Single Player bugs and crashes v43 plus (SVN) - After January 2023

Nah, gonna wait for the actual fix.
Just make sure that it IS fixed - by trying to start at least 3 separate games with different starting options (premade scenario, custom game, something else).
 
Nah, gonna wait for the actual fix.
Just make sure that it IS fixed - by trying to start at least 3 separate games with different starting options (premade scenario, custom game, something else).
Yeah, flabbert has been told to at least test starting new games before pushing his work to SVN in the future, he is a bit trigger happy about sending his work to the community.
 
my next turn btn has changed to the production icon?? once i click on it it turns back to normal, then once the turn is done its goes back to the prod icon . . .

plus sometimes when u conquer a city it does not auto to that city it just leaves it blank instead of going to that city for building items????

also sometimes when the queue is done building it doesnt go to that city also for next item, it also is left blank. .

havent updated to latest svn . .
I definitely (or so I think) recall being able to brute-force it to skip a turn with blank production in a city, probably with auto-turns and cancelling out of the city screen or something.
 
v44.BETA.7704
One of my city cant build anything. Even autobuild building are not built. The city is Adrianople.
I built another city just after (Nicaea), no problem.

Still an issu in v44 7795 (SVN11559)
 

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my next turn btn has changed to the production icon?? once i click on it it turns back to normal, then once the turn is done its goes back to the prod icon . . .

plus sometimes when u conquer a city it does not auto to that city it just leaves it blank instead of going to that city for building items????

also sometimes when the queue is done building it doesnt go to that city also for next item, it also is left blank. .

have updated to latest svn . .
That's how the new city option I added two days ago work, it will delay opening the city screen of cities that are not building anything until you at the end of the turn try to end turn.

Change the last city option if you want the game to insist cities build stuff right away. This black button in the city screen:
1692736140871.png
1692736121399.png
 
I definitely (or so I think) recall being able to brute-force it to skip a turn with blank production in a city, probably with auto-turns and cancelling out of the city screen or something.
It was possible to end turn with space button even when cities had nothing to build, I changed it to be impossible when I added the new city option two days ago.
 
FYI, what Flabbert IS doing has enormous implications in beginning to pave the road for fixing a LOT of unit AI problems so his exuberance to get his work into the system is understandable. @SO: Thanks for reporting on the Meso texts - I'm not sure we have anyone doing any small fixes at the moment. Normally we have Rax around doing some spot fixes on things like this. You know where I am - I'm lucky to keep up with reading posts as I work on building my ability to self-employ here and if I could get ANY time for the small stuff I have a shton of new techs ready and waiting to be inserted and I may be able to look at something like those references when I get to that. The work Flabbert is doing however is SO powerful that its really going to be incredibly hard to resist diving back in with those corrections in place because it will be massively inspiring to see such a major breakthrough in correcting how the code reads the AI instructions we give it finally making it possible to fix so many problems its nutz.
 
Why nobody (@flabbert ) told me it IS working already?
I randomly ran a SVN update, suddenly there is new stuff, and it actually lets me start a new game.
Didn't test further (beyond testing the empty building queue, which works nicely), but at least it's playable again.
 
SVN 11559, Size Matters, Raxo's Latitude modmod

I found a strange bug involving the WorldBuilder's Copy Unit function, Unit Promotions and I believe SizeMatters:
Let's say you copy different units like some Healers, Enforcers and Trained Dogs in WorldBuilder and then move these units (one of each) to different cities. After some turns and accumulating experience, you may be able to promote some of these copied units. If you choose Might I promotion for one of them, suddenly their strength goes from 2.66 to a whopping 178 (a 66 times increase in one level). Not only that, this increase affects all copied units including all the saves retroactively in which these copies existed. The original units from which you copied remain unaffected, and the trigger for this behavior I believe is choosing Might I for one of those copies, affecting all copies simultaneously.

Posting saves won't matter, since when the bug occurs it changes all saves that included those copies, so there is no "before" and "after" save.

I realize WorldBuilder comes with its very own built-in bugs in the first place, but I thought I post my observation anyway.
 
SVN 11559, Size Matters, Raxo's Latitude modmod

I found a strange bug involving the WorldBuilder's Copy Unit function, Unit Promotions and I believe SizeMatters:
Let's say you copy different units like some Healers, Enforcers and Trained Dogs in WorldBuilder and then move these units (one of each) to different cities. After some turns and accumulating experience, you may be able to promote some of these copied units. If you choose Might I promotion for one of them, suddenly their strength goes from 2.66 to a whopping 178 (a 66 times increase in one level). Not only that, this increase affects all copied units including all the saves retroactively in which these copies existed. The original units from which you copied remain unaffected, and the trigger for this behavior I believe is choosing Might I for one of those copies, affecting all copies simultaneously.

Posting saves won't matter, since when the bug occurs it changes all saves that included those copies, so there is no "before" and "after" save.

I realize WorldBuilder comes with its very own built-in bugs in the first place, but I thought I post my observation anyway.
Whoah. What do you mean RETROACTIVELY? That's a whole lot weirder than just affecting a unit (or a group) directly.
 
Whoah. What do you mean RETROACTIVELY? That's a whole lot weirder than just affecting a unit (or a group) directly.
I mean, when this happens, it affects all the copied units and any saves those units were present in. For example, I copied units on the 10th turn and play until turn 15 gaining experience, I apply the Might I promotion to one unit and every copied unit including their saves from 10th to 15th turn are affected, all these saves display that strength gain for those units.
 
I mean, when this happens, it affects all the copied units and any saves those units were present in. For example, I copied units on the 10th turn and play until turn 15 gaining experience, I apply the Might I promotion to one unit and every copied unit including their saves from 10th to 15th turn are affected, all these saves display that strength gain for those units.
YES, precisely THAT is absolutely BONKERS. This is equivalent to getting "out-of-Universe" effects, which is... I have no words for it.
 
got this error message:

Traceback (most recent call last):

File "CvRandomEventInterface", line 5691, in getHelpSuperVirus1

ArgumentError: Python argument types in
CyTranslator.getText(CyTranslator, unicode, tuple)
did not match C++ signature:
getText(class CyTranslator {lvalue}, char const *, class boost::python::tuple {lvalue})
ERR: Python function getHelpSuperVirus1 failed, module CvRandomEventInterface
 
SVN 11559
I have a treasury of
treasury 1.jpg
at end of turn, I would expect a treasury of 89621 at beginning of next turn, yet:
treasury 2.jpg


When clicking on the treasury for the Financial Advisor I get these stacked error messages:

Financial Advisor 1.jpg and Financial Advisor 2.jpg
 
got this error message:

Traceback (most recent call last):

File "CvRandomEventInterface", line 5691, in getHelpSuperVirus1

ArgumentError: Python argument types in
CyTranslator.getText(CyTranslator, unicode, tuple)
did not match C++ signature:
getText(class CyTranslator {lvalue}, char const *, class boost::python::tuple {lvalue})
ERR: Python function getHelpSuperVirus1 failed, module CvRandomEventInterface
I think I fixed this now for the next SVN rev.
 
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