v 25, Bugs/Crashes reporting thread

Status
Not open for further replies.
When I upgraded some of my assassins to snipers they can no longer kill the AI civ units. It is also the same with nautilus. I can kill with privateers, assasins and hashashins just fine.

That is because the upgraded units don't have the "attack does not cause war" feature.
 
SVN revision 3534
CTD while loading the mod during the init XML (uncachec...) process.

View attachment 330586

Rev 3534
Starting the main game (not a save game) crashes again this week in nearly the same place. Another bad XML file?

Minidump attached

View attachment 330583

Does this still happen on the most recent SVN revision? (3535) I ask becuase the minidumps say that someone (Hydro) exceeded the Globaldefine limit on OR prereqs for the <prereqbonuses> tag, and that limit was raised in the latest SVN.
 
OK trudging along on my OLD PC 32 bit (YUCK) I did four different things, and i found out the culprit of the CTD, it the Global Define that is causing it, Let me see what was changed, hold on, even thought it look correct, it is WHAT is making it CTD:

Code:
<Define>
		<DefineName>NUM_BUILDING_PREREQ_OR_BONUSES</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>

i put back in the 6 and everything works correctly even the NEW dll.
 
OK trudging along on my OLD PC 32 bit (YUCK) I did four different things, and i found out the culprit of the CTD, it the Global Define that is causing it, Let me see what was changed, hold on

Wait, Hydro fixed the issue a couple minutes ago, try updating again.
 
@Koshling,

Savegame is example of long EoT (some worse than others this one is middle of the pack) for my computer. It takes Running man 30+ seconds to appear then another minute + to finish. I've never had this long of EoTs except for this version.

Also Just built several Garrisons and 1st city to come up is ready for the New City Guard. Instead it has reverted from Guard back to TW in the build list. Guard dogs show up fine though.

This is a 3509 .dll build updated to 3512. Been holding off on updating further because of the rash of CTDs reported.

Also this game only had 5AI to start plus Barb World. Barbs destroyed 1 AI early. So there isn't a Ton of AI and cities. I'm largest with 29 iirc cities Brazil has 20 or 22, Huns have about 10, Navajo has about 6 now and Sellassie (sp) has 1 at size 18 pop with almost no tile improvements.

Apparently Barb World is too much for most of the AI now too.

JosEPh
 
OK trudging along on my OLD PC 32 bit (YUCK) I did four different things, and i found out the culprit of the CTD, it the Global Define that is causing it, Let me see what was changed, hold on, even thought it look correct, it is WHAT is making it CTD:

Code:
<Define>
		<DefineName>NUM_BUILDING_PREREQ_OR_BONUSES</DefineName>
		<iDefineIntVal>7</iDefineIntVal>
	</Define>

i put back in the 6 and everything works correctly even the NEW dll.

No it doesn't, it just hides the problem for a later crash. No idea why it's crashing with 7 though (it isn't for me).

@ls612 - you did re-export (or copy the globalDefines.xml from your working folder) I presume? (i.e. - it wasn't a DLL change, it was an XML one)

@SO - Ok I have a theory - try deleting your cache and then running it again (with the define back at 7). If I'm right the bug is that the caching code cannot cope with the define value being chnaged (if deletign the cache solves your issue, I'll fix it tomorrow - I don't think it's hard)
 
Some screen shots of the TW/Guard/City Guard problem after upgrading from Barracks to Garrisons.

Edit:Are there now additional requirements for City Guard besides Garrison? Answer: Yes Flintlock.

But still a bug for Guard reverting back to TW in the build list.

JosEPh
 
No it doesn't, it just hides the problem for a later crash. No idea why it's crashing with 7 though (it isn't for me).

@SO - Ok I have a theory - try deleting your cache and then running it again (with the define back at 7). If I'm right the bug is that the caching code cannot cope with the define value being changed (if deleting the cache solves your issue, I'll fix it tomorrow - I don't think it's hard)

OK will try tomorrow, never even thought of that.
 
No it doesn't, it just hides the problem for a later crash. No idea why it's crashing with 7 though (it isn't for me).

@ls612 - you did re-export (or copy the globalDefines.xml from your working folder) I presume? (i.e. - it wasn't a DLL change, it was an XML one)

@SO - Ok I have a theory - try deleting your cache and then running it again (with the define back at 7). If I'm right the bug is that the caching code cannot cope with the define value being chnaged (if deletign the cache solves your issue, I'll fix it tomorrow - I don't think it's hard)

Yes, Version 3536 loaded perfectly for me.
 
@SO - Ok I have a theory - try deleting your cache and then running it again (with the define back at 7). If I'm right the bug is that the caching code cannot cope with the define value being changed (if deleting the cache solves your issue, I'll fix it tomorrow - I don't think it's hard)

OK i upgraded to 3537 and it took 3-4 minutes in the XML (uncaching) area, then took another 3-4 minutes on the Map Set-up part, but at least its ALL working now.:)

I deleted all the Custom Assets and Logs.
 
OK i upgraded to 3537 and it took 3-4 minutes in the XML (uncaching) area, then took another 3-4 minutes on the Map Set-up part, but at least its ALL working now.:)

I deleted all the Custom Assets and Logs.

Ok, I'll fix it tomorrow. Just need to add some global define values that determine array sizes into the cache checksum I think.
 
I'll leave it for you please. I have several issues I need to look at, and I presume we really want to get stuff done for V26 ASAP. I spotted these reviewing chnages made in my absence (inflation changes seems fine BTW)

Cool. NP. I'll get 'em done tonight.
 
For some reason my Impi units can't get the promotion that extends the number of XP they can get from barbarians. Since that is what I mainly use them against it is disapointing that I can't get that promotion. :(
 
That's... strange. BTW, once I get the combat mod pushed to the svn, your suggested change on having those become unnecessary and turned off on the infinite xp option will be in place. I had to create a tag to allow them to be turned off by option since that wasn't established for promos but it was easy enough.
 
Awhile back someone posted a "fix" for the religion sounds. I don't think anyone else has put them on the SVN yet (tell me if I am wrong). So I tried them out. I find them a bit quiet but OK. If they aren't on the SVN does anyone have objections to me putting them there?
 
I am using v25 , I don't know if this has been noted but I have a problem with resources.

I just connected for the first time a trail inside my city boundary to the "horse " resource. However the message that appeared stated that I had just connected to the "deer" resource.

In a previous game (v25) I had the elephant resource within my city boundary yet when I connected to it with a trail the "deer" message appeared.

Has anyone else noticed this as a bug?

DavidR
 
I have noticed that some buildings, Bamboo Armorer, and such, give their promotion to units that just enter the city. But I have seen that the promotion is given to EVERY unit that enters the city, your unit or some other civ's unit. I think that the promotion should only be given to the civ that owns the city, not every foreign unit as well.
 
I just started a game with v26 and got this popup after discovering shelter building;

Error in BeginPlayerTurn event handler <bound method ANewDawn Popups.on BeginPlayerTurn of <ANewSawnPopups.ANewDawnPopups instance 0x17830D28>>
 
Status
Not open for further replies.
Back
Top Bottom