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

Bless you Both Hehe54 & calvitix!

I started a game last night on 11647 in Industrial ERA And yes u can start a game BUT the Research after a few turns gets really wonky. You start with a bit over 5000 Gold on 100% Research. But U also have Negative Gold /turn for awhile.
And watch out for Goodie Huts If you get one that spawns Outlaw Units U got serious trouble as your Adventurer Horse Unit & Rifle men are not real match.

Here are 2 early save game files.
 

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Latest SVN appears to have fixed my infiniloop bug so thank you very much to the modding/dev team!

Turn processing does seem much slower than it was prior to the update, but I'm also at the stage of the game where my turn processing speeds do regularly get slower...its just happened a bit sooner. which I'll take as long as the mod keeps working.

Although for comparison I'd typically get turns this slow when I had started to colonise beyond the outer planets. Timed it, took 1 minute 27 seconds from me clicking turn end till I was given back control again.

Just remembered, I still have the logging turned on. I know that can add overhead to turn processing?

Oh and random observation, several turns back I had an event that spawned a few barbarian units "just outside my border"....they spawned just outside of one of my moon colonies, so now I have 3 barb units just sitting there as they cannot move on moon territory waiting till I've got the tech to make combat units. Kinda funny tbh
 
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Sorry? DOUBLE can hold values all the way to over 10^300, Let's SEE you "overflow" THAT in a real game, loool.
If it's overflowed a normal int, then due to the fact that it's adjusting by x100 then dividing again by 100 (sometimes twice) to get more granular amounts can still make double not too impressive in a national value. It's likely other values overflowed before that sure, like a local rather than a national tally.
 
I uploaded the DLL directly in the SVN.

v11651 is up
If I recall about appveyor, this is what breaks it - any direct to svn commit. Can't recall why or how it gets fixed.
 
If I recall about appveyor, this is what breaks it - any direct to svn commit. Can't recall why or how it gets fixed.
I don't think it comes from my commit this time, as I only pushed the DLL after noticing twice that the DLL had a problem.

I just tried to compile in final_release (I think that’s the parameter AppVeyor uses), and I got the instant crash too. (Whereas the functional DLL was compiled in release mod). I have to check where it comes from.
 
Latest SVN appears to have fixed my infiniloop bug so thank you very much to the modding/dev team!

Turn processing does seem much slower than it was prior to the update, but I'm also at the stage of the game where my turn processing speeds do regularly get slower...its just happened a bit sooner. which I'll take as long as the mod keeps working.

Although for comparison I'd typically get turns this slow when I had started to colonise beyond the outer planets. Timed it, took 1 minute 27 seconds from me clicking turn end till I was given back control again.

Just remembered, I still have the logging turned on. I know that can add overhead to turn processing?

Yes, logging on is definitely slower, and I have added a lot of logs in order to understand the AI behavior in detail, and to see where it needs fixing.
On my computer (quite high-end), 10 autoturns from your save take 2:10 with logging on, and 1:50 with logging off.

Secondly, I added some additional AI processes at each turn, so the slowdown could also come from those modifications. I have some optimizations in mind, but I first want feedback on the new behavior before working on them.

Or it could come from the FinalRelease compilation — that brings optimizations, but it might be the one causing the CTD (SVN version) for now.
 
Updated from 11647 to 11651 and if anything turns became faster. I'm in Renaissance Era (large space map) and before the update turns included 5-10s freeze (when the cursor animation stops and the game window is not responsive). Now it's gone and turns complete smoothly. Not a bug, obviously, but a change, so I thought I'd report it.
 
Yes, logging on is definitely slower, and I have added a lot of logs in order to understand the AI behavior in detail, and to see where it needs fixing.
On my computer (quite high-end), 10 autoturns from your save take 2:10 with logging on, and 1:50 with logging off.

Secondly, I added some additional AI processes at each turn, so the slowdown could also come from those modifications. I have some optimizations in mind, but I first want feedback on the new behavior before working on them.

FinalRelease compilation — that brings optimizations, but it might be the one causing the CTD (SVN version) for now.
The new SVN has definitely improved the situation.
Before, in the nuclear age, the rounds slowed down by an order of magnitude in all cases, the game would seemingly freeze for long minutes during rounds. Now this has stopped.
The rounds are of course slow, but to a tolerable extent for now. (I've reached the information age in the new game.)
 
In the second half of the transhuman era, the game slows down terribly and the extraction platforms disappear.
 
Meanwhile, I noticed that some cultural bonuses are tied to resources assigned to a city.
Offshore is not good for it.
Such as Clockpunk, Dieselpunk, Atompunk, and something else I didn't notice.
It's funny when he gives Atompunk and Dieselpunk in the Transhuman era.
And Clockpunk in the Atomic Age.
 
If it's overflowed a normal int, then due to the fact that it's adjusting by x100 then dividing again by 100 (sometimes twice) to get more granular amounts can still make double not too impressive in a national value. It's likely other values overflowed before that sure, like a local rather than a national tally.
My point was to assign DOUBLEs to every city (and civ, obviously) for values that are easily reaching beyond billions.
That's still magnitudes less in Memory than all the garbage produced by the hundreds of AI-built units, so I don't see any problem in doing it.
It's way better than to have cities overflow and crash due to insufficient value types, no?
 
At the beginning of the game (Sedentary era) I get a lot of python error messages.
After confirming, the game continues to run.
I don't see these error messages in the log files.
 
In the second half of the transhuman era, the game slows down terribly and the extraction platforms disappear.

Hi, could you try that DLL ? It includes some code enhancements, and is build with final_release compilation.
 

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I tried searching but can not find a reference to this anywhere, playing the latest SVN version , the Eje song building is not giving the 'Wind horse 1' promotion to mounted units, have tried variety of mounted units, none get this promotion but they do get other mounted only promotions. - Speed and Way of the Centaur work.
 
I tried searching but can not find a reference to this anywhere, playing the latest SVN version , the Eje song building is not giving the 'Wind horse 1' promotion to mounted units, have tried variety of mounted units, none get this promotion but they do get other mounted only promotions. - Speed and Way of the Centaur work.
Your problem is real.
However.
Until the core mechanics of the game are improved to at least a playable level, similar problems are irrelevant in my opinion.
 
I tried searching but can not find a reference to this anywhere, playing the latest SVN version , the Eje song building is not giving the 'Wind horse 1' promotion to mounted units, have tried variety of mounted units, none get this promotion but they do get other mounted only promotions. - Speed and Way of the Centaur work.
Someone missed the connection in the previous new builds. ow that it is Reported Hopefully it will be fixed. I Usually go for Tengri as 1st religion, but I have been replaying some CIVIC testing for later eras. Instead of Playing for fun. I missed this Eje Song not showing up.
 
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