v 25, Bugs/Crashes reporting thread

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@DH: (you are the one in charge of maintaining Goody Islands, correct?)

Goody Islands shouldn't be spawning land units, that makes no sense.

This is a two fold answer (i am guessing) they are supposed to be this way:

Spoiler :
Code:
["ERA_PREHISTORIC", "UNIT_CANOE"],
		["ERA_ANCIENT", "UNIT_WAR_CANOE"],
		["ERA_CLASSICAL", "UNIT_TRIREME"],
		["ERA_MEDIEVAL", "UNIT_TRIREME"],
		["ERA_RENAISSANCE", "UNIT_CARAVEL"],
		["ERA_INDUSTRIAL", "UNIT_SLOOP"],
		["ERA_MODERN", "UNIT_DESTROYER"]

BUT when you found a city near the coast it is considered a regular goody hut, thats the sway i see it?? I might be wrong though.
 
@DH: (you are the one in charge of maintaining Goody Islands, correct?)

Goody Islands shouldn't be spawning land units, that makes no sense.

This is a two fold answer (i am guessing) they are supposed to be this way:

Spoiler :
Code:
["ERA_PREHISTORIC", "UNIT_CANOE"],
		["ERA_ANCIENT", "UNIT_WAR_CANOE"],
		["ERA_CLASSICAL", "UNIT_TRIREME"],
		["ERA_MEDIEVAL", "UNIT_TRIREME"],
		["ERA_RENAISSANCE", "UNIT_CARAVEL"],
		["ERA_INDUSTRIAL", "UNIT_SLOOP"],
		["ERA_MODERN", "UNIT_DESTROYER"]

BUT when you found a city near the coast it is considered a regular goody hut, thats the sway i see it?? I might be wrong though.

What is spawned by the goody huts is defined in the XML somewhere. Goody Islands (by Kathy) are just goody huts completely surrounded by water - cultural joke probably only understood by English and related peoples over a certain age. Kathy later put out a "fix" to replace land barbarian spawned from the island with ships. I translated that to C2C. However I did not change the good spawns I saw no need a gatherer is much better than a canoe.

I still do not see why an island can't spawn a land unit.

I do want to come up with a graphic like the "Indigenous Peoples" on land for goody islands.
 
What is spawned by the goody huts is defined in the XML somewhere. Goody Islands (by Kathy) are just goody huts completely surrounded by water - cultural joke probably only understood by English and related peoples over a certain age. Kathy later put out a "fix" to replace land barbarian spawned from the island with ships. I translated that to C2C. However I did not change the good spawns I saw no need a gatherer is much better than a canoe.

I still do not see why an island can't spawn a land unit.

I do want to come up with a graphic like the "Indigenous Peoples" on land for goody islands.

Yes, except those units can also walk on water. If we want to keep it that way, poping a goody island should also found Christianity. ;)
 
Yes, except those units can also walk on water. If we want to keep it that way, poping a goody island should also found Christianity. ;)

:lol:

No, I think DH's system is just fine and see no discrepancy with a Goody Island giving a land unit. It's not like you're getting an advanced unit of any sort either. Gatherer, stone thrower, and the occasional stone spear man. None of these units are game changers.

My 2 :commerce:

JosEPh :)
 
Bug heli units cant enter to tunel improvement when it is placed on ocean. Please fix it.
 
No please dont do that.it is very realistic and very usefull esp. on island map. forget aabout this bug it is ok :)
 
I have an issue, that I tried to determine if it was just my not understanding something or something that wasn't completely/correctly documented. I brought it to another thread, but it has stumped more knowledgable people than I.

Having failed to find answer I'm reporting it here as a possible bug.

This is a V25 game.
I have 2 island cities, both linked to the mainland via either a single coastal tile, or a coastal (mainland) to a coastal (island) tile.

Neither city has the buildings 'Trails' or 'Trading Post' show up in the list of buildings available to be built. *NOTE: I have the settings set to show buildings that can't be built (they are darkened with red text explaining the failed condition), but even still the two cities can't build 'Trails' or 'Trading Post'. I do have the Sailing tech which allows coastal trading. I have also built the Great Lighthouse, so both cities do have two trading routes. Additionally both cities have full access to all the empire's resources.

LINK to post with save game and screen shot.
 
Hi!
Why doesnt resource display button show all resources, only few?
 

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Some screenies of the TW with Promo Police I and then getting Police II. Display only changes the -2 to a -3. Also included screenie of the city screen.

In this city after adding the TW with Police I and II the properties sceen shows a -6 (screenie was after TW added). But within 6 turns that -6 had disappeared and within another 6 turns it was back to +3/turn. I've added every anti-crime bldg even Stocks at -10/turn and still if you do not add another TW every 10 turns the Crime level will go back to adding Crime.

I just want a way to keep it from continually climbing because at this rate by the time I hit Ren Era I'll have a Crime level around 1000. And then this game will become unplayable. But of course that is the "Stated Intention" for Crime. So by all means please do make it harder. :)

JosEPh
 
Some screenies of the TW with Promo Police I and then getting Police II. Display only changes the -2 to a -3. Also included screenie of the city screen.

In this city after adding the TW with Police I and II the properties sceen shows a -6 (screenie was after TW added). But within 6 turns that -6 had disappeared and within another 6 turns it was back to +3/turn. I've added every anti-crime bldg even Stocks at -10/turn and still if you do ot add another TW every 10 turns the Crime level will go back to adding Crime.

I just want a way to keep it from continually climbing because at this rate by the time I hit Ren Era I'll have a Crime level around 1000. And then this game will become unplayable. But of course that is the "Stated Intention" for Crime. So by all means please do make it harder.

JosEPh

I'll need a save to see if it is a display issue or an actual bug with the promotions. Could you please post a save?

On a related note it seems that you are doing pretty well in the :gold: department, so if I were you I wouldn't worry about crime too much.
 
Yes gold is much easier at the moment. But at the rate I'm adding TWs I've went from 340+/turn to 220+/turn and still the +Crime continues.

Does your games Not show this same display for TWs? I find that rather odd indeed if that is the case. Because every game I've started since Crime was introduced (v23) has Displayed the TW this way.

Save attached. You will also notice that I'm still isolated by 1140BC on this map. Makes for very different gameplay. But lets me get real involved with domestic changes.

JosEPh
 
Yes gold is much easier at the moment. But at the rate I'm adding TWs I've went from 340+/turn to 220+/turn and still the +Crime continues.

Does your games Not show this same display for TWs? I find that rather odd indeed if that is the case. Because every game I've started since Crime was introduced (v23) has Displayed the TW this way.

Save attached. You will also notice that I'm still isolated by 1140BC on this map. Makes for very different gameplay. But lets me get real involved with domestic changes.

JosEPh

Fun fact: if you go into the Mil Advisor in windowed mode with Viewports you will get a MAF on exiting.

Now, regarding the actual issue here

@Koshling/AIAndy: Two questions about debugging this.

1. How do you make a breakpoint conditional upon being on a specific unit?

2. What function in the Property code controls the property quantities created by Promotions?
 
@Koshling:

I was playing along fine when all of the sudden the game crashed. This is more interesting though because when I read the minidump, the error was integer division by 0 in this equation

Code:
int iMoves = (iRouteCost*stepDistance(iFromX, iFromY, iToX, iToY) + iMin - 1)/iMin;
(line 2604 of the CvGameCoreUtils)

I would bet much money that iMin is being returned as 0. My question is, what is necessary to apply a sticky-tape bandage to this? This code has been there for many versions, and this is the first crash I've seen involving it. The previous functions were part of your pathing engine (CvPathGenerator), but I suspect that making it check somewhere to make sure that iMin isn't 0 would fix things.

Edit: Here is what I get in the debug window after loading the minidump.

Edit2: Could this have anything to do with the Tribal Guardian? It has 0 moves, and some have reported crashes with it. This was during the AI's turn though, so I wasn't clicking on it or anything.

Edit3: Would this be a good fix?
PHP:
                    int iMoves = 0;
					if (iMin != 0)
					{
						iMoves = (iRouteCost*stepDistance(iFromX, iFromY, iToX, iToY) + iMin - 1)/iMin;
					}
					else 
					{
						iMoves = 0;
					}

I know that it would solve the crash, but would it mess up anything else?

Edit4: No, that would cause a crash later on in the code. Would checking for maxMoves being 0 and if so leaving the case loop work, or would that cause a WfOC? The function if you are wondering is NewPathHeuristicFunc().
 
I have turned caching off in the XML but I am still getting a MAF in loading uncached XML! Any suggestions. I have deleted all files in the cache folder. So now I am getting the MAF with caching on or off!
 
1. How do you make a breakpoint conditional upon being on a specific unit?

2. What function in the Property code controls the property quantities created by Promotions?
1) You really can't I don't think. But you can keep running the code after it hits the break until you cycle to what you're looking for.
2) I'm not sure myself but if you look through Properties.cpp you'll probably find it there.

I liked your bug fix... seems appropriate except that if it crashes down the line, it probably needs to address it similarly where it crashes there. Keep in mind that players would rarely even try to move a 0 move unit like that but the ai might think it wants to somewhere. Makes me a bit curious... what ai does that unit have assigned to it? Does it have any ai assigned to it at all? Should it? (may be that it defaults to a type of ai if its left blank though...)

Also, you may need to figure out the condition calling for that check and it may be you can put an if switch in there before it even asks for that offending function to run. I often have to do this with changes I've made where I find they crash. In other words, you'd put in the function just before the breaking function a check like you have, if the move is 0 then ignore this part. That may also take care of the crash you're finding down the road from your fix... hard to say.

@DH: ouch... if it were me, i'd be trying to run a debug dll on load to see where its having problems specifically... might lead to finding a fix. I realize though that you probably don't have a debug dll so I'm not sure how I'd approach it from your system.
 
Would setting the Tribal Guardian's movement rate to .1 or even .01 (or less) prevent him from moving without causing the divide by 0?
 
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