v 25, Bugs/Crashes reporting thread

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I think that the AI is still making bad military strength decisions. As you can see, this game is pre-tribalism, and I have 8 military units. The strength tracker says that the Poles have twice the strength I do, which seems a tad excessive for a pre-tribalism game. BBAI log is attached.
 
A few of things ...

1. A bunch of the negative traits have pink icons.

2. Huayna Capac should have Andeanism as its favored religion not the Naughaulism.

3. Dom Pedro II has a pink portrait.

4. The following have distorted 2D images ...

- Cochise
- David
- Hidalgo (really bad)
- Shaka

Also Yu is too just too blurry to see.
 
A few of things ...

1. A bunch of the negative traits have pink icons.

2. Huayna Capac should have Andeanism as its favored religion not the Naughaulism.

3. Dom Pedro II has a pink portrait.

4. The following have distorted 2D images ...

- Cochise
- David
- Hidalgo (really bad)
- Shaka

Also Yu is too just too blurry to see.

1. Yes i am aware of that, Sgtslick is re-working them:whew:, but it is taking alot of time to balance stuff out, actually really hard.

3. Did not know that.

4. Yes and am working on that also, DoomDoom is re-doing alot of LH/btns, but he was used to Civ V stuff, and had the wrong sizes made, he is only on about once every 2 weeks so its kind of hard to get things done right away.:blush:
 
SVN 3264 (ver 25) - the Tomol is available at Boat Building, a Prehistoric tech. However it requires the Tire Factory, which is available at Motorised Transport, an Indistrial tech.

I don't think too many Tomols are going to be built.
 
CDT:

I was invading Gilgamesh capital city, and when i clicked on my 1st Atl Atl in-line (and held on to it for about 15 seconds) before attacking) then attacked, it CTD?

attached: BBAI log/savedgame/mini-dump.
 
DCM options Archer bombard, stack attack and opportunity fire are not working.
----Caveman2Cosmos\UserSettings\RevDCM.ini:
DCM_ARCHER_BOMBARD = True
DCM_STACK_ATTACK = True
DCM_ATTACK_SUPPORT = True
Related line in Caveman2Cosmos\Assets\XML\Units\CIV4UnitInfos.xml is <iDCMBombAccuracy>

Archer bombard - does not work at all
Opportunity fire - does not work at all
Stack attack - bugged. Eg. in a 4 vs 4 combat, the winning attacking party does not occupy the defeates stack's tile. It remains on the tile where they were. (open up WB, add eg. 4 archers to a tile, add 4 barbarian stone thrower, attack, and youll see.
 
The stack attack is understandable. The way it works is that each unit still attacks separately, just rapidly after each other to make it go faster for you, the player. As the first 3 units use up their movement to make their attacks the stack stays as at least one unit has no movement.
Had Stack Attack made all units attack simultaneously then it would have been a bug, but it doesn't.

Archer attack is disabled, too much problems in game associated with it. Crashes and stuff.
Opportunity Fire should be gotten only by Siege Engines but I'm uncertain if it's activated or disabled, again if it is it's due to crashes and bugs.

Cheers
 
I think that the AI is still making bad military strength decisions. As you can see, this game is pre-tribalism, and I have 8 military units. The strength tracker says that the Poles have twice the strength I do, which seems a tad excessive for a pre-tribalism game. BBAI log is attached.

Save game too please
 
SVN 3264 (ver 25) - the Tomol is available at Boat Building, a Prehistoric tech. However it requires the Tire Factory, which is available at Motorised Transport, an Indistrial tech.

I don't think too many Tomols are going to be built.

Sorry, that was a stupid typo, fixed now on the SVN.
 
SVN 3266:

America has a blank white flag as their teamcolor.

If it's happening uniformly it's almost certainly an error in the civ XML rather than a DLL bug - probably one for SO to look at.
 
CDT:

I was invading Gilgamesh capital city, and when i clicked on my 1st Atl Atl in-line (and held on to it for about 15 seconds) before attacking) then attacked, it CTD?

attached: BBAI log/savedgame/mini-dump.

Viewports enabled or not? Does it reproduce (from this save) for you or not?

Edit - also what options regarding things like stack attack, quick moves, or either quick combat setting?
 
I've been trying viewports in v25, here's two bugs I believe are associated with them:

- The white circles in the city screen that show which tiles are being worked are shifted to the right:

http://i.imgur.com/npct4.jpg

- Walls appear to be kinda buggy. I managed to capture, in a single screenshot, high walls being rendered in 3 different ways: from left to right, a) Floating wall, b) Normal wall, c) invisible wall

http://i.imgur.com/KlDWR.jpg

A bug that may not be viewport related: some of my cities are not getting unhealthiness due to population. Some are, some aren't.

Here's the save if you want to take a look. It's pretty big. Couldn't attach to the post for some reason.

http://bayfiles.com/file/j4rF/prHiMl/Portugal_Huge_World.rar
 
Hi there!
First I'd like to say thanks for this great mod!
But allthough I'm a newbie on this forum I'd like to bring attention to my first issue...
I have attached a savegame as well as a minidump.
the savegame is from v24 and I can't get it to load in v25.
Any pointer where the issue might be would be much appreciated...
Thanks!
 

Attachments

More viewports errors, this time with rivers. They are being improperly revealed on a Viewport shift, on SVN 3268. It is hard to see, but the culprit is a river in the upper right-hand corner of the first pic.

Edit: Here are some more odd graphical glitches. The stone as you can see was wierdly elevated before I did a viewport shift, causing it to go back to normal.
 
More viewports errors, this time with rivers. They are being improperly revealed on a Viewport shift, on SVN 3268. It is hard to see, but the culprit is a river in the upper right-hand corner of the first pic.

Edit: Here are some more odd graphical glitches. The stone as you can see was wierdly elevated before I did a viewport shift, causing it to go back to normal.

Too subtle for me I'm afraid - I can't tell what's wrong with the first 2 pictures - can you paint a highlighting ring on it or something?

The height thing I am aware of, and (like the occassional flag displacement and unit selection ring displacement) I don't yet have an understanding of it.
 
I've been trying viewports in v25, here's two bugs I believe are associated with them:

- The white circles in the city screen that show which tiles are being worked are shifted to the right:

http://i.imgur.com/npct4.jpg
Just pushed a fix for this to SVN (see SVN thread)

- Walls appear to be kinda buggy. I managed to capture, in a single screenshot, high walls being rendered in 3 different ways: from left to right, a) Floating wall, b) Normal wall, c) invisible wall

http://i.imgur.com/KlDWR.jpg
I am aware of this issue, but don't have a solution at this time. Hopefully at some point I'll find one.

A bug that may not be viewport related: some of my cities are not getting unhealthiness due to population. Some are, some aren't.

Here's the save if you want to take a look. It's pretty big. Couldn't attach to the post for some reason.

http://bayfiles.com/file/j4rF/prHiMl/Portugal_Huge_World.rar

I'll take a look at this in the next day or so - can you tell me which city to look at in the save please.
 
Too subtle for me I'm afraid - I can't tell what's wrong with the first 2 pictures - can you paint a highlighting ring on it or something?

The height thing I am aware of, and (like the occassional flag displacement and unit selection ring displacement) I don't yet have an understanding of it.

Here you go. I apoligize for being slow on the uptake with my screenie.
 
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