Specific Bug Reports

Build 1/30

Assert Failed

File: .\CvGameCoreUtils.cpp
Line: 784
Expression: iTemp < MAX_INT
Message:

Unable to post save due to size exceeds 500kb. Able to email on request.

Action: Attacking a barbarian adjacent to a city.
 
Looks like my - "only one tech to research"-related assert didn't come back in the 29th build. :D
 
"infinite loop(!!!!!)" in CvCityAI.cpp, line 5409 is back, you do not have to report that one, we will get it solved in the next build. It is harmless.

-Iustus
 
Build 1/30

Assert Failed

File: .\CvGameCoreUtils.cpp
Line: 784
Expression: iTemp < MAX_INT
Message:

Unable to post save due to size exceeds 500kb. Able to email on request.

Action: Attacking a barbarian adjacent to a city.

I would like to see this save please.

-Iustus
 
Unable to post save due to size exceeds 500kb.

Use the Upload tab between Chat and FAQ.
 
Assert Failed

File: .\CvPlayer.cpp
Line: 2668
Expression: getNumSelectionGroups() <= getNumUnits()
Message: The number of Units is expected not to exceed the number of Selection Groups

----------------------------------------------------------
using 1/16 build

Load up the newest game and hit enter. These saved games are 2 player multiplayer game.
 

Attachments

Nevermind. I see that Iustus said I did not need to report 5409. That's what this was...
 
Build 1/30

Assert Failed

File: .\CvGameCoreUtils.cpp
Line: 784
Expression: iTemp < MAX_INT
Message:

Unable to post save due to size exceeds 500kb. Able to email on request.

Action: Attacking a barbarian adjacent to a city.


Hmm. Interesting bug. Now I know why I could not see how it could occur, you were running with vanilla, and I was looking at the warlords code. As it turns out, this was a bug in vanilla that was fixed in warlords. I will propogate the fix back to our vanilla version for the next build.

-Iustus
 
This may be a bug, but I'm not sure.

I would swear that you used to be able to automate two workboats. The first would go for one of your un-netted resources. The second would go for a different un-netted resource.

With the 1/30 build, I'm seeing both boats go for the same resource. They don't figure it out until they actually get there.

Am I losing my mind, or is this correct? (don't answer the first part). If this is correct, then we lost something in the boat automation. (And, potentially, in the worker automation too, though they at least are cumulative so that shouldn't matter as much.)

Wodan
 
This may be a bug, but I'm not sure.

I would swear that you used to be able to automate two workboats. The first would go for one of your un-netted resources. The second would go for a different un-netted resource.

With the 1/30 build, I'm seeing both boats go for the same resource. They don't figure it out until they actually get there.

Am I losing my mind, or is this correct? (don't answer the first part). If this is correct, then we lost something in the boat automation. (And, potentially, in the worker automation too, though they at least are cumulative so that shouldn't matter as much.)

Wodan
Oops! I know what caused this.

Originally of course it would only ever use 1 worker to improve a resource - by extension this meant it would only send 1 workboat to improve a resource. When I allowed the workers to team up to improve strategic resources that must have also allowed workboats to do the same. It wont be hard to fix.
 
I can't remove an item from a city build queue when there's only one remaining. I could have sworn I used to be able to do this so it must be a bug. I'm using the Warlords Asserts 1/30 build.

Also, in a recent game I saw the build governor in a coastal city build a workboat when there were no sea resources to improve (that weren't already improved). Moreover, the city was neighboured on both sides by a rival civ with closed borders so the boat couldn't even go anywhere outisde the city radius. There was a clam inside the radius but it was already worked. I assume this is a bug - not questionable AI behaviour.
I can't remember exactly but pretty sure this was Vanilla Civ with the 1/30 build.



GameSave AD-1385



EDIT: Attached screenshot, and savegame from one or two turns earlier.
 
not sure if this is questionable behavior or a bug but anyway: work boats are afraid of land based enemies. The screenshot is obviously worldbuilded but I have noticed this in a couple of games with the 1/30 build: an automated work boat won't pass a land based enemy to improve a ressource:

 
Iustus:
Saw your post here about the EFA Related bug. http://forums.civfanatics.com/showpost.php?p=5046142&postcount=116

This is on Vanilla Civ IV patched to 1.61
I am using the latest version of BetterAI, the 01/30/2007 build.
I am using ruff_hi's Cobbled ModPack which contains the EFA among other things. The thread for that mod is here:
http://forums.civfanatics.com/showthread.php?t=168783

After installing ruff's mod I got the crash and assert mentioned in the post above when using the EFA. I believe I had clicked on info and that invoked the crash and assert.
Anyways, I found the above post and I added the code you mentioned (to check for No Relgion) to my CvExoticForiegnAdvisor.py file.
After doing so when the game fires off, I have absolutely no interface. None at all.
If I go back into the .py file and comment out that line I get my interface back, BUT I get assert errors that are different than the codes that led you to this bug in the first place.
I have attached a screen shot of the assert and the game without interface.

Please note that I get this assert 2 times. The only difference between them is the line number. The second one calls out Line 3909.
Also these assert error screens will keep popping forever until I click Ignore Always.
After that the game seems to load fine, but I haven't spent any time playing with it after it loads.
I did however do this. After closing the assert error screens by clicking Ignore Always, I went into the game and brought up the options for ruff's mod. I then disabled the EFA, and closed the game.
When I restarted the game I still got the 2 assert errors. :dunno:

I am going to post in ruff_hi's thread and point him to this post, because I have no idea whose code is the culprit. :p
Seems like these 2 children do not like playing with each other. :lol:
 

Attachments

  • assert.JPG
    assert.JPG
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  • no-interface.jpg
    no-interface.jpg
    61.9 KB · Views: 171
I did some more troubleshooting and it looks like the problem is with ruff's cobbled modpack.
I totally removed it by deleting the CustomAssets folder and putting the BetterAI dll file in the original CustomAssets (after renaming it back).
No assert errors.
 
Build 1/30

Assert Failed

File: .\CvCityAI.cpp
Line: 5409
Expression: false
Message: infinite loop(!!!!!)

The save is an auto save done done at 1415AD. When I hit enter to end turn during 1420AD, I got the assert. However, I reloaded 1415AD and tried to reproduce the assert and couldn't.

I've got more saves going back if you need them.

Edit: Okay, I just started to continue playing this game and reproduced this at turn 1435AD.
 

Attachments

"infinite loop(!!!!!)" in CvCityAI.cpp, line 5409 is back, you do not have to report that one, we will get it solved in the next build. It is harmless.

-Iustus

LOL, define "harmless"? sinceI cannot seem to play the game due to this bug I would not define it as harmless
 
LOL, define "harmless"? sinceI cannot seem to play the game due to this bug I would not define it as harmless

What do you mean you cannot play? Just because the assert is flagged up does not mean the bug is having a significant effect..
 
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