v 25, Bugs/Crashes reporting thread

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Two minor inconsistencies I noticed that may be working as designed, but I thought I would bring them up.

  • Piazza San Marco produces Great ARTIST points. Since its primary function is to provide free Markets, shouldn't it be Great MERCHANT points instead?
  • Subdued Wolverine can build Governor's Menagerie, but cannot build Governor's Pets. It seems to me that any subdued animal can be used for the Governor's Pets/Menagerie buildings, so this may be an oversight.
 
Two minor inconsistencies I noticed that may be working as designed, but I thought I would bring them up.

  • Subdued Wolverine can build Governor's Menagerie, but cannot build Governor's Pets. It seems to me that any subdued animal can be used for the Governor's Pets/Menagerie buildings, so this may be an oversight.

Not all animals can build the pets because some animals don't let themselves be subjugated so. I think it is only the rattle and wolverine which don't build Governor's Pets.
 
Latest SVN with Sealion added and cache (DO_CACHING) off in A-New_Dawn globals XML file.

About to do a test with DO_CACHING on. It also failed see minidump2.

Now I will try a clean install without the Sealions.

Edit Worked. Note no errors were generated in the previous two tests and in the "DO_CACHING on" on one only one file was created in the cache folder.

I will try a few more things and report back. However today is the "grand" opening of my local coffee shop after 3 months of being closed. I don't want to loose it again. So I am off to support it.;)
 
Latest SVN with Sealion added and cache (DO_CACHING) off in A-New_Dawn globals XML file.

About to do a test with DO_CACHING on. It also failed see minidump2.

Now I will try a clean install without the Sealions.

Edit Worked. Note no errors were generated in the previous two tests and in the "DO_CACHING on" on one only one file was created in the cache folder.

I will try a few more things and report back. However today is the "grand" opening of my local coffee shop after 3 months of being closed. I don't want to loose it again. So I am off to support it.;)
It's crashing in updateArtDefineButton(), in CvInfos. I don't really understand that code, so I can't really help. I'd be interested in knowing however why it wants to allocate a m_iGroupSize of 25,690,112 though.:rolleyes:
 
What version are those minidumps from? Since you seem to be pulling up more info than I am, LS, I'm wondering what you're doing that I'm not and wondering if it may be a difference in versions from this morning to now or if you've got knowledge of a way to use the mini-dumps that I don't.

All I'm showing is that they are crashing in the exe file. Usually this is a graphics issue... I'm thinking there might be something wrong with the sea lion graphics there DH. Usually there isn't a problem in code when we get this sort of crash. I recall running across this before though and there was a conclusion that could be reached about this that is eluding my memory at the moment...

If I ran across this sort of error in my own modding, I'd run the debug dll on startup to see what message it gives when it crashes. You can do this too... here's a debug dll for rev 3510. Simply replace the dll in the assets (you might want to just rename the old one by adding .current or something to that extent to the end of the name so you don't overwrite it - you can change it back when you want to use it normally again.) Load and see what errors it gives you (and let us know - could be interesting.)
 
It's crashing in updateArtDefineButton(), in CvInfos. I don't really understand that code, so I can't really help. I'd be interested in knowing however why it wants to allocate a m_iGroupSize of 25,690,112 though.:rolleyes:
I had that before and it was usually an issue with missing/bad unit XML.
 
I had that before and it was usually an issue with missing/bad unit XML.

Hm, that can't be right, because then it would always be repeatable. When I first had this, deleting the cache and re-exporting fixed it for me.
What version are those minidumps from? Since you seem to be pulling up more info than I am, LS, I'm wondering what you're doing that I'm not and wondering if it may be a difference in versions from this morning to now or if you've got knowledge of a way to use the mini-dumps that I don't.

All I'm showing is that they are crashing in the exe file. Usually this is a graphics issue... I'm thinking there might be something wrong with the sea lion graphics there DH. Usually there isn't a problem in code when we get this sort of crash. I recall running across this before though and there was a conclusion that could be reached about this that is eluding my memory at the moment...

If I ran across this sort of error in my own modding, I'd run the debug dll on startup to see what message it gives when it crashes. You can do this too... here's a debug dll for rev 3510. Simply replace the dll in the assets (you might want to just rename the old one by adding .current or something to that extent to the end of the name so you don't overwrite it - you can change it back when you want to use it normally again.) Load and see what errors it gives you (and let us know - could be interesting.)

I read the minidump (I can't remember if it was the first or the second) with the DLL and PDB from rev. 3509.
 
yeah, woulda' been a matter of difference in rev.

So what the comments between Andy and you stated suggests confirms something I was suspecting about the caching: if you add some things to the xml, it doesn't (at least always) recognize its been added and will go ahead and load some aspects as if it isn't there - causing a disharmony with the portions that chose to recognize the addition.

This is why deleting the cache worked for me earlier. What confused me is why DH was able to delete the cache and it still didn't load.
 
Whom ever changed the MainInterface on the cost, pls change it back to HALF of what it is not, it gets i the way on ALL advisors.
(pic 1)

That's me, French text need more place... I'll try to find a way to make it variable depending on language (I Think Afforess did it on one python file).

I'll revert it back in the meanwhile.

edit : done
 
After getting latest SVN ~13 the first save load and turn were like 10 minutes and my Great Farmer went berserk, and I cannot place resources see att:

Edit: reverted to 3510 same.... only 3509 works well.... at least with my save

Edit2:Nevermind , some bad voodoo is going on with my downloads.... I cleaned my SVN down..... used backup of the backup copy of the save and no errors anymore...... 3513 works!
 

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I think I've run into a bug with Training Dojo. It seems to not be available to certain cities, even after Martial Arts has been researched. See the attached savegame: Rouen can't build a Training Dojo. It doesn't even show up on Rouen's available list if "Show only constructable buildings" is turned off. Several other cities are able to build the Training Dojo. Saint-Etienne (west of Rouen) is building one. I'm not sure if it's linked to city size. The city of Ngapuhi (far east) has the Dojo on its build list, and it's size 26. The cities below size 13 are mostly able to build Dojos.

Edit: A possibility occurred to me. Shaolin Temple is queued in Orleans, but Orleans is not yet building it. Shaolin Temple does replace Training Dojo and Masters Dojo. The cities that can't build Dojos are the ones eligible to build the Temple (having Wonder slots open), but the Shaolin Temple is off the build lists for those cities because it's queued in Orleans. I'll see if Dojos come available once Shaolin Temple either starts construction or finishes it.
 
No longer have game save (since I deleted it when starting with new SVN this morning*), but in version 3495 I was unable to rebuild tannery after it burned down since it needed a Storage Pit, but I had a Granary instead.

*yes, I know I don't have to do that and usually don't but this time I did
 
I am getting here CTD every time I click the turn....... It is advanced game, lots of cities still in BC about to get Mountaineering .... I hope to keep playing this one....
 

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The Siege Engineering promotion has a prerequisite of Combat 3, yet no siege weapon can receive any combat star promotions. This makes the Siege Engineering promotion impossible to be given to any siege equipment
 
The Siege Engineering promotion has a prerequisite of Combat 3, yet no siege weapon can receive any combat star promotions. This makes the Siege Engineering promotion impossible to be given to any siege equipment

Good point... and I've always been a bit perturbed that they couldn't get Combat promos as well.

I think I've run into a bug with Training Dojo. It seems to not be available to certain cities, even after Martial Arts has been researched. See the attached savegame: Rouen can't build a Training Dojo. It doesn't even show up on Rouen's available list if "Show only constructable buildings" is turned off. Several other cities are able to build the Training Dojo. Saint-Etienne (west of Rouen) is building one. I'm not sure if it's linked to city size. The city of Ngapuhi (far east) has the Dojo on its build list, and it's size 26. The cities below size 13 are mostly able to build Dojos.

Edit: A possibility occurred to me. Shaolin Temple is queued in Orleans, but Orleans is not yet building it. Shaolin Temple does replace Training Dojo and Masters Dojo. The cities that can't build Dojos are the ones eligible to build the Temple (having Wonder slots open), but the Shaolin Temple is off the build lists for those cities because it's queued in Orleans. I'll see if Dojos come available once Shaolin Temple either starts construction or finishes it.
This complaint really isn't a bug but a reasonable gripe I've seen voiced a number of times when a prereq is replaced by an upgraded building. The current available fix is to go in and add OR prereqs to the building to include all upgrades of the line it wants to rely on. I'd like a better fix included in the code but it'd be a bit of a project to sort that out. Its quite normal... when you build a building that is an upgrade to another building you haven't built yet (which you can do if you're qualified to and it doesn't require the other building's presence) you disable the ability to build the replaced building - even if the upgrade is just in the queue.


@Krushyn: what rev are you on with that game? I need to know when I go to take a look at debugging it.
 
Camel Archers are broken, when you attack with one, it will withdraw even though uninjured. You then cannot attack at all with ANY other camel archer anywhere.
 
Not all animals can build the pets because some animals don't let themselves be subjugated so. I think it is only the rattle and wolverine which don't build Governor's Pets.

I can understand the logic and reality of this, but in practice in the game it tends to add a minor level of micromanagement that does not really present a "challenge to overcome" for the player. For me it is just an irritant and I would vote to have all animals create pets and menageries equally.
 
In regard to picture 2, you have visibility from every tile you own, so this is probably correct.

I am experiencing the same condition as SO reported (visibility of hidden units in my territory), but this answer confuses me. If every tile I own lets me see hidden units, why would I ever build dogs?

I don't remember the exact previous versions but I do recall in the past that hidden units remained hidden in your territory. You had to guard workers and generals that were located "safely" within your empire, and it was wise to have pickets along your perimeter that spotted hidden units. I think those were good challenges for the player to overcome. It may have been as recent as V24 that required dogs or special units to see hidden units in my terrritory.

EDIT: I am playing without viewports turned on.

On the topic, are there any buildings that grant visibility on hidden units? I think the game Rise of Nations had that and I did like that feature. There are buildings that extend a city's visibility, but I have not noticed (or played C2C into later eras) to find a building that let's me see hidden units.
 
I can understand the logic and reality of this, but in practice in the game it tends to add a minor level of micromanagement that does not really present a "challenge to overcome" for the player. For me it is just an irritant and I would vote to have all animals create pets and menageries equally.

I agree. It may not come up often, but a player could accidentally build the menagerie with another unit, and then be stuck with a 'useless' subdued animal.
 
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