Specific Bug Reports

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).

There are two slightly different versions of what is the best plot to found a city.

One is used at game start, to find the best starting plot for each civ. This one takes into account things like how far you are from the other civs, dont start on a goody hut, etc. This is what is used to determine where to put your starting settler. This one knows everything about every plot on the map.

The second thing is what is used during the game, to decide both where to put the blue circles. This one only knows what you have explored.

Now, until BetterAI, the blue circles were always out of date with what you had recently explored. You would have to wait a turn to see the new info. Now, we show you live the actual best value, with what you explore.

These different ways of valuing things mean that the plot you start on might not be the one that shows a blue circle. It is still probably best to found on your starting plot, as it knew things that the blue circle code doesnt know (like perhaps where some iron is, etc).

-Iustus
 
cool Iustus, yeah i saw you changed the code to draw the blue circles instantly! :) still, you might wanna consider putting a red coloured circle on the starting plot to point out to the players that this is the best starting plot because it considers also hidden area and hidden resources,including a little help info when players move over the settler located on the red circle.

if you can't do this in SDK, i think for ViSa im considering a popup to explain players this fact that betterAI just does the math instantly, therefore the blue circle is located different then your starting plot of the settler..but a nice red circle would be a better way to explain users. :)

Great job on the instantly showing updated blue circles!!!
 
Version: 1/25/07 build, Asserts

Assert Failed

File: .\CvPlayer.cpp
Line: 11064
Expression: isHuman() || isBarbarian() || ((getGold() + iGoldChange) >= 0)
Message:

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

Questions:

- Should I report errors with similar expressions that have already been reported?
- Should I include a savegame if it's already reported?

Civ 4 Vanilla
To duplicate: Move all units into recently captured barbarian city
End turn

(no gameplay issue noticeable by player)

A thought: Perhaps to have the assert failed message include info like patch & mod version?
 
I reported that already, I think Iustus response to it is that it isn't really a bug, just a notification that the player just had less then 0gold and research on 0 already...meaning, he must disband units..

i can imagine a scenario where this happens when the AI is in a war, has alot of units, then looses 3 or 4cities with their income, but still having this mega huge army costing him just too much..

anyway..it is right the AI does not delete the units at that point, because the units are his only chance of survival in that scenario...

but yeah, i think Iustus or Blake should have a look at it, since this happend now 3times already in my games....im running autoAI mode almost constantly, so im running like 4 complete games/day :) autoAI does everything on the background so :) pretty nice way to test for bugs.
 
Seems there is a problem with the Hall of Fame function of CIV IV Warlords together with Better AI.

I started a game with the 01/08 release, then switched for some turns to the 01/25 one (imagine why?) and then back to 01/08 (too many assert messages). Consequence - my victory at the end of the game does not show up in the Hall of Fame and the Replay file is zero byte size.

Not too tragic obviously but still annoying. Next time I'll stick to the same Better AI version all the game and hope this doesn't happen anymore.
 
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.

Oops. Sorry about that. No longer have the autosaves.
 
25-1 version. I'm not at war - but France and Korea are.

Assert Failed

File: .\CvTeamAI.cpp
Line: 1843
Expression: GET_TEAM(eWarTeam).isAlive()
Message: GET_TEAM(eWarTeam).isAlive is expected to be true

Thanks. This one turns out to be a firaxis bug with vassals.

It will be fixed in the next build.

-Iustus
 
Next time I'll stick to the same Better AI version all the game
I'm not sure if i'm following you, but playing 2 different DLL's in one and the same savegame is not a bug report! you're in the wrong section.

too many asserts messages
Duhhh, if you load a savegame with a different DLL...
 
Code:
Assert Failed

File:  .\CvPlayer.cpp
Line:  11483
Expression:  isHuman() || isBarbarian() || ((getGold() + iGoldChange) >= 0)
Message:  

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

This is the second time I got this. I didn;t have frequent enough auto-saves last time, so I'm just posting this one.

It always appears between turns (while the AI is presumably moving). It's non-recreatable unfortunately.

Here is a save before the assert failure.

I made my moves the first time and hit enter and it froze between turns. (I had to minimize the window to see the assert.)

The second time (trying to recreate it) I just loaded the save and hit enter. It didn't get the assert.

The third time, I loaded the save, duplicated my original moves, and hit enter. Again I didn't get the assert.

The moves I made were:
-Promote all cannons outside istanbul to CR2
-Launch all the non-critically-injured cannons into Istanbul
-Then attack with all the Infantry on the same tile.
-Using the bombers in Alexandria, attack Edrine, then the unused ones into the Mehmed's other city (can't remember name.)
-Set all infantry in Alexandria to heal (for one turn).
-Then move all the other bombers into Alexandria
-Then hit enter.

It should be noted that both repeat attempts, on the new turn, Frederick offered me 830 gold for Democracy. That didn't happen the original time I got the assert. I don't know if that's significant or not.

I responded here on the questionable actions thread

-Iustus
 
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.

This is a fun one, but not a bug (at least not in BetterAI).

What we have here is you have managed to get yourself into a tech pickle, you cannot build any units that are valid for drafting:

techpickle.jpg


Because you researched rocketry so early, SAM Infantry prevents you from building riflemen, which was the only unit you could build that was draftable. Once you research Assembly Line, and you can build infantry, you should be able to draft.

This is a new one for me, I have never seen a late game case of no draftable units. Perhaps Firaxis should prevent SAM Infantry from obsoleting Riflemen (it would be an XML change).

-Iustus
 
This is a fun one, but not a bug (at least not in BetterAI).

What we have here is you have managed to get yourself into a tech pickle, you cannot build any units that are valid for drafting:
Because you researched rocketry so early, SAM Infantry prevents you from building riflemen, which was the only unit you could build that was draftable. Once you research Assembly Line, and you can build infantry, you should be able to draft.

This is a new one for me, I have never seen a late game case of no draftable units. Perhaps Firaxis should prevent SAM Infantry from obsoleting Riflemen (it would be an XML change).

-Iustus


Thanks for the explanation, Iustus. I was afraid I was going mad there for a moment. I will post this over in the general bug reports....
 
Hotseat Game.
07-01-25 Build


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.

Hmm, interesting. The barbarian city has both walls and a castle, but internally, it only has a max defense of 25, not the 50 it should be. I know barbarians get some free stuff, did he always have the castle walls? Was this city recently founded? Do you happen to recall what the city defense was before you started bombarding the walls? was it 25 or 50?

If anyone else notices castle walls not seeming to add to defense, please point it out (dont think this is a betterai bug, but it could be a firaxis bug).

-Iustus
 
Seems there is a problem with the Hall of Fame function of CIV IV Warlords together with Better AI.

I started a game with the 01/08 release, then switched for some turns to the 01/25 one (imagine why?) and then back to 01/08 (too many assert messages). Consequence - my victory at the end of the game does not show up in the Hall of Fame and the Replay file is zero byte size.

Not too tragic obviously but still annoying. Next time I'll stick to the same Better AI version all the game and hope this doesn't happen anymore.

I'm not sure if i'm following you, but playing 2 different DLL's in one and the same savegame is not a bug report! you're in the wrong section.

Duhhh, if you load a savegame with a different DLL...

Switching versions should be ok. But you could just switch to the 1/25 non-assert version, rather than going back to the more buggy 1/8 version. Unless of course you crashing after the asserts.

One of the goals of BetterAI is that we do not muck with the savefile format, so we should be compatable switching between versions of BetterAI, or taking BetterAI in and out.

Has anyone else seen a problem with the Hall of Fame or Replay files?

-Iustus
 
Well, I have addressed in some form every report to this point. We should get a new build out today with these fixes.

-Iustus
 
I don't know Iustus whether you know this assert yet:

Assert Failed

File: .\CvPlayer.cpp
Line: 10012
Expression: getUnitClassCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxPlayerInstances()
Message: getUnitClassCount is expected to be less than maximum bound of MaxPlayerInstances (invalid index)


Placing a spy unit through worldbuilder into fogged ai cities and then looking at the spy always give this assert

You can check this in this save but i think it's common.
 
Placing a spy unit through worldbuilder into fogged ai cities and then looking at the spy always give this assert

You can check this in this save but i think it's common.

i got it on all my test runs, actually, i was tracking down the whole ViSa XML's for this one, but now you also report it, i guess it's not a failure in our XML...so, i second this bug report! :)

---- ADD ------
oh btw, while im playing autoAI, i cannot access the worldbuilder, so there must be something else then just placing a unit by the worldbuilder into fogged cities triggering this.


----ADD2-----
switching between version corrupts always my savegames Iustus...don't ask me why, but i have a hard time on switching between different versions :( maybe it is because i always change alot in the ini settings and XML settings..but normally, even if the game runs after loading a savegame with changes settings, normally it bugs me at some point :(

---aDD3---
hall of fame looks ok on my end..at least at first sight..
 
Iustus

As you can see in my savegame attachment few posts above England and Persia had a really close start.

Here are some images:
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    355 KB · Views: 214
  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    148 KB · Views: 253
  • Civ4ScreenShot0003.JPG
    Civ4ScreenShot0003.JPG
    123.8 KB · Views: 189
  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    307.3 KB · Views: 208
Iustus

As you can see in my savegame attachment few posts above England and Persia had a really close start.

Here are some images:

Pshaw. That's not that close. Wasn't enough to hamper development of either city.
 
First assert I've noticed since using the Better AI.... (EDIT: Using 1/25 build)

Assert Failed

File: .\CvGlobals.cpp
Line: 2743
Expression: strcmp(szType, "NONE")==0
Message: info type EFFECT_WEAPON_IRONCLAD_CANNON_01, not found, Current XML file is: Misc/Civ4TutorialInfos.xml

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


Situation was:

Ramses (by far the strongest civ in the world) and his two vassals declared war on me (Ragnar) and my two vassals. His first action of the war was to attack one of my galleons with one of his ironclads; that's when the assert happened.

Uploaded the most recent save file. [EDIT: The war takes place in 1957, the turn after the save point.]
 
Back
Top Bottom