The farm crash bug

Did anyone test it? Maybe the notes just did not mention it?

It's the first thing I tested, and the same farm replace crash. As I said, this is a huge disappointment as it effectively places a large hunk of the game beyond a modder's grasp without making (I think) undesirable art replacements.

Given Firaxis' lack of attention to this, I will probably just pull all my resource mods. I hate to do this, as many people seem to like them (around 25,000 subscribers) but I feel horrible knowing my mods are causing random crashes.
 
We've been looking into this one for quite some time. It's one of those bugs that doesn't want to stay fixed. I'm having trouble reproducing the crash with the latest patch though using my original test case.

My original test case has been as follows:
Create an empty mod with "ReloadLandmarkSystem"
Play the game and build a farm improvement
Replace the farm improvement
Boom.

Can you detail exactly how you got it to crash? If you're using a bunch of mods, try and reduce it down to as few as possible since that will help me pinpoint the issue. Also, let me know if you're running in DX9 or DX11 mode (and if possible, try both)
 
Tested three times with DX9, same test case:-

1st - Placed farm with tuner, removed farm again with tuner, CTD about 5 seconds after removal.
2nd - Placed farm with tuner, removed farm again with tuner, CTD after end turn(Its on auto end turn I moved my warrior 1 square to get it to end turn, took about 2-3 secs to do).
That's better than it was, it used to CTD right after you clicked to remove the farm with tuner.
3rd - Built farm with a worker, placed horses on it with the tuner, told worker to create a pasture, instant CTD.

Tested twice with DX11:-

1st - Placed farm with tuner, removed farm with tuner, game freezes(no "This program has stopped working" message, had to end process.
2nd - Built farm with worker, placed cows on farm with tuner, told worker to create pasture, again the game just freezes and I had to end process.

Edit: Running Windows 7 Ultimate 64bit, fully updated.
 
Tested three times with DX9, same test case:-

1st - Placed farm with tuner, removed farm again with tuner, CTD about 5 seconds after removal.
2nd - Placed farm with tuner, removed farm again with tuner, CTD after end turn(Its on auto end turn I moved my warrior 1 square to get it to end turn, took about 2-3 secs to do).
That's better than it was, it used to CTD right after you clicked to remove the farm with tuner.
3rd - Built farm with a worker, placed horses on it with the tuner, told worker to create a pasture, instant CTD.

Tested twice with DX11:-

1st - Placed farm with tuner, removed farm with tuner, game freezes(no "This program has stopped working" message, had to end process.
2nd - Built farm with worker, placed cows on farm with tuner, told worker to create pasture, again the game just freezes and I had to end process.

Edit: Running Windows 7 Ultimate 64bit, fully updated.

Is it only with tuner?

What happens if you build a farm on horses then replace with a pasture through the game? I'd try it myself but don't have the game with me.
 
Can you detail exactly how you got it to crash?

I tested under dx11 only. I made 15 tests total: 5 each with each of my three resource mods and IGE (I prefer this to the Tuner). 3 of the 5 tests were in pre-industrial, 2 post-industrial. 10 tests were running GnK, 5 tests running Vanilla only (all other DLC unloaded).

I built a farm with a worker then replaced it with a trading post or a GP improvement. This was an instant CTD. I also tested replacing a farm with a pasture (horses placed with IGE), this was not an instant crash but rather on the next turn button or next unit action or next city action (ranged attack, buy tile, etc).

I also tried replacing a trading post with a farm (no issues).
 
Great news! Dennis stated on the Polycast that they've now sorted out the farm crash bug and will make the solution part of their "fall patch".
 
Great news! Dennis stated on the Polycast that they've now sorted out the farm crash bug and will make the solution part of their "fall patch".

...did they mention anything about graphics support or fixing bugs like features and terrain not updating until save/load?

edit: also good to see this bug fixed, although it's never affected me it could soon
 
Great news! Dennis stated on the Polycast that they've now sorted out the farm crash bug and will make the solution part of their "fall patch".

Great!... Though quite funnily I just started working on a model replacement for the farm, so I feel a bit bummered now :lol:

But great anyway, a official solution is better than an amateurish one!
 
...did they mention anything about graphics support or fixing bugs like features and terrain not updating until save/load?

edit: also good to see this bug fixed, although it's never affected me it could soon

I didn't hear anything else, but when you hear the Polycast live, you keep on going into adverts whilst they're still talking, so I may have missed something. I seem to recall that Dennis mentioned it in passing when he was talking about the patch. The Polycast will be edited and available this time next week.

@Leugi - agreed, though your stuff is far from amateurish!
 
will make the solution part of their "fall patch".

Let's hope that's better than the first patch for G&K otherwise it'll have to be called the "fail patch" :lol:
 
Fail Patch 2.0 surely? :p

If they've fixed it, why wait until autumn?

To bundle it up with a bunch of other fixes instead of prematurely sending an incomplete patch to the masses.

I wouldn't be surprised if the fall patch is the last update for Civ V until support ends for the game. If they're waiting...til what, October?...to release the patch then I would imagine it will be very big, include a bunch of compiled fixes, modding fixes, and then end support.
 
... when you hear the Polycast live, you keep on going into adverts whilst they're still talking, so I may have missed something.
I would like to use this opportunity to provide an aside on this point for those that may not be aware: unfortunately, ads on uStream run based on an individual's stream time as opposed to a stream itself. :yuck: If the latter was the case, and I as the broadcaster knew with a reasonable heads-up (at least a minute, preferably two) and was provided with a runtime, we could "go" to a commercial break and resume our conversation upon its end. (Even better would be being able to dynamically schedule X number of commercial breaks per Y period of time as the broadcaster, but I digress.)

The Polycast will be edited and available this time next week.
:yup: -- to be this Saturday.
 
Anyway, since the fix is coming in Fall, and there's still some time before that, I decided to actually make an attempt at custom Farms.

This is my result:

farmmod_k62.jpg


I managed to make these farms, and they look quite nice. They are not as nice as Firaxis' farms though, so we can still wait eagerly for an official fix. There's also some issues with it, like crossing over rivers and so... but still works for a workaround.

Download Farm Model Fix for Farm Crash Bug.
 
Anyway, since the fix is coming in Fall, and there's still some time before that, I decided to actually make an attempt at custom Farms.

This is my result:

I managed to make these farms, and they look quite nice. They are not as nice as Firaxis' farms though, so we can still wait eagerly for an official fix. There's also some issues with it, like crossing over rivers and so... but still works for a workaround.

Download Farm Model Fix for Farm Crash Bug.

Very nice, thanks very much!
 
I managed to make these farms, and they look quite nice. They are not as nice as Firaxis' farms though, so we can still wait eagerly for an official fix. There's also some issues with it, like crossing over rivers and so... but still works for a workaround.

Looks like you figured out the elevation. I like it. It looks nice and crossing the rivers looks cool. :goodjob:
 
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