v 25, Bugs/Crashes reporting thread

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Repeatable crash when you set those ancient bombard units (forget the name) to auto-promote if they are glowing. Might have something to do with them having no promotions available. This has been around for ages just never remembered to report it.

On a side note, im being attacked on all sides by pesky thieves and rogues which is nice :)

edit: That reminds me with viewports on and when rogues attack me or pillage I can't tell where it is occurring. If I click on the message it should centre the screen to where it occurred shouldn't it? Sometimes When enemies have been spotted off screen or barbs pillage, I am unable to re-centre in this instance also (sometimes anyway).

I probably disabled message-click centering when off-viewport accidentally. If you have a convenient save game that will show it up on end turn please post it together with details of your viewports settings and I'll look into it.
 
@AIAndy, I am getting the following python error. It is not critical but it does get into the log so clutters stuff up when we need to fix errors.:p A simple test for existence before opening is all that is required.:p
Code:
Traceback (most recent call last):
  File "BugInit", line 93, in callInits
  File "MusicUpdate", line 54, in init
WindowsError: [Errno 3] The system cannot find the path specified: "C:\\Games\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Mods\\Caveman2Cosmos/Assets/Sounds/Soundtrack/PrehistoricNew/*.*"
Feel free to add that check (I'll still be gone for around 3 weeks).
 
Repeatable crash when you set those ancient bombard units (forget the name) to auto-promote if they are glowing. Might have something to do with them having no promotions available. This has been around for ages just never remembered to report it.

Please post a savegame and minidump of this, along with which SVN revision you are using. I think I know what is happening, but I'd like to confirm, as if I am right it would be crashing a lot more.
 
I've found some things which may or may not be bugs.

1. Why is everybody giving me their resources for free? I select the ones I want, ask them what they want in return, and they say that it's a good enough deal.

2. Why do objects (improvements, city buildings, etc.) sometimes hover over their tiles? Is this a consequence of my low video settings?
 
I've found some things which may or may not be bugs.

1. Why is everybody giving me their resources for free? I select the ones I want, ask them what they want in return, and they say that it's a good enough deal.

2. Why do objects (improvements, city buildings, etc.) sometimes hover over their tiles? Is this a consequence of my low video settings?

Please post a savegame with a repeatable instance of that behavior.
 
Please post a savegame with a repeatable instance of that behavior.

The size of my file apparently exceeds the forum limit.
 
Here: View attachment 329424

EDIT: I know you're concerned about fixing it, but is there anything that I could do to avoid this myself?
 
I am now having the same problem with my work on the changes to slave/captive units. The game crashes out while loading with out error. I deleted the contents of the cache folder to see if that helped and what happens is that it creates the cache.dat file then crashes before creating any of the other files.
 
I am now having the same problem with my work on the changes to slave/captive units. The game crashes out while loading with out error. I deleted the contents of the cache folder to see if that helped and what happens is that it creates the cache.dat file then crashes before creating any of the other files.

I had the same problem last week when Koshling was teaching me how to use the debugger. It turns out that it comes from ignoring an assert in the property code (asserts are automatically ignored in non-debug builds), and that causes a MAF, according to the debugger. Koshling suspected that it was a problem in the caching code, and this means he is probably right.
 
Weird automation AI behavior.
View attachment sos.rar
View attachment BBAI.rar

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?
 
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?

Very likely. Popping goodie huts is a high priority item in that AI, and it is possible it doesn't make appropriate checks for units.
 
I am now having the same problem with my work on the changes to slave/captive units. The game crashes out while loading with out error. I deleted the contents of the cache folder to see if that helped and what happens is that it creates the cache.dat file then crashes before creating any of the other files.
That means the crash is in the XML reading code.
 
That means the crash is in the XML reading code.

I suspect that it is related to adding a new module, as when I was testing it I was working with some Combat Worker modules which I had added, and I assume that DH was putting his Slave testing material into a module. The exception that followed was a bad alloc, ie MAF, which does portend a problem with the XML reading code.
 
I can't promote my unit with City Raider V despite having the prerequisites (City Raider IV and Combat IV).
 
I'm getting MAFs on a Planet Generator map using the override map settings of 256 by 160 tiles and a viewport of 90 by 60. I'm just putting this out there because I know that Koshling wants to make bigger and bigger maps, and this shows that there will need to be more memory optimization than just Viewports to make that happen.
 
I'm getting MAFs on a Planet Generator map using the override map settings of 256 by 160 tiles and a viewport of 90 by 60. I'm just putting this out there because I know that Koshling wants to make bigger and bigger maps, and this shows that there will need to be more memory optimization than just Viewports to make that happen.

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."
 
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