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

I seem to be getting into what appears to be an infinite loop regularly in my game, I'm in the Nanotech era. Not sure what might be causing it, but I'm presuming some kind of decision making process in the scripts. I've left the game running in the bugged state for 15 minutes with no progression and I can still access menus and such when it occurs.

Usually at this point turns are slow to progress (relative to game start), but around 20-30 seconds and I cannot interact with menus during turn processing. This is typically what I consider normal at this point in the mod.

The issue can be worked around by re-loading from the most recent auto-save, but might either occur on the same turn the previous bug occurred on, or a few turns later.

I've attached a save where the bug is occurring and I've found that loading the save in this state doesn't clear the bug.
 

Attachments

I seem to be getting into what appears to be an infinite loop regularly in my game, I'm in the Nanotech era. Not sure what might be causing it, but I'm presuming some kind of decision making process in the scripts. I've left the game running in the bugged state for 15 minutes with no progression and I can still access menus and such when it occurs.

Usually at this point turns are slow to progress (relative to game start), but around 20-30 seconds and I cannot interact with menus during turn processing. This is typically what I consider normal at this point in the mod.

The issue can be worked around by re-loading from the most recent auto-save, but might either occur on the same turn the previous bug occurred on, or a few turns later.

I've attached a save where the bug is occurring and I've found that loading the save in this state doesn't clear the bug.
Thanks for bringing it up and posting a save. 90% of the time it's a unit ai loop that gets stuck trying to determine choices for a unit or stack and improvements often cause these to surface. I'll let the discord guys know we have an infiniloop bug to look into. Big improvements lately - make sure to immediately get and update to the latest SVN as your first reaction to this sort of thing.
 
I am currently on Revision 11647 which appears to be the latest update from the SVN (I just tried updating) so the bug exists in the most up to date version.
 
Just down loaded ur save If I can find time i will run it. Once i see the "bug" I can then report it to Calvitix.

Edit: have u tried to use the Ctrl Shift T to see if it clears up? Press ctrl, shift, then T same as when a new update is loaded and the Game ask if you want to update it.
 
Just down loaded ur save If I can find time i will run it. Once i see the "bug" I can then report it to Calvitix.

Edit: have u tried to use the Ctrl Shift T to see if it clears up? Press ctrl, shift, then T same as when a new update is loaded and the Game ask if you want to update it.
The save should put you right in the middle of the bug. You can tell its happening as you have the running man onscreen, but the scenery animations are attempting to display in a staggered fashion and there is "Waiting on Player 1" lower middle of the screen.

Ctrl Shift T does cause a few promotion changes to my units, but otherwise has no effect on the bug. If I do it whilst the bug is occurring then the bug continues in the same fashion as described above. My last auto-save is 1 turn before the save I provided and doing Ctrl Shift T before moving to next turn doesn't change the occurrence of the bug.

On a side note there is some odd behaviour when I set my units to auto-patrol my territory. To the left of my city Arbreda there are 3 stacks of units that are all set to Automate Border Patrol....except they just keep moving around those 3 same spots. Not game breaking like the bug I'm reporting, just mentioning at as the behaviour seems odd....although it seems they do keep taking out units the AI civ is attempting to send into my territory.
 
From what I'm seeing you have a Gold overflow. In Other words you have reached the limit for how much gold the game can handle. And has went into negative numbers. Not a hard crash but a crash nonetheless.

The Game is toast.

Play a harder level much harder.

And maybe a more common Map type too.
 
Are you saying that's the cause of the bug? As I highly doubt it. I've played older versions of the mod, on an older less powerful laptop with a lower difficulty and got further into the mod.

I also suspect that if the amount of money was causing the crash then I'd get some sort of memory overflow error or CTD rather than evidence of a decision loop. The behaviour of the bug to me appears to be some process deciding what to do whereas a crash when s more likely to result in a freeze.

Furthermore going back to an older auto-save can result in the bug occurring at different times despite me making the same decisions. Which if I was hitting some limit caused by the money situation then I'd expect it to crash at the same point. I'd rather not be forced to play on a higher difficulty, I enjoy a relaxed game. Not sure what is meant by the map comment either, I'm playing on the provided Duel space map.

I can try editing my gold as ingvarr777 suggested though and see if that makes a difference. I'll confess the way gold is calculated at this point in all versions of the mod I've played does seem to get...weird.
 
From what I'm seeing you have a Gold overflow. In Other words you have reached the limit for how much gold the game can handle. And has went into negative numbers. Not a hard crash but a crash nonetheless.

The Game is toast.

Play a harder level much harder.

And maybe a more common Map type too.
Once this happens it can create issues in integers elsewhere that have nothing to do with it too so 'fixing' it in wb may be possible if you catch the problem before it comes up but if it's close it will keep coming back. That's something to program around - nice catch Joseph! Looks like we may have to redesign what was taken out with the Major Gold removal representing another 9 digits wider or so.
 
I've not really used the world builder before to edit stuff....I have 8bil gold and can only decrease in 1mil amounts which means it'll take ages to take myself down to lower more reasonable amounts. Is there another way to edit gold in-game? Although I note the AI has a far more reasonable amount of money in its bank....why do I have so much? Is it the difficulty I'm on, or is the AI more selective with buildings whereas I just build everything? Having a negative gold generation I presume means I'm making more gold per turn than the game is able to display properly?

Also I apologise for my doubt in my last post, I note from Thunderbrds comment that older versions of the mod may have coped with higher gold amounts "better" due to this Major Gold thing.....although I still feel that an overflow would cause different symptoms to what I'm getting. I vaguely recall getting the same bug a few years (versions) back when a unit was getting stuck with deciding what road type to make or something and that occurred at a point in the game before money got weird. I note the beginning of this thread suggests turning on enhanced logging which I haven't done.

To go back to Joseph's suggestion I will confess I tend to play on an easier setting as i kinda play the game like an incremental without much of a challenge...I like colonising and making my way through the tech tree....plus the late game gets slow enough as it is with myself and 1 AI, let alone the multiple AIs I'd have on a larger map...so playing on a higher difficulty to "force" the game to work would be a bit disappointing as a workaround to this bug. That being said what difficulty should I play on to avoid having too much money later in the game?
 
Reducing my gold from about 8.5bil to 7.6bil made no difference, however what Thunderbrd said if that is the cause then perhaps the damage had already been done on the save I loaded from.
 
I've not really used the world builder before to edit stuff....I have 8bil gold and can only decrease in 1mil amounts which means it'll take ages to take myself down to lower more reasonable amounts. Is there another way to edit gold in-game? Although I note the AI has a far more reasonable amount of money in its bank....why do I have so much? Is it the difficulty I'm on, or is the AI more selective with buildings whereas I just build everything? Having a negative gold generation I presume means I'm making more gold per turn than the game is able to display properly?

Also I apologise for my doubt in my last post, I note from Thunderbrds comment that older versions of the mod may have coped with higher gold amounts "better" due to this Major Gold thing.....although I still feel that an overflow would cause different symptoms to what I'm getting. I vaguely recall getting the same bug a few years (versions) back when a unit was getting stuck with deciding what road type to make or something and that occurred at a point in the game before money got weird. I note the beginning of this thread suggests turning on enhanced logging which I haven't done.

To go back to Joseph's suggestion I will confess I tend to play on an easier setting as i kinda play the game like an incremental without much of a challenge...I like colonising and making my way through the tech tree....plus the late game gets slow enough as it is with myself and 1 AI, let alone the multiple AIs I'd have on a larger map...so playing on a higher difficulty to "force" the game to work would be a bit disappointing as a workaround to this bug. That being said what difficulty should I play on to avoid having too much money later in the game?
Gold balance is a tough spot because if we make it hard for the player the AI really stumbles on it in horrible ways. And yeah, cause and effect analysis is almost completely out the window as soon as you get overflow issues. I don't know of any other way than WB unless you want to introduce a building into your xml and put it in some cities that just drains you terrifically of gold... or some such xml hack. Late game play is fortunate to get to and due to ancient problems we've been stymied on efforts to improve balance and other xml problems until much much deeper coding fixes. You may well just be at a point where you'd enjoy another playthrough. I know we get attached though.
 
Reducing my gold from about 8.5bil to 7.6bil made no difference, however what Thunderbrd said if that is the cause then perhaps the damage had already been done on the save I loaded from.
VERY possible. Probable in fact. May not even been gold that overflowed first but it starts going caddywumpus because of a very different overflow elsewhere. This is the nature of the horror of int overflows.
 
Gold balance is a tough spot because if we make it hard for the player the AI really stumbles on it in horrible ways. And yeah, cause and effect analysis is almost completely out the window as soon as you get overflow issues. I don't know of any other way than WB unless you want to introduce a building into your xml and put it in some cities that just drains you terrifically of gold... or some such xml hack. Late game play is fortunate to get to and due to ancient problems we've been stymied on efforts to improve balance and other xml problems until much much deeper coding fixes. You may well just be at a point where you'd enjoy another playthrough. I know we get attached though.
I wonder if I might "workaround" my issue by starting a new game in the Nanotech era as a custom scenario. Alternative may be to go to an older version I know I've been able to progress further in...shame though as using the latest version means I get to see all the new stuff your team add. Caveman2Cosmos has become my favourite way to play Civ that I find C5 and C6 empty and boring even with the best available content/overhaul mods....C7 I've only played a little bit of.

I'm looking at the logs....but I'll confess if I was getting a decision loop I'd have thought one of the files would be continuously growing, but none are....unless the logging isn't capturing that. I'm otherwise not really sure what I'm looking at.

resmgr looks to be failing to open a few files.

BBAI has a lot of [88947.719] Player 1 (Sumerian Kingdom) Has a Corporation Infleunce of 112 for Corporation M but with different letters after some of the lines

Checksum has loads of (null) : 633029219 and there's also some (null) with a different number, but not as many

PythonErr has the following:
ERR: Python function handleBugTextEditChange failed, module BUG_OptionsCB_IF
Traceback (most recent call last):

File "BUG_OptionsCB_IF", line 31, in handleBugTextEditChange

File "BugOptions", line 654, in setValue

File "BugOptions", line 738, in onChanged

File "BugOptions", line 766, in doDirties

File "BugOptions", line 778, in callDirtyFunctions

File "autologEventManager", line 42, in setFilePath

AttributeError: 'NoneType' object has no attribute 'setLogFilePath'
ERR: Python function handleBugTextEditChange failed, module BUG_OptionsCB_IF
 
After I closed my game another log file got created/updated LSystem which appears to have a lot of errors along the lines of:

building:Art/Structures/Buildings/Carnival/fest_mid_tentbig.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!

Or

Failed to place goal building ART_DEF_BUILDING_ISLAMIC_MOSQUE.

C2C logs has this:

[CALENDAR] Weighted Ticks = 14944114281614.578000, Total Weight = 205443.898672, Current Ticks = 72740608
[CALENDAR] TARGET_YEAR = 2057
Gilgamesh considering contacting to buy a war ally, iMinAtWarCounter: 2147483647, iDeclareWarTradeRand: 40
Gilgamesh considering contacting to buy a war ally, iMinAtWarCounter: 2147483647, adjusted iDeclareWarTradeRand: 40

Its repeated twice and looks like the AI is trying to contact a null "war ally" that strikes me as being a possible loop cause?

A dig through other logs that filled in after closing the game didn't seem to reveal anything that stood out or that I could understand enough
 
Are you saying that's the cause of the bug? As I highly doubt it. I've played older versions of the mod, on an older less powerful laptop with a lower difficulty and got further into the mod.

I also suspect that if the amount of money was causing the crash then I'd get some sort of memory overflow error or CTD rather than evidence of a decision loop. The behaviour of the bug to me appears to be some process deciding what to do whereas a crash when s more likely to result in a freeze.

Furthermore going back to an older auto-save can result in the bug occurring at different times despite me making the same decisions. Which if I was hitting some limit caused by the money situation then I'd expect it to crash at the same point. I'd rather not be forced to play on a higher difficulty, I enjoy a relaxed game. Not sure what is meant by the map comment either, I'm playing on the provided Duel space map.

I can try editing my gold as ingvarr777 suggested though and see if that makes a difference. I'll confess the way gold is calculated at this point in all versions of the mod I've played does seem to get...weird.
The last 5 eras have Never had a thorough testing. We incorporated Pepper2000's modmod a bit premature because we wanted those later eras in so badly. Just the cursory exam I gave the Civics for those era exposed huge leaps in % for gold and other things associated with Gold, like Culture Production Growth etc. Pepper used HydromancerX's increase/decrease by 5% steps. Not realizing that by the Original mod end Era the Gold was flooding the game as with Food, Production, Culture, etc.

I ended up in the Early Game with CIVICs starting with negative values for most of the starting Civics in each category. Then as u got to the 2 or 3rd Civic gold was balancing out with the Other critical values. But My efforts have never really made it past the Industrial Era. I did some surgical cutting on late era Civcs that had 25% to 75% increases to Values in them! The buildings and production etc really all needs this type of surgery as well. IMHO.
 
@Argroww I bought Civ 6 after it had been out a while I played it briefly. It was Horribly DULL and clipped of interest. A Narrow view of the CIV franchise for me. I never bothered with 5 nor 7.

If win 10 had not had Explorer 32 bit removed I would still be playing Civ II Gold or Test of Time as well as C2C. But Micro crap just had to cut us off from our favorite oldies with a boat load of hoops to jump thru to get them to play. I will NOT Upgrade to win 11!
 
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