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

SVN 11223. Suddenly got these messages, changed nothing in these XML files and these just popped up. Was working fine for days before these messages popped up. Found the error, think it has do with the French translations.
 

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SVN 11223. Suddenly got these messages, changed nothing in these XML files and these just popped up. Was working fine for days before these messages popped up. Found the error, think it has do with the French translations.
I didn't get this error at all, seems to be one off vanilla bug.
 
I deleted 3 null comments from a French translations from the first file, that seemed to fix it. They weren't vanilla files, they were part of C2C files.
 
I deleted 3 null comments from a French translations from the first file, that seemed to fix it. They weren't vanilla files, they were part of C2C files.
By vanilla bug I meant game itself having random trouble reading files.

Also where were those null comments?
 
In the line that screenshots says, there were 3 nulls in a line. I deleted them and the game runs. Also I was building stories and I noticed Horse, Tapir and Donkey could not be built by bard, so I went to fix it. Well the weirdest thing is going on, I can not find any hint of them at all, can find Tapir, in the XML, even though the subdued animals can build them.
 
In the line that screenshots says, there were 3 nulls in a line. I deleted them and the game runs. Also I was building stories and I noticed Horse, Tapir and Donkey could not be built by bard, so I went to fix it. Well the weirdest thing is going on, I can not find any hint of them at all, can find Tapir, in the XML, even though the subdued animals can build them.
Weird I tried deleting clearing out stuff in that and previous lines where those tags exists and github didn't saw any changes.

Also horse, tapir and donkey are in modules most likely.
Buildings and units often have different defined and displayed name.
So first search in texts, then search what text says.
 
Screenshots for XML weirdness of Stories.
Spoiler XML :
upload_2020-9-21_12-50-31.png

upload_2020-9-21_12-50-43.png
 
Weird I tried deleting clearing out stuff in that and previous lines where those tags exists and github didn't saw any changes.

Also horse, tapir and donkey are in modules most likely.
Found tapir in subdued animals and copied missing lines from one file to another, horse and donkey are still giving me a nightmare.
 
Fixed them and didn't break anything else. :woohoo:
 
Also I was building stories and I noticed Horse, Tapir and Donkey could not be built by bard, so I went to fix it.

There are a ton of inconsistencies regarding animals I'd like to fix at some point; some tamed animals can construct stories some can't, the abovementioned bard construction of story/stories, differing number of unique myth lines for different animals, etc. I should probably talk with DH at some point regarding what's intentional and what's not...
 
@strategyonly you still want that crash fixed? I modified dll and passed two turns with your save. I kinda did a quick job tho because I don't really like the way it's set up.
Someone just needs to update svn if you want.
yes, please .. .
 
Experimenting with starting in later eras. I noticed that modern infantry and police units from AI, issued from the start through the editor and received as a result of the revolution, receive fantastic strength values. The police had 1777, the infantry had 5000. I didn't catch the pattern on purpose.

I am attaching the scenario in which I discovered this, although I did not understand the moment when it happened - immediately or over time.
 

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Experimenting with starting in later eras. I noticed that modern infantry and police units from AI, issued from the start through the editor and received as a result of the revolution, receive fantastic strength values. The police had 1777, the infantry had 5000. I didn't catch the pattern on purpose.

I am attaching the scenario in which I discovered this, although I did not understand the moment when it happened - immediately or over time.
Check your game options first off - are you on Size Matters Uncut but do not have Size Matters on?
 
Check your game options first off - are you on Size Matters Uncut but do not have Size Matters on?

Size Matters on, yes. I don't even know where to enable the "Size Matters Uncut" option. All the options with which I run the
scenario are activated in the file that I posted.
 
Size Matters on, yes. I don't even know where to enable the "Size Matters Uncut" option. All the options with which I run the
scenario are activated in the file that I posted.
If standard SM is on and Uncut is or isn't, either way it doesn't mean the issue I would've pinned it on - it more likely means some of the refactoring has caused an issue somewhere or maybe an overflow. I'll be looking into that sort of thing later - maybe one of the other guys will be able to figure out the issue.
 
If standard SM is on and Uncut is or isn't, either way it doesn't mean the issue I would've pinned it on - it more likely means some of the refactoring has caused an issue somewhere or maybe an overflow. I'll be looking into that sort of thing later - maybe one of the other guys will be able to figure out the issue.

If it helps, I tested it on another game. From the start, I created a modern APC (70 strength) in all cities. For a while, everything is fine, but (again I didn't catch the moment) - at some point "00" is added (7000 strength). That is, yes, the problem is not in specific units, but in some of the mechanics. Of course, it becomes impossible to play :(
 
If it helps, I tested it on another game. From the start, I created a modern APC (70 strength) in all cities. For a while, everything is fine, but (again I didn't catch the moment) - at some point "00" is added (7000 strength). That is, yes, the problem is not in specific units, but in some of the mechanics. Of course, it becomes impossible to play :(
On 11131, I have the opposite problem with space military units - strength e.g. 180 according to civilopedia (or the popup during production), 1.8 in the game itself.
 
On 11131, I have the opposite problem with space military units - strength e.g. 180 according to civilopedia (or the popup during production), 1.8 in the game itself.
That's because they were never assigned any of the unitcombats for size, volume and quality ranks.
 
I just "finished" a game on 40.1, standard04_V3 space map (immortal, normal speed, 7 opponents). 128 hours, turn 677, razed 15 cities, conquered Caligula of Celts (what a wonder-whore!), Wrub of Australia (first to declare on me, with a stack of 70 archers), and Pacal of Zulu. Kim Jong Il founded cities like his job, sometimes 2 tiles between cities, and he got to 40 cities; and declared on me no less than 7 times (after I throughout prehistory/ancient/classical was able to get bribe him to attack others to keep him off me; and he attacked me throughout with hundreds of bandits then highwaymen - annoying!)
But I pulled 25 techs ahead in industrial age, have built the last 33 wonders, and inter-turns were >6 minutes (there are 150 cities on the map) so I'm calling it. I love this game/mod, and going to start a new game, on a smaller map though; I want the competition to extend to space (>info/nanotech) but I am nowhere ready or qualified for deity (I am hoping for a future where there are auto-generated space maps)

I started writing down a few thoughts that might fit in bug/reports forum, figured I would share them:
-potato resource in the ancient ages: no seed gatherer function is available for this, should there be?
-wonder counter: this does not "scroll" as you use arrow key to go from city to city. It resets if you double click on the city and enter its menu directly.
-water pipes: when you build the national wonder, it is to give water pipes in each city. Yet after a while, you have the option to build water pipes as a normal build in other cities. Is there a limit to the number of cities supplied by the national wonder?
-I went Tengriism early on in this game (since I missed druid and shamanism). It was awesome and I was a chariot/horse force. However when I was trying to send my own mercenaries against Kim Jong Il and trying to build mercenary stables, the Tengrii Horse Trainer, which is listed as counting as one of the prerequisites. Of course now that I look at the pedia it doesn't seem to say this is permissible. I don't know what I was looking at earlier.
-sentry hot key doesn't work?
-roads: when you have option for two types of roads (and in BUG I have options to show obsolete actions), the hotkey does the inferior/obsolete road
-I couldn't found Sid Sushi in capital, not sure why, since I could found elsewhere (capital only had Emperor's Clothes and pedia does not say they compete)
-when you are able to found first corporation, the popup says "you can found %_1 corporation"

One other question:
-Should Ellis Island be agnostic of a specific culture? Eg historically Ellis Island providing European culture makes sense. But that was in Earth, and not the C2C world. In other words, could the player who builds Ellis Island have the option to select which native culture they want to import? Eg if you are European base culture, or conquer it, then Ellis Island doesn't have value except for denial.

Thanks C2C team. btw I am not able to code but I could help with pedia edits for example
 
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