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

Don't think so much, just save 😄 !
Like I said, it's not game-breaking, just mind-pissing.
I hardly lose much of my progress over max 5 turns (though sometimes I do, like micromanaging several cities for 5 minutes, and THEN it's waaay worse to see all of that just MAF).
 
Minor question -- it appears that Shift-clicking more than two cities deselects the previously selected cities, and keeps only the third one selected. Is that intended behaviour? Will there be a substitution for it?

Also -- a functional question -- would it be possible to make it so that Alt-clicking on a city selects all cities, but the construction window is opened for the city that has been clicked on (and not for the "earliest built city")? E.g., when I Alt-click, my capital's construction window is always opened, so I can then propagate construction elsewhere -- I was wondering whether I can propagate construction from other city by Alt-clicking like this.
Sorry for repeating that, but I just don't want this message to get drowned -- perhaps, it would be possible to take a look at this?
 
Like I said, it's not game-breaking, just mind-pissing.
I hardly lose much of my progress over max 5 turns (though sometimes I do, like micromanaging several cities for 5 minutes, and THEN it's waaay worse to see all of that just MAF).
What about autosave every turn? It shouldn't add more than 10 seconds of wait time and you can consider it an investment compared to the time lost when a MAF happens and you have to repeat up to 4 turns of game.
 
What about autosave every turn? It shouldn't add more than 10 seconds of wait time and you can consider it an investment compared to the time lost when a MAF happens and you have to repeat up to 4 turns of game.
Nah, I now manually save after "significant turns" (lots of micromanaging or some important stuff happens).
In fact, the biggest annoyance comes from restarting the game itself - the turn thing is less problematic, if I actually care to bother saving my progress.
Still annoys me to restart the program, and even more so because it's an almost empty map in the first place, which shouldn't cause MAFs like at all.
 
I just wanted to submit a crash with 2 of the following saves (compressed with logs and minidump files) resulting in crashes and the save at Turn 1385 (T1385) starting up 2 out of 3 times with graphics failing to load. Save at Turn 1380 (T1380) results in immediate crash and save at Turn 1488 (T1488) results in crash the following turn (on turn end).
 

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Unhappiness caused by war makes game totally unplayable on Nightmare.

I have a situation where China declares war on me and my entire empire is revolting - unhappines in almost all cities in some even -140 red faces because of war.
I dont mind people revolting when I am declaring a war but when somebody is attacking unhappiness should be like 1/10 of when I am an attacker.

Qick question here where i can tweak unhapinness caused by war
 
I noticed in the most recent SVN version 11554 that the problem with areas of control around forts is still not fixed as mentioned in a previous post. Just to refresh your memories, after building a fort I am unable to harvest the resources in the fort's area of control.
This has worked fine in the past (i.e. before the start of 2023) so hopefully someone can investigate what update might have broken this function.
Thanks.
 
The Automate Trade Network command appears to still have some issues. Aside from the lag it causes, there appears to be some very weird effort distribution with this command. Here is a sample save. Notice that two tiles east of the city of Kyiv there is a tile with a railroad. Yet there are several workers inside Kyiv that were automated to build trade network, and they are just chilling there. Meanwhile, on the mountain area further north-east from Kyiv there are workers that improve railroads to electric railroads. So... some workers appear to be working on unimproved route tiles, and others just chill in cities for some reason. Given that the routes are visually very hard to distinguish past-railroad (railroads, electric railroads and highways look very similar to each other, unless you really zoom in close).

I thought about looking at the python scripts, but it appears that the logic for this worker action is coded into the .dll`s, which I don't really want to touch. So... please consider taking a look at that :)
 

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Also, it appears that there is something wrong with the calculation of income here. Not sure what's happening, but here is the amount of money I have before ending the turn:
1688144219461.png

And after ending the turn, next turn I have the following:
1688144285477.png


So it appears I actually got a positive income, rather than a negative one. Not sure what's happening here, maybe some weird stuff with corporations (I'm really leaning into them). I've attached the save game
 

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Sorry, but one more report from me. It appears that there is an overflow issue (or I'm not understanding something).

To reproduce, try switching any of the sliders (science or culture) to 100%. Instead of an increase in gains, we get a significant drop. Same thing happens if we hit 0% (I mean, if we put all sliders on 0%) -- the income becomes negative, even though it should be positive. If we move the culture slider to 100%, the culture income becomes significantly less than if we had moved it to 65-60%. This looks to me like an overflow issue, but I can't confirm it.

Update: There definitely is an overflow issue, as the slider now shows negative numbers for culture income, like this:
1688913448712.png

I've attached an additional save file to illustrate this. To reproduce the issue, put the slider in the same position as on the screenshot.

Update#2: Unrelated to the above, but would it be possible to make a different model for vactrain? The present one looks exactly like the one for maglev, and, since Automate Trade Networks command works very slowly, manually upgrading routes becomes simply unbearable like this...

Update#3: I noticed a number of turns afterwards that the issue might also be correlated with the finance screen -- the Corporations Payments in the "Expenses" section became negative, and I'm guessing that affects the whole calculation
 

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Sorry for flooding this thread, but it appears that either some of the building connections are broken, or... I don't know what happened, but after building Housing (Colony Arcology), the city of Kyiv starts losing an insane amount of food. Not sure how that's happening, but it is how it is.

To reproduce, build Housing (Colony Arcology) in Kyiv and force the next turn.

Other things to note:
- Cislunar workers can't enter IMPASSABLE terrain, so they can't ever build Orbital Trajectory on Orbit tiles, which precludes trade with Cislunar / Space colonies (and beyond)
- Solar Ordnance doesn't enable Deep Space Settlers to enter the Sun (although it is stated in their description) -- and even then they can't settle colonies there
 

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Hello,

Got a new error, has anyone seen this?


Thanks!
 

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  • IMG_20230815_151125.jpg
    IMG_20230815_151125.jpg
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Hello,

Got a new error, has anyone seen this?


Thanks!
It's been reported before, hard to replicate reliably, if you find a way to provoke the error reliably then we would like to know.
The error is benign though, doesn't have negative consequences, just some UI code that mess up without causing problems.
 
It's been reported before, hard to replicate reliably, if you find a way to provoke the error reliably then we would like to know.
The error is benign though, doesn't have negative consequences, just some UI code that mess up without causing problems.
The fact you need to CLICK it away is a nuisance all of its own, though.
Haven't seen this particular one, but I do randomly get weird bugs like that, and I sometimes need to CLICK through them waaay too often.
 
It's been reported before, hard to replicate reliably, if you find a way to provoke the error reliably then we would like to know.
The error is benign though, doesn't have negative consequences, just some UI code that mess up without causing problems.
Unfortunately, I can't seem to replicate it. I'll try to remember what I was doing if/when it shows up again.
 
Prehistoric Building "Belladonna" has a +1 Air Pollution, I think it should be -1, just like "Curare" and both are depicted as plants.

belladonna.jpg
 
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