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

Thank you calvitix for looking into this! Very Much appreciated!:thumbsup::goodjob::high5:
 
I don't think it depends from graphics. I found other Bonus resources (lifeforms for example) that are not calculated correctly, linked with deep space. Searching for the bug...

Edit :
It seems that the resources are present in the city, but the city isn’t connected to the capital, so they aren’t available for trade or for use in other cities.
For now, I have no clear idea how the connection between cities is determined (I assume it’s through trade routes). I’ll look into it, but if anyone has knowledge of this part, any help would be greatly appreciated.
Routes establish a trade network, not necessarily putting cities in trade route status since they pick the best cities to trade with based on their max cities to trade with automatically every round. (this is something we need to do a lot of work on for multimaps). But the connection is a web of possible trade routes for each city. I don't think I LIKE the system as it is too much and I felt like I was finding enough reason to start wanting to do some real adjusting there at some point. Resource access follow these route webs. Routes in this case are unblocked by hostile units actual 'route' improvements. For naval boundaries there are lots of rules written in that are tech dependent, dependent on certain buildings like harbors and so on as well. Coasts and rivers can fill in as pre-actual routes as well. Space trade has never been really programmed properly for route defining so far as I know but it would be I'm sure similar to the same functions as you'd be using for coast, sea, ocean divisions and so on. And then there are actual routes that apply in space tiles. Again, for Multi-maps it will be an even more complicated structure.
 
11652 SVN limits to 900,000 science points generated per round.
No possibility of further increase.
I also tested with a new game.
This makes late era development pointless.
 
11652 SVN limits to 900,000 science points generated per round.
No possibility of further increase.
I also tested with a new game.
This makes late era development pointless.

I try to fix the overflow when science points are too high. Here a corrected DLL, with an upper limit of : 1999999999
 

Attachments

Megpróbálom kijavítani a túlcsordulást, amikor a tudományos pontok túl magasak. Itt egy korrigált DLL, amelynek felső határa: 1999999999
Köszönöm.
Eddig úgy tűnik, ez segített.
Thanks.
So far, this seems to have helped.
 
The city type requirements are wrong.
Village Hall is fine.
Town Hall population requirement is 10.
City Council population requirement is 20.
Metropolitan Administration requirement is 15.
Capital Administration requirement is 20.
I also think that there should not be an automatic system for the other cities after the first City Council is built, as they complain about the lack of staff, and rightly so.
 
The city type requirements are wrong.
Village Hall is fine.
Town Hall population requirement is 10.
City Council population requirement is 20.
Metropolitan Administration requirement is 15.
Capital Administration requirement is 20.
I also think that there should not be an automatic system for the other cities after the first City Council is built, as they complain about the lack of staff, and rightly so.
Ok, thanks for the report. I changed the wrong values. Will fix it.
 
The city type requirements are wrong.
Village Hall is fine.
Town Hall population requirement is 10.
City Council population requirement is 20.
Metropolitan Administration requirement is 15.
Capital Administration requirement is 20.
I also think that there should not be an automatic system for the other cities after the first City Council is built, as they complain about the lack of staff, and rightly so.
Town hall was supposed to be 5 long time ago then each step up was an additional 5. But that was changed after HydromancerX left. And was changed when Pepper2000modmod added iirc.
 
In the Transhuman era, the game started up like a nail again.
At first I thought it froze, but after 10-15 minutes it continued to run.
There was always a delay at the beginning of the rounds when switching between units, which gradually increased as the game progressed, but this time it happened from one round to the next.
For now, I'm testing whether this current state is permanent or a temporary glitch.
 
So I nuked a one tile island with a BBM, causing it and the surrounding tiles to be infected with Infectious Fog. Many turns later I conquered the city, and I was able to remove the fog in the city tile with a regular worker. But my constructor ships don't have the option to remove the smog from the water tiles. Am I missing something?
 
In the Transhuman era, the game started up like a nail again.
At first I thought it froze, but after 10-15 minutes it continued to run.
There was always a delay at the beginning of the rounds when switching between units, which gradually increased as the game progressed, but this time it happened from one round to the next.
For now, I'm testing whether this current state is permanent or a temporary glitch.
Unfortunately the error is permanent.
I'll try another map.
 
In the Transhuman era, the game started up like a nail again.
At first I thought it froze, but after 10-15 minutes it continued to run.
There was always a delay at the beginning of the rounds when switching between units, which gradually increased as the game progressed, but this time it happened from one round to the next.
For now, I'm testing whether this current state is permanent or a temporary glitch.
I can confirm this is happening to me too, and not just in late game. It seems not to be connected to the usual late-game slowdown. This time it happened as early as Ancient Era: the game was running normally and then suddenly halted between turns. The OS does not perceive the process as unresponsive and there's some <1% CPU activity, but it is unresponsive de facto from the user perspective.
This happened on at least two maps and with two recent SVN versions (also tried the DLL recently provided by Calvitix).
 
I can confirm this is happening to me too, and not just in late game. It seems not to be connected to the usual late-game slowdown. This time it happened as early as Ancient Era: the game was running normally and then suddenly halted between turns. The OS does not perceive the process as unresponsive and there's some <1% CPU activity, but it is unresponsive de facto from the user perspective.
This happened on at least two maps and with two recent SVN versions (also tried the DLL recently provided by Calvitix).
Check the amount of enemy workers. I remember a similar stupid lag being caused by having too many automated workers, EACH ONE thinking "too hard" what to do per turn.
That was about MY workers, but the same problem obviously applies to enemy workers as well - I mean, they ARE "automated".
Stupid PATHING, lol.
 
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