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

Well what happens if you amass them?
Some of them may actually have strength or be fast or have some other features, that makes easier to explore.
Can subdued lion or elephant be killed by predator animals?
Or you can amass stack of 10 or 20 units.
If a predator or barbarian attacks a stack of subdued animals, all the subdued animals in the stack will be lost.
All subdued animals have 0 strength and 1 movement point.
 
If a predator or barbarian attacks a stack of subdued animals, all the subdued animals in the stack will be lost.
All subdued animals have 0 strength and 1 movement point.

24 subdued animals have 3 moves (none has two and four moves though).
23 of them have 5 moves.

Those are sea animals though.
 
24 subdued animals have 3 moves (none has two and four moves though).
23 of them have 5 moves.

Those are sea animals though.
If subdued land animals have more than 1 move and 0 strength then those are oversights.
All the subdued sea animals should have the same amount of moves, perhaps 2.
Tales of the sea units could have more movement points perhaps.
 
Huh, upload a save for our dll modders to look at.
Do you have "minimize AI turns" on? (BUG option)
And oh look, it's off by default, because of course it is.

With that on, next turn 23 min. Save is basically immediately before EoT
 

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If subdued land animals have more than 1 move and 0 strength then those are oversights.
All the subdued sea animals should have the same amount of moves, perhaps 2.
Tales of the sea units could have more movement points perhaps.
All subdued animals have 0 strenghth, and all land animals have 1 move.

Sea animals have 3 moves and tales of... have 5 moves.
It looks like they intentionally are bit faster.

Now none of these can reveal seas too (some could before I put back that unlucky tag).
 
Yudishtira said:
Frustratingly (unless you have fixed it quite recently), it places the unit back in the queue seemingly randomly, and sometimes comes back and asks you about all the 'w' units a dozen or more times before it is finished with other units.
That is handled by the dll, so I wouldn't know how to fix it, I could look at the code though, see if I can spot a logical error.
This is very frustrating for me and the game could proceed much faster if the unit that has been given the the "w" command would really be last in line.

@Toffer90 , I would really appreciate if you could look into this!
 
With that on, next turn 23 min. Save is basically immediately before EoT

I will profile it tonight and see if there is something obvious, but I wouldn't hold your breath for a simple fix! Thanks for the upload, it is the longest turn time I have access to as of now.
 
Spoiler First time I encountered the bug :




Found what I thought was a harmless bug.
Japan here is a new but very powerful (because they have two cities and high culture as I have the developing learders option on) civilization that spawned in 2 former Barbarian cities around year 50000BC or so.
I have a diplomatic debuff with them because "the war is going bad for them", the funny thing is: I was never at war with them to start with, and the diplomatic buff that have due to "years of peace" show so.
Personally, I have no idea if this is because I have killed lots of barbarian units near where they are now before their civ spawned or because I am using my Neanderthals (units with Hidden nationality) to attack their improvements and hunters (which may count as succesful "warfaring").
Weirdly, the diplomatic debuff soon went away.
Spoiler The second time I encountered the forementioned bug :




However, as you can see in the new screenshots I just uploaded, the debuff reappeared way way later, which is weird, since I haven't attacked them in what is like 50 turns and I have prumblered no improvement of them in what is like 100 turns.
I uploaded a savefile if someone wants to check this bug, unfortunately, I only keep my last savefile, so we can't go back that much to check it.

Edit: Commas, spoilers and typos.
 

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Great General disapearing.
Two Trackers , one Captive and one Field Commander at same tile->Pic 1
The Horse attack my group ,Captive gone ( that is ok ) , but also my Field Commander is MiA ( not so good ) -> Pic 2

Edit : It look like , the Field Commander always die , when an animal attack the stack.
That is new for me , as in my last games he only die , when the last regular unit die.
So how it this suposed to be ?
It is pointless to have a Field Commander , who can not defend himself , when the regular unit do not defend him !!

Edit2 : Funnily enough ( some Rounds later ) some times the tracker who is with my Field Commander guard him , so it should be; but sometimes the FG die.
I can not see any rule? for this behauvior....
 

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Great General disapearing.
Two Trackers , one Captive and one Field Commander at same tile->Pic 1
The Horse attack my group ,Captive gone ( that is ok ) , but also my Field Commander is MiA ( not so good ) -> Pic 2

Edit : It look like , the Field Commander always die , when an animal attack the stack.
That is new for me , as in my last games he only die , when the last regular unit die.
So how it this suposed to be ?
It is pointless to have a Field Commander , who can not defend himself , when the regular unit do not defend him !!

Edit2 : Funnily enough ( some Rounds later ) some times the tracker who is with my Field Commander guard him , so it should be; but sometimes the FG die.
I can not see any rule? for this behauvior....
Your tracker is hidden to the units attacking and thus he ambushes the attacker but is not actually defending the rest of the units on the tile. If you want him to guard the units there rather than using them as bait for an ambush, in which they will die before the defense is staged, you must set the tracker to the 'stand out' status, but at that point he is fully visible to attackers that may wish to kill him as well. I have lost a master hunter due to forgetting that he was set to stand out and was not in 'hiding' mode. You pull up next to a major barbarian stack and that can lead to a round of regret. That said, hunters are terrible escorts and that's a big part of what you might want recon or melee units with them for.
 
because I am using my Neanderthals (units with Hidden nationality) to attack their improvements and hunters (which may count as succesful "warfaring").
That's it. The 'war is going bad for us' is a compilation of how much damage you've been able to do to their forces. You may also have killed some of their hidden nationality to trigger this at times you may not have expected it to be triggered.
 
Your tracker is hidden to the units attacking and thus he ambushes the attacker but is not actually defending the rest of the units on the tile. If you want him to guard the units there rather than using them as bait for an ambush, in which they will die before the defense is staged, you must set the tracker to the 'stand out' status, but at that point he is fully visible to attackers that may wish to kill him as well. I have lost a master hunter due to forgetting that he was set to stand out and was not in 'hiding' mode. You pull up next to a major barbarian stack and that can lead to a round of regret. That said, hunters are terrible escorts and that's a big part of what you might want recon or melee units with them for.

Thanks for clarification!!! That i totally forget.When it is so hot , i can not use my brain so good.:crazyeye:
 
That's it. The 'war is going bad for us' is a compilation of how much damage you've been able to do to their forces. You may also have killed some of their hidden nationality to trigger this at times you may not have expected it to be triggered.
Oh, that's it then, that would explain why I keep seeing so many "barbarian" exiles and thiefs around.
 
I get this error message when I run the game with SVN 10746 and No Longitude nor Latitude Requirements.
Spoiler Error Message :
upload_2019-7-24_15-55-37.png
 
Thank you Raxo
 
Units on transports lose their moves for the turn if you save and reload.

Pesticide Manufacturer gives -15 water pollution per turn! :crazyeye:

Volcanoes (are much improved :thumbsup: but) when one goes dormant you get a message saying it became active.

Units on Auto Hunt rarely if ever hunt any animal (you can put your non-hunters on this setting, safe in the knowledge it will prevent them from 'poaching' any kills and XP from your hunters).

All espionage missions are reported as costing 0 for me at present. Also the espionage screen does not show their espionage points against me for a couple of the AIs
 
Units on transports lose their moves for the turn if you save and reload.

Pesticide Manufacturer gives -15 water pollution per turn! :crazyeye:

Volcanoes (are much improved :thumbsup: but) when one goes dormant you get a message saying it became active.

Units on Auto Hunt rarely if ever hunt any animal (you can put your non-hunters on this setting, safe in the knowledge it will prevent them from 'poaching' any kills and XP from your hunters).

All espionage missions are reported as costing 0 for me at present. Also the espionage screen does not show their espionage points against me for a couple of the AIs
Noted thank you.
 
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