access to it.

If this is ALWAYS returning -1, then we have MAJOR problems throughout a the code. Generally speaking, it SHOULD be returning the default Unit type according to the UnitClass xml.
 
I recall having the same experience, but wasn't careful to track details, so I don't find a way to replicate this.

Water Pipes as a free building given by Department of Water requires the following condition to be auto built:
  • Fresh water.
  • Metal wares are NOT required, since they are defined with <PrereqBonuses>, not with a <ConstructCondition> tag, which the auto-build process tests against.
Note that you still need the metal wares (copper, lead, iron, steel) besides fresh water to build Water Pipes in one city in the absence of the Department of Water.

Nothing I can help here. Next time when this occurs, try a recalculation. It should bring the free buildings including free Water Pipes back.

I saw this bug because one of my city can build it... So no reason the autobuild cant... i will try to find exactly why with my saves
 
Computer specs please? Possible problem because of Map Size (too big) and Type (Earth generator), Number of AI in game, Barb World active ( ON), Plus Neanderthal Cities On, And other factors. You are pushing the limits of the BtS single core 32 bit engine.

If you have a slow processor (CPU), playing on Laptop perhaps, Low video ram (less than 1GB DDR5) or integrated/on board GPU (shares your Memory ram), Paging file size set too low, and other considerations you can have these type crashes. You do have more than 4GB of Ram for memory right?

I have an i5 3,3 GHZ ,4GB Video, 16 MB RAM , Windows 7 Gaming PC.
And Yes , I have all those extras on ; i play as i lived my live- allways near the limit or above ; no risk no fun !:goodjob:
 
I have an i5 3,3 GHZ ,4GB Video, 16 MB RAM , Windows 7 Gaming PC.
And Yes , I have all those extras on ; i play as i lived my live- allways near the limit or above ; no risk no fun !:goodjob:
Looks like we can rule computer out as Not a problem then. :)

Did you clear out that cache file I posted about as well? I don't remember the exact path for Win 7. But it is similar to win 10.

EDIT: C:\Users\*username*\AppData\Local\My Games\Beyond the Sword\cache this is for win 10. Just delete the contents of the cache folder . Win 7 is similar path. After you have done this the next time you load up your game it may take a little longer to load. So be patient. But it is only a one time thing.
 
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Yes.
I think i found the source of that error.
I had not installed the Steam Opt Beta.
Now with that enabled , i can take your save and it is not asking for a recalc,my fault.
Now i conquer the world...:lol:
 
:thumbsup::cool::D
 
But i can not end the turn without crash to desktop with my posted save, but who cares....
I can enjoy that fantastic mod , that is the important thing...
 
But i can not end the turn without crash to desktop with my posted save, but who cares....
I can enjoy that fantastic mod , that is the important thing...
Start new game or do recalc - something broke if it cashes.
 
But i can not end the turn without crash to desktop with my posted save, but who cares....
I can enjoy that fantastic mod , that is the important thing...
Start new game or do recalc - something broke if it cashes.
Are you saying that's not replicable on your system Rax?
 
Are you saying that's not replicable on your system Rax?
It crashes for me with PPIO, and Joseph couldn't replicate it without PPIO.
Now I wonder if PPIO sometimes messes with crashes, that sometimes save crashes for someone with PPIO but not for someone without PPIO and viceversa.
How does one debug saves?

Is it possible to setup separate gameplay SVN with PPIO installed for debugging?
That is you could swap one with other depending if someone was playing with or without PPIO.
 

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Very minor: For the Egyptian civilization, about the 11th or 12th city name on the list (Avaris) doesn't convert to an actual city name. Instead it creates a city named "TXT_KEY_CITY_NAME_AVARIS".
 
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