Specific Bug Reports

Version: 1/25/07 build for Civ4 Vanilla 1.61

Infinite loop after conquering enemy city:

Assert Failed

File: .\CvCityAI.cpp
Line: 5327
Expression: false
Message: infinite loop

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In order to reproduce the problem, end the turn.

Enclosed is the save game file.
 

Attachments

Bug with version 25/1

Civ4ScreenShot0001.JPG


The governer wishes the city to remain stagnant while it could grow (using the sea tiles, it has a lighthouse). I have not pressed the emphasise buttons or anything, this is the default governer.

If it's of any interest, I've received the assert to do with the governer cycling between different plots and putting itself in an infinite loop and pressed always ignore.

I don't normally pay much attention to the city governer, but this does seem to be a bug to me. I'd take a citizen off the plains mine and put him in the water, and keep on until all the water tiles were worked.

I am attaching a saved game.
 

Attachments

The governer wishes the city to remain stagnant while it could grow (using the sea tiles, it has a lighthouse). I have not pressed the emphasise buttons or anything, this is the default governer.

The screenshot is a bit small, but it looks as if the city is at the health and happy cap, so growing wouldn't do it any good.
 
The screenshot is a bit small, but it looks as if the city is at the health and happy cap, so growing wouldn't do it any good.

Yes, first thing i looked on too and thought:"this city growing would be a bad idea" :) no bug, it is as the governer should govern the city, maxed out till you hit boundaries where it would become unhealthy or unhappy...thank god blake or Iustus made this cap! :)

anyway, im playing now AUTO AI, but standard Civ4 without betterAI doesnt give me this errors, since auto AI is a official option from firaxis, i do consider the messages i got by playing auto AI bugs from the betterAI mod, and not just because im playing AUTO AI..

hwoever, the bug with the units and classes thing is 100% a wrong XML issue, i fixed that...so disregard that bug report..the rest are still to be considered bugs, i do state once again, either better AI itself, or a ViSa mod bug...but since Iustus helped me a great deal on solving my previous bugs, including the CTD i had, i hope he will continue looking at the code helping me out to merge the betterAI bugfree into our SDK :)


thank you Iustus and Blake!!!
 
Assert Failed

File: CvCity.cpp
Line: 7831
Expression: getSpecialistCommerce(eIndex) >= 0
Message:

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Assert Failed

File: CvCity.cpp
Line: 7643
Expression: m_aiCommerceRate[eIndex] >= 0
Message:

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got these at late ages, finally passed the CTD point! :) the linenumbers are not correct because of ViSa merges...but you can search the Fassert messages

Does ViSa have a specialist that gives negative gold, research, or culture? Some assumptions are being made which it looks like are inaccurate.

Assert Failed

File: CvPlayer.cpp
Line: 11997
Expression: isHuman() || isBarbarian() || ((getGold() + iGoldChange) >= 0)
Message:

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could it be, once i got 1 error, the errors are cumulative?

This is the error you get when you completely run out of money. It is firing because, at least in theory, it should not happen to computer AIs. This is one you can probably ignore, as the right thing should happen in this case, if you are sure that the AI really should have ran out of money, even at 0% research rate.

-Iustus
 
The screenshot is a bit small, but it looks as if the city is at the health and happy cap, so growing wouldn't do it any good.

This is exactly the case.
Also building a wonder means the governor puts less weight on commerce - it recognizes that growing and working a "-1,0,2" tile (3f eaten by the unhealthy pop) is NOT going to complete that wonder faster... you probably don't ever really want to make a 1f for 2c trade off either, it doesn't hurt to grow in general cases because you can just whip the unhealthy pop but whips don't work well on wonders.
 
Assert Failed

File: .\CvCityAI.cpp
Line: 5374
Expression: false
Message: infinite loop
 

Attachments

Well spotted guys, I knew there had to be a reason -.-. I was running slavery though, doesn't that usually grow the city to cap +1? (something which often annoys me by the way). Sorry to have wasted time.
 
Well spotted guys, I knew there had to be a reason -.-. I was running slavery though, doesn't that usually grow the city to cap +1? (something which often annoys me by the way). Sorry to have wasted time.

As Blake already said, whipping is not that efficient for wonder building. Wonders have a production penalty when pop rushing (or gold rushing) is used. If I recall correctly, wonders are 50% to 300% more expensive for rushing purposes.

Also, whipping is not that good in a large city with good production tiles that can be used to stop the growth of the city. But I don't know if the governor takes that into account.
 
Hi Iustus, as with the SPecialist were we had indeed a negative value at 1 spot, as with the Terrain info, where we indeed have an extra jungle, you are right again, we have! :) thanks for your info, so i can fix those values.
 
Hi Blake, Iustus, my teammate asked me about the starting plot of the settler.

Indeed, randomly, the settler starts not at a blue circled plot.

I saw you changed something somewhere on the routine to estimate the optimal plot to found a city, did you also consider to use the same change to the placement of settlers upon map generation?

We used custom game, continents, rest default when you select the custom game option to start a new game.

btw thanks for the great support you guys are giving!!
 
I noticed the Settlers not always starting on a blue circle either. I chalked it up to not having total vision over the starting 'fat cross' that would be provided by the starting spot. I have never actually tested that theory though (ie, by exploring a bit before building the capital and seeing if that would put a circle on the original starting spot).
 
well. I found the starting plot to be of the most important decision in all your game, sometimes i get a spot where i build barracs from start in 20turns, the next time i need 90turns to build them, a huge disadvantage of course...the routine to decide the starting plot, should:
1) see everything of the map, also what's beneath the FoW, to decide your best spot
2) all players should start around the same places, because really, the spot where you start is all it's about...i sometimes just restart 3 or 4 times just to get a nice spot :)

should be included in the betterAI to just get our settlers at the optimal spot, which should be coloured blue :) or maybe the first plot even get a complete different colour, like purple, to point out, in your nearest area, this is above all other plots the optimal plot to start your first city..that's something i like to see in the betterAI
 
Although I switched to Nationhood, I find that I am unable to use the "draft" function in any city, regardless of size or culture. Or am I missing/forgetting something?

1/25 build/small map/techtonics/8 civs

See attached.
 
Version: 1/25/07 build for Civ4 Vanilla 1.61

Infinite loop after conquering enemy city:



In order to reproduce the problem, end the turn.

Enclosed is the save game file.

Just got the exact same one. It was his capital, if that means anything else.
 
Code:
Assert Failed

File:  CvPlayer.cpp
Line:  10486
Expression:  getUnitClassCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxPlayerInstances()
Message:  getUnitClassCount is expected to be less than maximum bound of MaxPlayerInstances (invalid index)

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next one i got..btw your info did indeed solve the other Fassert messages..fixed them now by editing the XML properly ..
 
Better AI 07-01-25
Press Enter; Assert happens during French attack

Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 178
Expression: false
Message:

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Assert Failed

File: .\CvSelectionGroupAI.cpp
Line: 178
Expression: false
Message:

----------------------------------------------------------


I got this one it happens in 3 turns latter when Russia declare war on the Incans

when i press ignore all the game crashes

Both fixed. (Actually two different bugs, although they triggered the same assert.) (One was caused by transport stacks trying to bombard the wrong city, the other was caused by lakes that are next to the ocean but unreachable).

Keep the bug reports coming.

-Iustus
 
07-01-25 Build
Press Enter to see behavior

Assert Failed

File: .\CvPlayer.cpp
Line: 7367
Expression: getNumOutsideUnits() >= 0
Message:

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I've attached the two turns prior. Don't know what one has to do to provoke the bug. I guess it has something to do with Hannibal, so the human's actions probably don't matter.

Actually, you posted saves for the wrong bug. Sorry I did not get back to you until now, I didnt catch that until my last past through, when I decided to revisit this one.

I need a save one turn before your 710 game, not the ones in the 1800s, that bug is already fixed.

Thanks again

-Iustus
 
Hotseat Game.
07-01-25 Build

Assert Failed

File: .\CvCity.cpp
Line: 6123
Expression: getBuildingBombardDefense() >= 0
Message:

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Error is generated when I take the barbarian city of Olmec using my one Grenadier directly to the north.

On a side note, I never saw the error message when I was running fullscreen mode. It would just freeze the game.

And completely unrelated to bugs, it looks like Brennus is planning to backstab me, despite our +22 friendly relations. Thats what I get for feeding him all my Military techs.
 

Attachments

07-01-25 Build
Assert Failed

File: .\CvGlobals.cpp
Line: 1897
Expression: eTechNum > -1
Message:

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I have just Scientific Method left to research. Do you need the save, or is that enough?

Whoa!

Right after I typed this in, the game crashed. Before that I just had to tab over to the assert, then tab back. :(

So all you should have to do is end turn. :(
 

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