v 25, Bugs/Crashes reporting thread

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- Tweaked Canoe Builder's Hut, Crafts Hut, Dance Hut, Dance Hall, Fisherman Hut, Fishmonger, Fletcher's Hut, Hat Shop, Healer's Hut, Mask Carver's Hut, Music Hut, Poison Crafter's Hut, Rope Weaver's Hut, Sail Weaver, Seamstress's Hut, Smokehouse, Storyteller's Hut, Tannery, Tattoo Hut and Woodcarver's Hut.

Most of this is now broken. Have Sailing tech was able to build shipwright, Sail, and Rope. Now all I can build is canoes. I never got a single galley and I don't have shipwrights in my build list any more, Or Sail weaver and rope maker.

Built Barracks and then War dogs, Can't get WDs only Trained Dogs are showing.

Was able to build Fletchers Hut but now they're gone too.

@1020BC you have to have Every Anti Crime building built + 4 TWs to have Barracks in a 20 pop city to have a 0 Crime (no + or - per turn) but you will have ~ 100 as your crime balance. :/

JosEPh
 
Most of this is now broken. Have Sailing tech was able to build shipwright, Sail, and Rope. Now all I can build is canoes. I never got a single galley and I don't have shipwrights in my build list any more, Or Sail weaver and rope maker.

Built Barracks and then War dogs, Can't get WDs only Trained Dogs are showing.

Was able to build Fletchers Hut but now they're gone too.

@1020BC you have to have Every Anti Crime building built + 4 TWs to have Barracks in a 20 pop city to have a 0 Crime (no + or - per turn) but you will have ~ 100 as your crime balance. :/

JosEPh

100 is fine. I'm happy anywhere under 200 typically. How many totally crime-free cities of any size do you know in th real world anyway?

PS - you should like the inflation changes coming later today (no, really)
 
PHP:
		int iBuildingMaintenance = -GC.getBuildingInfo(eBuilding).getCommerceChange(COMMERCE_GOLD);
		if ( iBuildingMaintenance > 0 )
		{
			iBuildingMaintenance *= GC.getHandicapInfo(GC.getGame().getHandicapType()).getCorporationMaintenancePercent();

			CvWString szRate = CvWString::format(L"%d.%02d", iBuildingMaintenance/100, iBuildingMaintenance%100);
			szBuffer.append(NEWLINE);
			szBuffer.append(gDLL->getText("TXT_KEY_BUILDING_MAINTENANCE", szRate.GetCString()));
		}

Hm, this looks odd. Why on earth would the displayed maintenance modifier be the opposite of whatever the :gold: modifier on the building is. I don't think this is related to the issue I posted about, but it seems rather odd.
 
100 is fine. I'm happy anywhere under 200 typically. How many totally crime-free cities of any size do you know in th real world anyway?

PS - you should like the inflation changes coming later today (no, really)

Well my goal was to keep crime at or below 100 for all my cities. Because the Crime buildings (ex Arson) it allows has more than just unhappiness added in to them. Alot more, like added :yuck:. And you can run out of + Health bldgs too long before you run out of :yuck: giving bldgs.

Good news about inflation. :)

JosEPh
 
PHP:
		int iBuildingMaintenance = -GC.getBuildingInfo(eBuilding).getCommerceChange(COMMERCE_GOLD);
		if ( iBuildingMaintenance > 0 )
		{
			iBuildingMaintenance *= GC.getHandicapInfo(GC.getGame().getHandicapType()).getCorporationMaintenancePercent();

			CvWString szRate = CvWString::format(L"%d.%02d", iBuildingMaintenance/100, iBuildingMaintenance%100);
			szBuffer.append(NEWLINE);
			szBuffer.append(gDLL->getText("TXT_KEY_BUILDING_MAINTENANCE", szRate.GetCString()));
		}

Hm, this looks odd. Why on earth would the displayed maintenance modifier be the opposite of whatever the :gold: modifier on the building is. I don't think this is related to the issue I posted about, but it seems rather odd.

Because that's negative gold on the building - negative gold is postive maintenance (cost) with TREAT_NEGASTIVE_GOLD_AS_MAINTENANCE
 
Because that's negative gold on the building - negative gold is postive maintenance (cost) with TREAT_NEGASTIVE_GOLD_AS_MAINTENANCE

The TREAT_NEGATIVE_GOLD_AS_MAINTENANCE option is mentioned only once, in the block before that one, so I don't know what is going on. It is thankfully only a TXT error, so I don't think it will be an immense priority for me.
 
The TREAT_NEGATIVE_GOLD_AS_MAINTENANCE option is mentioned only once, in the block before that one, so I don't know what is going on. It is thankfully only a TXT error, so I don't think it will be an immense priority for me.

Ah yes, you're probably right that it should be conditional on that option. It will be a text error (only) if you do NOT have that option active (but it's the default, and has no UI exposure so unless you've modifed your global settinsg to turn it off you won't see any issue).
 
Ah yes, you're probably right that it should be conditional on that option. It will be a text error (only) if you do NOT have that option active (but it's the default, and has no UI exposure so unless you've modifed your global settinsg to turn it off you won't see any issue).

I haven't modified the globaldefines, so it should be on. :confused: Why then would I be getting wacky numbers for the amount of negative gold?
 
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?

:blush:

Sorry. I attached the wrong file.

Here is the correct one.
 

Attachments

:blush:

Sorry. I attached the wrong file.

Here is the correct one.

I'm afraid I'm timed out befoer my holidaqy (which starts tomorrow). If nobody else has looked into this by the time I get back (in two weeks) I'll do so then.
 
I'm afraid I'm timed out before my holiday (which starts tomorrow). If nobody else has looked into this by the time I get back (in two weeks) I'll do so then.

btw as i always say "Just Have Fun." Be safe on your vacation, and many many thx.;)
 
Ok no problem. I think I will start a new game in any case.

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

Well it seems to have fixed itself somehow, but now the issue is that influence driven war has no turned off for no reason, even though I had been playing with it earlier. Also every certain number of turns the location names disappeared and the only way I could get them back is by turning off event names in the ctrl alt o menu and them turning them back on.

Save is too big for the form so here's it in my dropbox

https://dl.dropbox.com/u/3008347/Michael BC-7660.CivBeyondSwordSave
 
I'm having trouble loading hoseat games again, no real idea why. In the first case, the deliberate save loads (second player's turn for all that matters) and for an instant you can see the normal screen (map, score, etc.) before the screen goes black and CTD.
View attachment friends for a while.rar
View attachment MiniDump.rar
In the second case, the autosave loads to a black screen saying "You have been defeated" briefly before CTD.
View attachment AutoSave_BC-14967.rar
I've seen this sort of thing for a while with no real consistency. Other times I've gotten the defeated message followed by a complete lock-up, and I've seen it come up, only for the game to proceed normally (without either player being removed from the game or anything).

My SVN when this occurred was 3452 and the saves occurred on Monday (after my issue with the build lists was observed).
 
I haven't modified the globaldefines, so it should be on. :confused: Why then would I be getting wacky numbers for the amount of negative gold?
You get that because you use the pedia from the main screen and the code does not check that and tries to get a game object that does not exist.
There are some more occurances of that in the help text functions which could use some cleaning up.
 
You get that because you use the pedia from the main screen and the code does not check that and tries to get a game object that does not exist.
There are some more occurances of that in the help text functions which could use some cleaning up.

So basically i need to go through and add an !bCivilopediaText check to some more GameText functions?
 
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