v 26, and above ALL Bugs/Crashes reporting thread

Was this with viewports enabled?

Also how advanced are you?? It **looks** like a bug in air unit automation!! Is that even possible?

we're in modern era so have had air units for some time now and I leave most of them automated

yes, viewports are enabled at 30x30
 
About 30 errors on the PromotionLine??? Attached are just a FEW:sad:


EDIT
: I think i found the solution:

I deleted all the files that were in the Cache Folder, next to the Assets folder, and now it didn't pop-up with any errors


EDIT EDIT: See bottom of last attachment??

I commonly have to delete the cache folder after some adjustments. Perhaps in this case its due to PromotionLineInfo being developed since the caching AIAndy did and may not be included in considerations there.

I'll take a look at that last problem... probably a text define error due to the stupid way I tagged those lines with an extra COMBAT at first. However, I may have missed a step entirely too... so its something for me to look into further.
 
I'm getting about 100 XML errors now relating to religious buildings and DH's Religions modules. This on SVN 3732.

Same here on SVN 3735. There are several related to Andeanism and the Tomb modules, then how the Shrines are interacting with Civics, and then MANY related to the Achievements. Files that need attention are:
  • modules\DancingHoskuld\Custom_Religions\Andean\Andean_CIV4BuildingInfos.xml [error related to Palace/Great Palace/Versailles]
  • modules\DancingHoskuld\Custom_Wonders\Tomb\Tomb_CIV4BuildingInfos.xml [same Palace error]
  • xml\GameInfo/CIV4CivicInfos.xml [errors related to Shrines]
  • xml\Units/Civ4UnitInfos.xml [errors related to Shrines and Achievements -- suspect it's something related to these units' ability to build these]
  • any other UnitInfos.xml file with Hero units

The last error alone is generating 8 XML errors per hero unit capable of building achievements.
 
Was this a new game started from the beginning crashing on the first turn?

Yeah I think so, maybe 2nd turn can't remember. It was a recent svn - like yesterday, maybe this helps. Cheers. Think imma give it a try with today's svn see what happens.
*oh and ill play with unit trading on this game to give some feedback on it.
 
Was just playing and congo's stone axeman are using my trail paths it seems- or somehow are able to move 2 tiles.. Is this a bug?
*EDIT* Nevermind, he has Forestry Promotion on them eek.
 
Two more minor bugs to fix:

Sioux button on city destroyed is pink. Please fix.

View attachment 331629

On loading a save game, all cities' crime-delta (change since last turn) shows up as 0 and doesn't recalculate until the next turn. (See screenshot.)

This is a problem because with Viewports on, I can't just send newly-trained Shaolin Monks to the city where crime is increasing the fastest, and I have to send them to an intermediate point. If they reach the point on a turn where I just loaded, I don't know where to send them because all cities are showing crime-delta 0. I also don't want to have to waste their movement points having them sit for a turn. Is there a way to store the crime-delta so it persists? I don't think it is changing during a turn.

View attachment 331628

On a side note, is there a way to tell what crime is going to cap at? I find the current system of growth and decay to be pretty opaque, which I don't like. Ex: If I could tell that a city's crime was going to cap at 100, it wouldn't need Guard units.
 
v26 with same-day patch

this savefile crashes on load (twice in a row)

http://forums.civfanatics.com/showpost.php?p=11847785&postcount=7

edit:

this is definitely repeatable, i loaded the previous autosave, finished that turn, and wound up in the same point and crashed again. here is the previous save and the ensuing minidump

http://www.filedropper.com/shenplayscarthageimmortalnon-mafcrash98

I'll take a look at this one later today when I'm done with the other one of yours I'm working on.

Looking forward a day or so - when I have fixes how best for you to check they help you out? The problem is that I can't easily patch the fixes into a V26 DLL, and the current DLL won't operate correctly with V26 XML assets. The best ways to proceed (I think, but I wanted your opinions [and buy in]) would be either:

1) You move to the SVN version, upgrading your current game as you go. The downside here is that it might be quite disruptive to your current game position if you're still using it for a let's play

2) You parallel install the SVN version and use it to test fixes behave as expected for you, but still keep V26 for other purposes. The downside of this is two-fold - it's more effort and will involve some jumping-through-hoops to be able to run the same saves in either install; and secondly your ongoing V26 usage will still be crash-prone

Any thoughts? If you want to go with (2) let me know and I'll post a bit more detail about what you'd have to do to set it up (and be able to use saves from one on the other)
 
I have a v26 install and SVN. I usually play SVN but if after an update something gets messed up I go back to v26. This way I can keep playing C2C while the SVN bug gets squashed.
 
I think there is another bug in the game text for buildings that increase or decrease stability.

Example: Crucifixion Crosses has the following code:

Code:
<iRevolutionIndexModifier>-5</iRevolutionIndexModifier>

which the game outputs as:

  • +5 local stability bonus per turn in each city

The word each is misleading -- I think (and I tested it myself) that the word each should be replaced by this. Example:

  • +5 local stability bonus per turn in this city

What do you think?
 
You are right i always think that it works in each city like desc. says.
Thanks for explain this.
 
I think there is another bug in the game text for buildings that increase or decrease stability.

Example: Crucifixion Crosses has the following code:

Code:
<iRevolutionIndexModifier>-5</iRevolutionIndexModifier>

which the game outputs as:



The word each is misleading -- I think (and I tested it myself) that the word each should be replaced by this. Example:



What do you think?

Yes, that's an accurate statement.

Buildings also have access to the tags:
  • iRevIdxNational - changes the national index (so that DOES affect all cities)
  • iRevIdxDistanceModifier - this apparently doesn't do anything at all!! (on buildings - the equivalent on civics does). I think this is a capability that only ever got half implemented in the base REV code (it isn't in the schemas).
 
Yes, that's an accurate statement.

Buildings also have access to the tags:
  • iRevIdxNational - changes the national index (so that DOES affect all cities)
  • iRevIdxDistanceModifier - this apparently doesn't do anything at all!! (on buildings - the equivalent on civics does). I think this is a capability that only ever got half implemented in the base REV code (it isn't in the schemas).

Interesting. I use iRevIdxNational on some of my Wonders, but I've never tried to use iRevIdxDistanceModifier.
 
v26 with same-day patch

this savefile crashes on load (twice in a row)

http://forums.civfanatics.com/showpost.php?p=11847785&postcount=7

edit:

this is definitely repeatable, i loaded the previous autosave, finished that turn, and wound up in the same point and crashed again. here is the previous save and the ensuing minidump

http://www.filedropper.com/shenplayscarthageimmortalnon-mafcrash98

I have fixed for two crashes that are occurring in your games, based on your earlier saves/minidumps. With those fixes I cannot reproduce a problem with this save (so it's probably one of the two I found).

I'll be posting an update to SVN later this afternoon containing these fixes. One of them can probably happen in a lot of circumstances - it happens when a unit that is not within the current viewport moves to somewhere that IS in the viewport and then executes a graphical mission (e.g. - air patrol that has the circling airplane animation). The other was more specific and likely rarer (also a viewport issue).
 
Is this supposed to happen this way, just on 1 turn?? I already have :mad: and :yuck: from starvation:food:??

EDIT: By turn 25 at least the :mad: is gone but still at starvation level red.

See the housing thread, where this has already been complained about.
 
WORDS

Any thoughts?

Well the problem is, when I start a campaign, I really only want to play on the same version in which I began the campaign. So I don't mind swapping to the svn if just by beginning a new campaign. I also don't like abandoning a start like that, I kind of wanted to see all the crap beyond the modern era :D

Anyway, I just started a new set of videos on Diety but am only at 25000bc so far, would switching to the svn allow me to open that save file and continue? Also, what the hell is svn?
 
Well the problem is, when I start a campaign, I really only want to play on the same version in which I began the campaign. So I don't mind swapping to the svn if just by beginning a new campaign. I also don't like abandoning a start like that, I kind of wanted to see all the crap beyond the modern era :D

Anyway, I just started a new set of videos on Diety but am only at 25000bc so far, would switching to the svn allow me to open that save file and continue? Also, what the hell is svn?

SVN is our source control system, into which ongoing development happens (think of it as a rolling beta). Save game compatibility is something we always try to maintain. The pros and cons of being on the SVN, rather than an official release are:

Pro - you get fixes much faster
Pro - you get to see all the cool new stuff as it comes rather than having to wait for the next release
Con - you get to see all the cool new stuff as it comes, before it's really ready for prime time ;)
Con - as systems change and new stuff is added or rebalanced there will be times when changes render the decisions you've already made in an ongoing game 'sub-optimal'

There's a whole thread about it, and how to get onto it stickied in the sticky threads section just below this one.
 
The promotion help text is not displaying the name of the promotion in question.
 

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