v 26, and above ALL Bugs/Crashes reporting thread

hmm... can't do any effective debugging this week unfortunately... I have an hour or so at night and a bit in the morning and that's it for me for now.
 
not sure if bug, but

I know this is deity but when the message at the top of the window says so-and-so will sign peace treaty, but you chat with them and they say NEVER!!! NOT UNTIL EVERY LAST CHEROKEE WARRIOR IS GROUND INTO DUST!, that seems *just* a bit off.

Are they changing their mind after the text message occurs, or is there some different computation of their opinion happening when the diplomacy window opens?

-still at war with the damnable uzbeks
 
I think its more to do with the possibility of peace. Like they have recently got writing. Also I find gold is a good equalizer. Go for currency and then add in gold to the trade. So peace 4 peace + 120 gold for example. They'll usually accept this, if not, just keep bumping it up by $10 or $20. If it gets to like 5-600, try a tech lol.
 
not sure if bug, but

I know this is deity but when the message at the top of the window says so-and-so will sign peace treaty, but you chat with them and they say NEVER!!! NOT UNTIL EVERY LAST CHEROKEE WARRIOR IS GROUND INTO DUST!, that seems *just* a bit off.

Are they changing their mind after the text message occurs, or is there some different computation of their opinion happening when the diplomacy window opens?

-still at war with the damnable uzbeks

I have seen this also but mainly when loading a saved game; the text at the top center of the main display shows potential peace and goods trade but that is only based on who discovered writing and currency. That top message during game load does not reflect attitude. I also found the same condition that SgtSlick reported; a few dollars buys friendship.

If only real life were like that......;)
 
Have we checked to see if the promos being lost are established as valid promos for the thief and rogue combat classes? It could just be an xml fix. I MAY find time to look tonight but its pretty easy to look and repair if inaccurate, though I don't know if the Criminal Combat Class has been set up and added as a SubCombat to those units yet (pretty sure they haven't) which would make it a bit easier to solve quicker as then we just add the Criminal Combat Class to the those promos (or their lines if appropriate.)
 
Having 10-12 Caravels (with promotions and tech ca 7-8 movement points each) on Autoexplore (Giant Map, about 30% Water) slows down my own turn for quite a bit. The graphic slows down and the game in generel reacts "sluggish". Time until my turn is finished also increased. This began after getting the techs to go into oceans and maybe after 2-3 techs with +1 movement for sea units.

Save is attached, SVN version 3778. I don't think the problem is linked to a specific version though.

View attachment 331951
 
I solved my MAF problem. Turns out viewports weren't on. But now Civ IV "stops working" whenever I end the turn. I have the latest SVN, I think. Use the save I gave previously if you need one.
 
Have we checked to see if the promos being lost are established as valid promos for the thief and rogue combat classes? It could just be an xml fix. I MAY find time to look tonight but its pretty easy to look and repair if inaccurate, though I don't know if the Criminal Combat Class has been set up and added as a SubCombat to those units yet (pretty sure they haven't) which would make it a bit easier to solve quicker as then we just add the Criminal Combat Class to the those promos (or their lines if appropriate.)

I have JUST pinned this down, and it wasn't where I had been looking at all. The original version of the combat mod had a systemic error in its CvUnit::write() that had the effect of losing all information about units, when saving, after it starts the combat mod specific info. This includes the free promotion counts, so across a save and reload your units lose all their promotion free tagging, and so when they get promoted the ones that were actually free no longer look that way and become candidates for removal - all those which you shouldn't have EXCEPT by having been given them free are then lost.

I'm testing a fix now.
 
Currently I can't play at all... so I would like some advice please. :rolleyes:
 
Having 10-12 Caravels (with promotions and tech ca 7-8 movement points each) on Autoexplore (Giant Map, about 30% Water) slows down my own turn for quite a bit. The graphic slows down and the game in generel reacts "sluggish". Time until my turn is finished also increased. This began after getting the techs to go into oceans and maybe after 2-3 techs with +1 movement for sea units.

Save is attached, SVN version 3778. I don't think the problem is linked to a specific version though.

View attachment 331951

When exactly does the sluggishness manifest? Presumably not on end turn? (at least that seemed to run ok in my tests)
 
I'm getting an XML error with the latest SVN (3779). Cultural heritage promotions.
 
I forgot precisely how... :wallbash:

Could someone please tell me how? Not to seem pushy but I'm not going to have access to the computer for a while, so I just want to put the minidump up now.
 
When exactly does the sluggishness manifest? Presumably not on end turn? (at least that seemed to run ok in my tests)

During my own turn when they auto move. I had the same problem a loong time ago when I was playing on a map with about 70% of water.
 
@Combat Mod People

Is it my imagination or did promotions when you highlight over them say their name but now they don't? If they did before why don't they do it now?

I posted about that 5 pages ago, but it got buried. Here's a screenie of the issue.
 
Wow, this is a new level of graphical Viewport errors. Would it have anything to do with the Multi-Feature Mod?
 

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