v 26, and above ALL Bugs/Crashes reporting thread

Shadowwalker promo line is fine with the exception that the line priority # was not set up on the individual promos correctly. The second (and perhaps third?) seem to have 1 as the line priority where they should be 2 and 3 instead.

Oops! Fixed now on the SVN.
 
Hi All,
I have an issue with V26 (patched) that i wasnt getting in previous versions. When i start a new game -Gem map- all the terrain tiles are black i can see some trees and what not but the base of all tiles are black including water tiles. I looked to see if i could find a similar post and found one that said to delete the cache which i did but that didnt fix it so i was hoping to get some feed back from someone on here!

Thanx!

P.S. forgot to mention i have tried other maps and have gotten the same results.
 
When was it implemented that Ocean squares have a <iMovement> cost of 2? It seems like all that does is force the player to use two promotions on Navigation I + Maneuvering I. This is probably a working as designed feature, but it seems like an unnecessary trick.
 
Has anyone else had a problem with unit cycling? I think if you go into a city screen while a unit is active, then exit, sometimes when you return to the main map, the active unit won't cycle to the next once all its movement points are expended. The only way out is to save and reload. I can't seem to reproduce it reliably yet. I just wanted to see if anyone else has seen this problem.
 
I sometimes get te same problem when I am adding terrains but I have no idea why they are sometimes invisible.
Sounds like another small bug in the multi-feature mod to address.
 
so I've thrown a few games in a row just using ctrl+shift+x for 500 or 1000 turns and I'm watching TONS of units being built over and over and over, sending the science rate to zero, and running at a huge negative money balance, until most of the units disband due to lack of funding. and again, the cities rebuild units units units with no science rate.

even on a map where the civ begins on an island with no enemies anywhere, units units units units

does the ctrl+shift+x automation play the same way as the AI ? because this is rather disturbing.

the weird thing is, around the time of discovering writing, the unit building eventually ceased, and science went back to 90 and then 100%...

I'll post bbai here in case that shows any insight into what the heck its doing. for instance, one city had 3 healers garrisoned, and only 1 actual unit. another city had 8 town watchmen and no healer. I don't quiet get it >.> well that and all the other damned units around.

also, holy cucumbers... the bbai is 177mb?!? what... oh well thank you 7-zip

http://www.filedropper.com/bbai
 
@shen

Do you play with minor civs?

If yes. AI my cosider that it is at war with everybody and build tons of units to protect itself.
Minor civ is removed when you discover writing. So maybe this is an issue?

Lets wait for Koshling or AIAndy they are AI masters now :)
 
Hi All,
I have an issue with V26 (patched) that i wasnt getting in previous versions. When i start a new game -Gem map- all the terrain tiles are black i can see some trees and what not but the base of all tiles are black including water tiles. I looked to see if i could find a similar post and found one that said to delete the cache which i did but that didnt fix it so i was hoping to get some feed back from someone on here!

Thanx!

P.S. forgot to mention i have tried other maps and have gotten the same results.

It's a known problem, but no one actually knows what causes it or how to fix it every time. See "Black Tiles in C2C" thread in the Bugs subforum for more details. I thought it might be the multi-features that is causing it for me (I can't get any after SVN3564 (basically the same version you can't get to work) to work each time, but 3564 works no problems), but that isn't the case for you.
 
Sounds like another small bug in the multi-feature mod to address.

Is there any way to turn this off? I took a quick look in the thread, but see it looks like it is a python call so it may not be easy (or even possible) to do. I'm sure this is the reason I'm getting black tiles at least 3 out of 4 times I try to load any version after it was introduced.

PS---sorry for the double post or I would have multi-quoted, but I didn't see this until I posted the one above and this version of vBulletin doesn't auto-edit.
 
Is there any way to turn this off? I took a quick look in the thread, but see it looks like it is a python call so it may not be easy (or even possible) to do. I'm sure this is the reason I'm getting black tiles at least 3 out of 4 times I try to load any version after it was introduced.

PS---sorry for the double post or I would have multi-quoted, but I didn't see this until I posted the one above and this version of vBulletin doesn't auto-edit.
It can only be switched off by recompiling the DLL with a certain #define unset.
 
so I've thrown a few games in a row just using ctrl+shift+x for 500 or 1000 turns and I'm watching TONS of units being built over and over and over, sending the science rate to zero, and running at a huge negative money balance, until most of the units disband due to lack of funding. and again, the cities rebuild units units units with no science rate.

even on a map where the civ begins on an island with no enemies anywhere, units units units units

does the ctrl+shift+x automation play the same way as the AI ? because this is rather disturbing.

the weird thing is, around the time of discovering writing, the unit building eventually ceased, and science went back to 90 and then 100%...

I'll post bbai here in case that shows any insight into what the heck its doing. for instance, one city had 3 healers garrisoned, and only 1 actual unit. another city had 8 town watchmen and no healer. I don't quiet get it >.> well that and all the other damned units around.

also, holy cucumbers... the bbai is 177mb?!? what... oh well thank you 7-zip

http://www.filedropper.com/bbai

A couple of versions ago 'start as minors' caused a sort o arms race that had this result, but I thought I'd fixed it. I may have disturbed something with recent changes inadvertently I guess - I'll go through your log and/or run my own automated games and try to figure it out.
 
so I've thrown a few games in a row just using ctrl+shift+x for 500 or 1000 turns and I'm watching TONS of units being built over and over and over, sending the science rate to zero, and running at a huge negative money balance, until most of the units disband due to lack of funding. and again, the cities rebuild units units units with no science rate.

even on a map where the civ begins on an island with no enemies anywhere, units units units units

does the ctrl+shift+x automation play the same way as the AI ? because this is rather disturbing.

the weird thing is, around the time of discovering writing, the unit building eventually ceased, and science went back to 90 and then 100%...

I'll post bbai here in case that shows any insight into what the heck its doing. for instance, one city had 3 healers garrisoned, and only 1 actual unit. another city had 8 town watchmen and no healer. I don't quiet get it >.> well that and all the other damned units around.

also, holy cucumbers... the bbai is 177mb?!? what... oh well thank you 7-zip

http://www.filedropper.com/bbai

I've only scanned so far, but I am not seeing any period when the AI players are running below 90% science, or having financial issues (I haven't checked stats for every turn, just sampled through the log however). When you automated this game what difficulty level was the human player (well the one that would be human without the ctrl-x automation) set to? If you had it set to something on the hard side, then AI automation is going to have issues with it I suspect, because the AI is tuned for Noble, where the AI plays, and builds much larger armies than most human players on higher difficulty would/could support. The result may well be roughly what you describe for 'your' player, but as far as I can see from the logs, none of the actual AIs are really suffering (no drops in science rate, no low cash reserves). When I get more time (this afternoon) I'll go through it more carefully, and also look at the logs for the nominally human player comparatively to the other players and see if that supports this theory.
 
Another bug related to parts of the new Combat Mod. I upgraded a bunch of Crossbowmen, who had the Honour promotion from Shinto Jingu, to Arquebusiers. Since Gunpowder units are not eligible for Honour, they naturally lost their promotion. However, the message that pops up is incorrect -- they aren't eligible for another promotion. Please differentiate between units that are actually eligible for re-promotion and units that are simply losing a promotion. See attached screenshot for the message.

View attachment 332681
 
Another bug related to parts of the new Combat Mod. I upgraded a bunch of Crossbowmen, who had the Honour promotion from Shinto Jingu, to Arquebusiers. Since Gunpowder units are not eligible for Honour, they naturally lost their promotion. However, the message that pops up is incorrect -- they aren't eligible for another promotion. Please differentiate between units that are actually eligible for re-promotion and units that are simply losing a promotion. See attached screenshot for the message.
Are they getting this message and then getting to retrain or are they simply getting the message and not being given the opportunity to select a new promotion?



@SO: I thought I saw you say somewhere that something was still wrong with archery bombard. It was a vague comment so... what's going on with that?
 
I've only scanned so far, but I am not seeing any period when the AI players are running below 90% science, or having financial issues (I haven't checked stats for every turn, just sampled through the log however). When you automated this game what difficulty level was the human player (well the one that would be human without the ctrl-x automation) set to? If you had it set to something on the hard side, then AI automation is going to have issues with it I suspect, because the AI is tuned for Noble, where the AI plays, and builds much larger armies than most human players on higher difficulty would/could support. The result may well be roughly what you describe for 'your' player, but as far as I can see from the logs, none of the actual AIs are really suffering (no drops in science rate, no low cash reserves). When I get more time (this afternoon) I'll go through it more carefully, and also look at the logs for the nominally human player comparatively to the other players and see if that supports this theory.

this was SVN 3876 on Prince. and I still had fog of war on, so could not see any other civs on this island, but the automated civ certainly had a long period of suffering due to the odd behavior. so does ctrl-shift-x automation differ from normal AI behavior? I'm really curious how it works, or if it's the same. I was hoping to get an idea of how the AI grows from the start
 
this was SVN 3876 on Prince. and I still had fog of war on, so could not see any other civs on this island, but the automated civ certainly had a long period of suffering due to the odd behavior. so does ctrl-shift-x automation differ from normal AI behavior? I'm really curious how it works, or if it's the same. I was hoping to get an idea of how the AI grows from the start

It's the same (though it continues to use your difficulty level)

Edit - in respect of the logs you provided, here are my observations:

Focusing on Brazil (which is the 'human' player) the stats don't really suggest a massive over-build of units during the period it gets into financial trouble (circa turn 520 or so for a while). It has (at that point) 7 cities and a total of about 40 units, which is not excessive really. However, it's costs exceed its income by a fair margin, which I why it gets into big problems. The problem side of the equation seems mostly to be income though, which suggests it might not be building income providing buildings, or maintenance reducing ones enough (I can't really tell very easily from the logs) - did you take a look at what was in the cities in terms of buildings - had it skipped anything obvious that you could see?

It should probably limit unit building of discretionary units (those beyond it's immediate defensive needs) when its finances are ropey, which is a change I can look into in due course.

I am currently tracking what might be a bug that causes some of the unit building that I doesn't really need. This is where it builds in order to meet requests for escorts by workers/settlers. I strongly suspect there is a bug whereby units that are built for that purpose path to their escortee, then forget why they are there and go do something else, leaving the settler/worker to request another escort, and so on...!

If I am right about this bug, it is obviously a contributary factor.
 
@SO: I thought I saw you say somewhere that something was still wrong with archery bombard. It was a vague comment so... what's going on with that?

Correct: Its just like before, all the archer(s) do there is "bombardment"(bm) but the others wont attack in the stack they just sit there:crazyeye: its BM, BM, BM, BM etc. no attacking.
 
more automation simulating in svn 3876. prince, perfectworld2f, minor civs, blah. here is the garrison in the capitol... http://i45.tinypic.com/e86a9v.jpg that's probably far more than necessary, but the automation keeps building more.

one thing i've noticed that is really dumb, tons of settlers are being built, but never used. at least 10 have been built (when I'm actually watching) but they are either disbanded or deleted or something, because when I check the military advisor there are no settler units in the empire. that's a colossal waste of time and resources.

going to put in another 500 turns and see what happens.
 
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