Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

also, can someone explain this?? Before going to war, my turn times where around 1 minute, i have captured or abandoned like 25 cities mostly burned them down, i'd say 90% of them, and defeated around 250 units, BUT now my turn times is around 5 minutes???
You didn't mention the fact that every square inch of land has animals spawned on it :D
The profiling shows a lot of time spent evaluating route costs taking into account relative unit strengths. I think these animals everywhere make every single path finding a lot more expensive, and all the animals are *also* doing their own path finding as well I guess.
I changed spawning a few days ago, however it should *lower* the number of spawns (max 1 every 7 tiles or so). Did these animals show up recently or its always like this?
 
You didn't mention the fact that every square inch of land has animals spawned on it :D
The profiling shows a lot of time spent evaluating route costs taking into account relative unit strengths. I think these animals everywhere make every single path finding a lot more expensive, and all the animals are *also* doing their own path finding as well I guess.
I changed spawning a few days ago, however it should *lower* the number of spawns (max 1 every 7 tiles or so). Did these animals show up recently or its always like this?
always like this
 
Do you have a save from when your turn time was 1 minute? If I can compare them I can see what actually changed.
 

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The Synthetic Meat Bioreactor replaces the Tannin Factory without supplying Tannin.

For some reason, I still had active Leather Factories (ie. in cities without Bioreactors) when I ran out of sources of Tannin (causing them to close down).
 
The Synthetic Meat Bioreactor replaces the Tannin Factory without supplying Tannin.

For some reason, I still had active Leather Factories (ie. in cities without Bioreactors) when I ran out of sources of Tannin (causing them to close down).
The error is probably that the S.M.B. replaces the Tannin Factory, since Tannin is found in plants (according to https://en.wikipedia.org/wiki/Tannin). Could the higher-ranking forest improvements perhaps yield Tannin directly?
 
The Synthetic Meat Bioreactor replaces the Tannin Factory without supplying Tannin.

For some reason, I still had active Leather Factories (ie. in cities without Bioreactors) when I ran out of sources of Tannin (causing them to close down).
Update game - this building produces Tannin.
Spoiler :

Civ4BeyondSword 2019-11-26 22-11-31-11.png

 
Fox (also hint shows koala, platypus, etc) produces beavers.
 

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When crims attack forts, planes are getting selected as top defender (despite being zero land strength). I reported this before, but now I have a save.

In the NW corner (ish) of my colony on the middle continent, there is a fort (2NE1E of Madrid). Hit end turn, ibt two planes in this fort get destroyed by Bikers or somesuch.

It may already be fixed, but I thought it was waiting on the save. And I hope my local modmods don't give you any trouble.
 

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When crims attack forts, planes are getting selected as top defender (despite being zero land strength). I reported this before, but now I have a save.

In the NW corner (ish) of my colony on the middle continent, there is a fort (2NE1E of Madrid). Hit end turn, ibt two planes in this fort get destroyed by Bikers or somesuch.

It may already be fixed, but I thought it was waiting on the save. And I hope my local modmods don't give you any trouble.
Strange that the criminals are 'attacking' anything in a city, since the fort should count as one. At first, it seems you are right that they shouldn't be able to. Even a plane. This is intriguing.

I do wonder though if I didn't differentiate forts from cities regarding criminals so that if you wanted to try to stop them from passing a place, you could, given that the arrest mechanism may not operate there. This way forts don't become permanent safe places for criminals. If that's the case, then criminals should always be attacking if they want to enter forts. At least if they are visible and/or they don't have stay the hand on.
 
Strange that the criminals are 'attacking' anything in a city, since the fort should count as one. At first, it seems you are right that they shouldn't be able to. Even a plane. This is intriguing.

I do wonder though if I didn't differentiate forts from cities regarding criminals so that if you wanted to try to stop them from passing a place, you could, given that the arrest mechanism may not operate there. This way forts don't become permanent safe places for criminals. If that's the case, then criminals should always be attacking if they want to enter forts. At least if they are visible and/or they don't have stay the hand on.
I don't mind them attacking, but zero-strength units that are not their preferred victims should not be top defenders (other defenders including crims and regular combatants are present).

As for whether cities and forts are the same or different, consider Warlords. Warlords can enter any city, but not forts. They can attack into forts, but they can't enter them even if the fort is empty.

Crims are different again, in that they can sometimes attack into forts, and at other times can enter defended forts without fighting. It's just occurred to me that the difference may be whether the approaching crim was seen by any defenders before entering the fort. That could be why the planes are defending too, because they are the only units that see the crims coming.

It's still a bug though, right?
 
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I don't mind them attacking, but zero-strength units that are not their preferred victims should not be top defenders (other defenders including crims and regular combatants are present).
If you can attack a city and there are 0 strength units there and no defenders, the 0 strengths automatically get taken out. If there are other defenders and regular combatants, then why they aren't being attacked is the question there.

Warlords cannot enter foreign cities btw, they have to attack them. IF they CAN enter foreign cities, that would be a bug. Why they cannot enter a fort and capture it if the fort is empty... that too is strange.

Crims are different again, in that they can sometimes attack into forts, and at other times can enter defended forts without fighting. It's just occurred to me that the difference may be whether the approaching crim was seen by any defenders before entering the fort. That could be why the planes are defending too, because they are the only units that see the crims coming.
That's possible but unless you have stay the hand on, you should still be attacking the defenders even though they cannot see you. My god this stuff is so endlessly complicated in the code.
 
When crims attack forts, planes are getting selected as top defender (despite being zero land strength). I reported this before, but now I have a save.

In the NW corner (ish) of my colony on the middle continent, there is a fort (2NE1E of Madrid). Hit end turn, ibt two planes in this fort get destroyed by Bikers or somesuch.

It may already be fixed, but I thought it was waiting on the save. And I hope my local modmods don't give you any trouble.
Some units have corrupt texture in this save. I suspect its other unit art styles of Plasma Armor - one artstyle of it was fixed.
Turn time is around 2 - 3 minutes.
 
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Warlords cannot enter foreign cities btw, they have to attack them. IF they CAN enter foreign cities, that would be a bug. Why they cannot enter a fort and capture it if the fort is empty... that too is strange.
Check Mil Advisor to find my Warlord Generals. I'm pretty sure at least one is in a foreign city, but if not you can easily move one there.

There is at least one WG on the Indian continent, where there are also some enemy forts, I think the one near Chennai on the west coast is empty.
 
@billw2015 I would normally take responsibility for Yudishtira's pointed out bugs here and I'm not wanting to be lazy about it, BUT I have a strong feeling that if you look into those matters, you'll find the kind of mental challenge you're looking for. This section of coding is truly metastasized and if you can find some way to simplify it without destroying or breaking the logic already there, by all means have at it. I fear every time I mess with it now, particularly since it's so long between efforts to manipulate it, that I fix one thing only to break another. I'll try to answer any questions that come up and I'm sure there will be many.
 
When my Industry Espionage units (usually HNs if that makes a difference) make a kill, I don't get any message that :science: were received. When I lose a unit, (also usually to HNs), I'm told about the thousands of :science: it's costing me.
 
just wondering, how come now my "stalker" used to capture all worker/tamed ones and now when i do that they just kill them??
 

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When my Industry Espionage units (usually HNs if that makes a difference) make a kill, I don't get any message that :science: were received. When I lose a unit, (also usually to HNs), I'm told about the thousands of :science: it's costing me.
I believe that was setup during AND as a python solution.

just wondering, how come now my "stalker" used to capture all worker/tamed ones and now when i do that they just kill them??
It's possible that a boolean tag that wasn't working before that was intended to keep them from being able to capture 0 str units started working recently. I noticed that criminals have the tag and was a bit curious as to how they've been capturing them all along. At this point, I'm feeling like the tag should be removed from both criminals and strike teams, and ruffians if they have it in use. I think we've all gotten used to being able to capture workers with them, particularly when you get other captive units from subdued military. I'll plan to take bNoCapture off those.

EDIT: ON review, bNoCapture isn't on Stalkers. hmm... will take some further research.
 
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Bug: Keep getting this Event where my unit (this time an Elephant rider) inside Boston gets "Lost in the swamp". How can a unit in a city get lost in a swamp?

Also when you click on the highlighted selection in the event window to close the Event window it hangs for about q minute or so. Trying to click anything else is no go, unresponsive. It does eventually clear.
 

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