v 25, Bugs/Crashes reporting thread

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Well actually PG isn't the best mapscript to test that with, infact last month i took it out of the mapscripts, but AIAndy said there was nothing wrong with it, but like you i had problems with it also, "I'm Just Sayin."

Hm, it is the only one that can go bigger than Gigantic (it has a size override option), and I know that Gigantic Maps work with Viewports fine. Oh well.
 
Is 90x70 the viewport size you always use? I've found that 50x30 works best for me, at least once the map fills up with cities.
 
Is 90x70 the viewport size you always use? I've found that 50x30 works best for me, at least once the map fills up with cities.

I have used 90 by 60 on Gigantic Maps no problem (it uses ~2.5 GB in a developed game). This with high settings on graphics, and high-detail terrain (my rig is a monster). I felt that I was moving around too much on a 75 by 50 viewport, but I suppose I could try going back to that.
 
So what about my problem? I just want to know if there is anything I can do to improve the AI's behavior. Has this issue ever been discussed before?
 
Weird automation AI behavior.
View attachment 329454
View attachment 329455

Set the active Trackers to Automate Hunt as they come up. One of them is next to a neanderthal guarding a goody hut. You can check the combat odds of the attack before automating the unit and find that the odds are just under 50%. However, even under minimum attack odds restriction of 100%, that tracker charges the hill and gets his butt kicked.

If I had to guess, maybe it moves to claim the goody hut, forgetting to notice the unit sitting on it?

Try updating your SVN and see if this happens anymore.
 
You can use the TrainCondition tag for complex prerequisites. It is an expression tag so you can have things like Horse and Iron and Sulphur and Hills near the city or something like that (just an example).

Code:
<TrainCondition>
  <And>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_HORSE</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_IRON</ID>
    </Has>
    <Has>
      <GOMType>GOM_BONUS</GOMType>
      <ID>BONUS_SULPHUR</ID>
    </Has>
  </And>
</TrainCondition>

Where do I put this code? What file and where?
 
Hm, this is odd. I was testing the memory usage of absolutely enormous maps in C2C, and It was repeatedly crashing for me. I assumed it was a MAF, but just to make sure, I loaded a debug DLL and tried again. It was indeed a MAF, but the odd thing is that I was only using 2.3 GB in a 64 bit OS, which should be able to use ~4 GB before MAFing. :confused: I think that using a smaller Viewport would fix this, but I am still curious why C2C will only use 2.3 GB or so on my 64 bit system.
 
Hm, this is odd. I was testing the memory usage of absolutely enormous maps in C2C, and It was repeatedly crashing for me. I assumed it was a MAF, but just to make sure, I loaded a debug DLL and tried again. It was indeed a MAF, but the odd thing is that I was only using 2.3 GB in a 64 bit OS, which should be able to use ~4 GB before MAFing. :confused: I think that using a smaller Viewport would fix this, but I am still curious why C2C will only use 2.3 GB or so on my 64 bit system.

It may not tie in with this, but my old XP i had, when i used the 3GB switch i could only work with 2400 at the "highest" (any lower and it didnt even pay to do it) if i put it any higher like alot of people did it up to 2900 even mine would MAF, its just weird.:crazyeye:
 
I have a crash problem, I have tried several times but I can't get past this point. There is one move left in the turn, a Galley. If you move it anywhere or leave it in place the game crashes when you press end turn.

SVN 3423. I'm using viewports.

Save is attached.
 

Attachments

It may not tie in with this, but my old XP i had, when i used the 3GB switch i could only work with 2400 at the "highest" (any lower and it didnt even pay to do it) if i put it any higher like alot of people did it up to 2900 even mine would MAF, its just weird.:crazyeye:

I've set my 3GB switch; what are you talking about setting at 2400 (and, briefly, how would I go about doing such)? I'd like to make sure my recent CTDs on my XP machine aren't being caused by the same thing.

Thanks.
 
A fire destroyed my "fire pit", but I had already built the "Imu", which replaces the "fire pit". But another fire destroyed my fire dancing, what need the "fire pit", now I can not build a fire dance.

I suggest that the Imu not replace the fire or make the "fire dance" dont need "fire pit".

Cya.
 
Hm, this is odd. I was testing the memory usage of absolutely enormous maps in C2C, and It was repeatedly crashing for me. I assumed it was a MAF, but just to make sure, I loaded a debug DLL and tried again. It was indeed a MAF, but the odd thing is that I was only using 2.3 GB in a 64 bit OS, which should be able to use ~4 GB before MAFing. :confused: I think that using a smaller Viewport would fix this, but I am still curious why C2C will only use 2.3 GB or so on my 64 bit system.

I don't know, but that accords with my experiences too. Part of it is reserved space in the 32 bit address space for OS usage, but I don't think that accounts for more than 1g at most. The oth issue could be limits based on the size of your paging file, but if you have significantly more than 4g physical memory on a 64 bit system that shouldn't come into play (I assume you have 8g?)
 
Megafarm bouilding should increase :food: output by 50% and it does but it also increase :food: consumption by 50% also (one citizen should eat 3 :food: /turn but after i built megafarm each citizean consumes 4,5 :food: /turn).

This is a bug right?
 
Got this error what i zoomed in and out of the WB??

Traceback (most recent call last):

File "CvScreensInterface", line 588, in WorldBuilderExitCB

File "CvWorldBuilderScreen", line 2337, in Exit

MemoryError
ERR: Python function WorldBuilderExitCB failed, module CvScreensInterface
 
I don't know, but that accords with my experiences too. Part of it is reserved space in the 32 bit address space for OS usage, but I don't think that accounts for more than 1g at most. The oth issue could be limits based on the size of your paging file, but if you have significantly more than 4g physical memory on a 64 bit system that shouldn't come into play (I assume you have 8g?)

Yeah, I have 8 GB of RAM and a 5 GB more in the pagefile, so that should not be an issue at all. I saw back when you were fixing Talin's memory leak issue that he was able to go up to 3.7 GB before getting a MAF, so I was expecting the same from my system.

Edit:

Great, now this is also happening when generating Gigantic Maps (180 by 120 tiles), which has never been an issue before. I am starting to think that something other than a MAF may be at work here, although I don't know what.
 
I have a crash problem, I have tried several times but I can't get past this point. There is one move left in the turn, a Galley. If you move it anywhere or leave it in place the game crashes when you press end turn.

SVN 3423. I'm using viewports.

Save is attached.

The attached save is from April (!) has no galley in it, adn in fact the tech you are currently researching is boat building! Did you attach the wrong file?
 
My game keeps crashing/freezing on turn 760, It happened on two different maps. I end the turn and then the game hangs there. I can move the camera and stuff but I can't actually do anything else.
 
My game keeps crashing/freezing on turn 760, It happened on two different maps. I end the turn and then the game hangs there. I can move the camera and stuff but I can't actually do anything else.

What version are you using (v25 or SVN)? Als, post a save in which this is repeatable please.
 
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