Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

About saving memory.
There are some broken unused Features in C2C like the
GAMEOPTION_STRENGTH_IN_NUMBERS. That option alone uses ~140 byte per unit without ever beeing used.
Unused but not broken, rather... unfinished. Near finished but waiting to see if we can develop an AI that would be able to use it properly first.

I guess he didn't knew
If you're going to try to insult me, please do it in proper English. I did know that it would take some memory but I've needed to work out how the vectors that are part of this option can not be declared if the option isn't on. It's a case subject I've been needing some instruction on and someone to talk to that had time to instruct. In the meantime, I've been debating whether to finish out the simple xml that it would take to make this a valid option and just give it to players even though the AI isn't quite ready for it. And I've also been leaving it in the air to determine if it would simply be too costly for units when it is active but it sounds like it won't cost more than it already does. But how effective or impacting would it be to remove it entirely? I'd like to figure out how to remove it conditionally at least.

It's also not that options are using a lot of memory. This one in particular allocates a lot for units and they aren't using it at this time.

Based on the memory tracking I added (not committed yet) we haven't got much scope for solving this problem with our own data. It has to be a systemic fix to over allocating graphics memory it looks like. If that is viewports then great, we just need to make sure they work and make sure they are used. Otherwise I will be looking into other more esoteric fixes as indicated above!
Hopefully it doesn't HAVE to be viewports... the UI is difficult to manage for that, assuming it's all just blocks of the same map/world.

Another thing that helps a bit is this ini setting it should be set to 1 to save some memory.
Code:
Disable PAK memory mapping (May affect performance)
DisablePAKMemoryMapping = 1
Can you explain what the consequences of this selection would be? What IS PAK memory mapping?
 
<TechTypes> <PrereqTech>TECH_ARCHERY</PrereqTech> <- But this one is most advanced </TechTypes>

Why would anyone make it require Archery when the unit is a similar unit to Horseman (uses mace or lance/spear. There is No Bison Archer unit in the game nor has there ever been. And this 2nd prereq was added in by someone who was not thinking obviously.

In fact the 2nd prereq just plain needs to be removed. Only Megafauna is needed and that was the way it originally was.
 
Try enabling graphics paging it should help a lot now.
Graphics Paging was On by Default. This is changed now too? View ports had to be checked in BUG to turn them On after koshling made Graphics Paging Default view of game.
 
Why would anyone make it require Archery when the unit is a similar unit to Horseman (uses mace or lance/spear. And this 2nd prereq was added in by someone who was not thinking obviously.
It was added a long time ago, as it has required archery at least since January 2016 when its XML appeared in the modules folders, placed there by DH. (I don't know if it existed in C2C before that in a different xml file)
I agree that it makes little sense for it to require archery, it may have been a way to balance it a bit as it was (is?) quite stronger than other more normal units unlocked around megafauna domestication.
 
I don't know if it existed in C2C before that in a different xml file)
Yes it did. It's been around for sometime. Much longer than 2016 in fact.
 
Yes it did. It's been around for sometime. Much longer than 2016 in fact.
Yeah, found an earlier xml file for it which was added in C2C at rev. 447 in August 2011, it required archery back then too. Before that SVN revision it was in our core unit XML file (not a module).

So it probably predates our use of SVN.
 
I was not a modder back then in 2011, . Just a Pest of tester and an ardent fan, called by Hydro as Mr NoNo and by others as Black Sheep! :lol::mischief: Cause I did not follow everyone else's lead. And I was in a battle with koshling about that time to save the expansionist way of play. And to keep Revolution from becoming The Core default way of play as well. That's why it's still an Option. I had much tougher time convincing koshling to keep it an Option than I did with Zappara in RoM when other players were pressuring Zappara to make it core play as well, RoM1.03 was the version.

And to think and remember all the postings of counter arguments from way back then thru today I did! I'm kind of amazed at my self that I hung around for all that. What with all the names I got called, and the accusations too. Phungus of Rev did not like me at all!

Just shows how stubborn I can be when I dig my heels in and stand my ground. :crazyeye::rolleyes::p
 
Re: Bison Rider
But the Archery prereq makes no sense. The unit is explicitly hand-to-hand only.

Once you have the wonder, you should immediately be able to train the unit. If that is not currently the case, during a revamp of Prehistoric is a good time to remedy that.
I can remove Archery requirement from this unit.
 
Could you post a save showing that corruption it's something that should be fixed before v40.
There.

Look at plasma unit pedia too, and move around map.
 

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Why would anyone make it require Archery when the unit is a similar unit to Horseman (uses mace or lance/spear. There is No Bison Archer unit in the game nor has there ever been. And this 2nd prereq was added in by someone who was not thinking obviously.

In fact the 2nd prereq just plain needs to be removed. Only Megafauna is needed and that was the way it originally was.
@Dancing Hoskuld do you know since when Bison Rider unit required archery and why?
This archery requirement is gone now by the way - I found it weird after looking at its subcombats too.

You may notice things switch places in tech tree to later places, as I made sure, that tech prereq outside of tech types is most advanced one.
Code:
<PrereqTech>TECH_X</PrereqTech> <-This tech displays unit or building in tech tree
<TechTypes>
    <PrereqTech>TECH_Y</PrereqTech>
    <PrereqTech>TECH_Z</PrereqTech>
</TechTypes>
That is Tech X is now always most advanced - Y and Z are less or equally advanced.
 
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You may notice things switch places in tech tree to later places, as I made sure, that tech prereq outside of tech types is most advanced one.
Could you explain why please. I'd like to know the reasoning especially when there are multiple Tech prereqs. Should not the intermediate prereqs just be eliminated?

Edit: Just finished another play thru of Preh Era this time on Normal GS. But the move of Chiefdom after Tribalism was not present for that game. Is it done yet?

Next Preh Era play thru will be on Long GS.

EDIT: @raxo2222 ,
Both the Blitz and Normal playthrough I reached Ancient Era on Emperor and Immortal Handicaps @ ~ 5900 - 5200BC. And the Tech leader(s) where into Mid to late Ancient Era.
 
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Could you explain why please. I'd like to know the reasoning especially when there are multiple Tech prereqs. Should not the intermediate prereqs just be eliminated?

Edit: Just finished another play thru of Preh Era this time on Normal GS. But the move of Chiefdom after Tribalism was not present for that game. Is it done yet?

Next Preh Era play thru will be on Long GS.

EDIT: @raxo2222 ,
Both the Blitz and Normal playthrough I reached Ancient Era on Emperor and Immortal Handicaps @ ~ 5900 - 5200BC. And the Tech leader(s) where into Mid to late Ancient Era.
Effectively tech prereqs are unchanged - that is most advanced tech requirement are same.
I reduced count of intermediate tech prereqs (<TechTypes>) before - now there is only 415 units/buildings containing these, but this counter includes punk/dead end techs too.

I removed tech prereq redundancies, and added megafauna domestication prereq for megafauna units/buildings if it wasn't present yet though.
I reordered them, so most advanced tech prereq would be one, that displays building or unit.

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Chiefdom tech wasn't moved yet - @KaTiON_PT probably is busy.

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Tech leader being in late ancient era in 5200 BC means AI being bit too fast.
First to reach Sedentary Lifestyle should be around 12 000 BC and first to reach Classical lifestyle should be around 1200 BC.
 
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PINK Pistachio bonus . .
 

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@billw2015 I'm doing autorun on Gigantic C2C_World (Pangea landmass)/Nightmare/Long with 14 AIs.

Got crash somewhere before 200th turn.
Save I included crashes on load, so I added previous autosave too - this crashes when trying to process turn.

I'm using final release DLL

EDIT: Game doesn't crash when running in Windows Vista SP2 compatibility mode.
So looks like it was Windows 7 bug.
 

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Tech leader being in late ancient era in 5200 BC means AI being bit too fast.
It is closer the lower the Difficulty level. On Noble and Prince player can keep abreast or be ahead.

First to reach Sedentary Lifestyle should be around 12 000 BC and first to reach Classical lifestyle should be around 1200 BC.

I still think 12,000BC is still too early for getting to Ancient Era. and this Date Benchmark needs to be pushed up to 8-6,000BC. Classical can be achieved by 1200BC If you get a good start location.
 
@Toffer90 I got this python error after deleting some units in this save.
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 1038, in handleInput

  File "CvMainInterface", line 5264, in handleInput

RuntimeError: unidentifiable C++ exception
ERR: Python function handleInput failed, module CvScreensInterface
 

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