v 26, and above ALL Bugs/Crashes reporting thread

Thanks a lot! Crashes still occur, but not so often and the game is playable. BTW: how to make game to autosave each turn?

S.

In your Civ 4 ini file find this line and set like this:
; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1

Can use Notepad or Wordpad to open with.

JosEPh :)
 
In that case definitely a memory issue. Playing with viewports on should help that substantially (as would adding another 1G RAM ;))

I survived playing C2C on 3GB of RAM for a year, so it's definitely possible to play on that machine. That said, he may not have done the 3GB Switch, in which case he should do that and that would alleviate his issues.
 
Plenty of unnecessary civic changes keep happening. The AI can't decide whether it wants Vassalage or Conscription, among other back-and-forth switches. During 100 turns of automation, at least four civic swaps occurred, some 20+ turns of anarchy... it's absolutely wasted time.

http://www.filedropper.com/cornwall

5 seconds after posting this it has done another 5 turns of anarchy to swap into slavery ... again.
 
back to war! war war war! these clowns are our only opponents on this continent, so of course we need to build units to fight them right? no wait, I have a better idea, let's not build any units at all and just ignore them, let's research instead!

cities sorted by size http://i47.tinypic.com/2w2o8t3.jpg

our capitol and surrounding cities http://i48.tinypic.com/25as2ex.jpg

the enemy are off to the west on the next viewport of this continent. just a silly thing about turning on the Research building, is some things like school of scribes, law school, and universities... aren't being built. and some buildings, ie: mausoleums... aren't being built in any cities at all! Jeez I love to build them, but not the AI.

cities that are ignoring stuff http://i49.tinypic.com/6iwvnb.jpg * http://i49.tinypic.com/6j37v7.jpg * http://i49.tinypic.com/211t89g.jpg * http://i48.tinypic.com/iv91te.jpg * http://i45.tinypic.com/ig96hg.jpg * http://i47.tinypic.com/r7ruhy.jpg

go automation, you can do it. http://www.filedropper.com/essex_1
 
@Koshling, JosEPh_II: thanks!

After enabling Viewports I had no crashes caused by memory but it seems I have some problems with my video settings. It happened to me a few times that when the game crashed, there was a message like "you need to adjust your graphic adapter settings". Sometimes the display gets weird or the game seems to run but display is shut down (my monitor behaves as if it was not connected with the graphic adapter, so I need to reboot). Any ideas how to deal with that?

S.
 
back to war! war war war! these clowns are our only opponents on this continent, so of course we need to build units to fight them right? no wait, I have a better idea, let's not build any units at all and just ignore them, let's research instead!

cities sorted by size http://i47.tinypic.com/2w2o8t3.jpg

our capitol and surrounding cities http://i48.tinypic.com/25as2ex.jpg

the enemy are off to the west on the next viewport of this continent. just a silly thing about turning on the Research building, is some things like school of scribes, law school, and universities... aren't being built. and some buildings, ie: mausoleums... aren't being built in any cities at all! Jeez I love to build them, but not the AI.

cities that are ignoring stuff http://i49.tinypic.com/6iwvnb.jpg * http://i49.tinypic.com/6j37v7.jpg * http://i49.tinypic.com/211t89g.jpg * http://i48.tinypic.com/iv91te.jpg * http://i45.tinypic.com/ig96hg.jpg * http://i47.tinypic.com/r7ruhy.jpg

go automation, you can do it. http://www.filedropper.com/essex_1

I'm sick this week (mild flu or something), but I'll get to these two useful-looking savegames and issues when I am able to. Might be a day or two.
 
I can't past this point. I end the turn and the game hangs, the turn never completes. I've tried several times but always the same result. I let it run for 20 minutes or so, but it doesn't complete (normal turn times are around 30 seconds).

I'm using SVN 3908.

Savegame is attached.
 

Attachments

Plenty of unnecessary civic changes keep happening. The AI can't decide whether it wants Vassalage or Conscription, among other back-and-forth switches. During 100 turns of automation, at least four civic swaps occurred, some 20+ turns of anarchy... it's absolutely wasted time.

http://www.filedropper.com/cornwall

5 seconds after posting this it has done another 5 turns of anarchy to swap into slavery ... again.

This is a nasty one. It's not just conscription and vassalage that are involved - feudalism also has a key role. The problem is that it starts out without either feudalism or vassalage. EITHER of them (they are OR requirements) enable a couple of wonders (Field of the Cloth of Gold, and King's Tournament). When it's evaluating the civics it does so one category at a time (from the starting state), and it's counting the value of being able to build those wonders on BOTH Feudalism AND vassalage (they are in different categories). Both of them score quite highly due to these buildings, so it switches into (both of) them.

That switch is slightly flawed (it only needed one of them, and had it checked for combinations involving one but not the other it would have found better combos). However the real problem arises a few turns later when it next evaluates civics. Now the base state has those buildings enabled by ANOTHER category when it evaluates each category individually, so it doesn't include their value as something it would lose by switching in either evaluation (it only loses it if it makes both, but it can't see that). As a result vassalage and feudalism both look poor, and conscription comes out ahead.

Rinse and repeat.

To solve this robustly we'd need to evaluate sets of civics as a whole (not categories independently), but for each choice in a category you would then need to evaluate possible choices in every other category - so not just difference from base state. This rapidly leads to a combinatorial explosion in the amount of calculation to do, which would be utterly unacceptable in terms of turn processing time.

I think for now, pragmatically, I will simply consider any buildings that are civic-enabled by choices in more than one category (these may be the only ones - not sure - it's certainly rare though) as providing half value regardless of whether you already have them enabled or not, from a civics standpoint. Obviously this isn't true, but it's probably the least-worst solution for now.

Long term, the civic evaluation process needs to change since it's inherently non-linear due to these inter-category-couplings. Some sort of simulated annealing approach or similar (using background threads probably) is likely needed.
 
Completed rock gather and then Stone tools. After researching Chopping or Scraping (forgot which) rock gatherer shows back up in the build list. See screen shot.

Seems we have 2 techs that gives rock gatherer? So we have the old repeat build problem showing up again.

SVN 3914. New game started this morning.

JosEPh
 
This is a nasty one. It's not just conscription and vassalage that are involved - feudalism also has a key role. The problem is that it starts out without either feudalism or vassalage. EITHER of them (they are OR requirements) enable a couple of wonders (Field of the Cloth of Gold, and King's Tournament). When it's evaluating the civics it does so one category at a time (from the starting state), and it's counting the value of being able to build those wonders on BOTH Feudalism AND vassalage (they are in different categories). Both of them score quite highly due to these buildings, so it switches into (both of) them.

That switch is slightly flawed (it only needed one of them, and had it checked for combinations involving one but not the other it would have found better combos). However the real problem arises a few turns later when it next evaluates civics. Now the base state has those buildings enabled by ANOTHER category when it evaluates each category individually, so it doesn't include their value as something it would lose by switching in either evaluation (it only loses it if it makes both, but it can't see that). As a result vassalage and feudalism both look poor, and conscription comes out ahead.

Rinse and repeat.

To solve this robustly we'd need to evaluate sets of civics as a whole (not categories independently), but for each choice in a category you would then need to evaluate possible choices in every other category - so not just difference from base state. This rapidly leads to a combinatorial explosion in the amount of calculation to do, which would be utterly unacceptable in terms of turn processing time.

I think for now, pragmatically, I will simply consider any buildings that are civic-enabled by choices in more than one category (these may be the only ones - not sure - it's certainly rare though) as providing half value regardless of whether you already have them enabled or not, from a civics standpoint. Obviously this isn't true, but it's probably the least-worst solution for now.

Long term, the civic evaluation process needs to change since it's inherently non-linear due to these inter-category-couplings. Some sort of simulated annealing approach or similar (using background threads probably) is likely needed.

Perhaps it would be easiest to establish a modding rule that we can't make a civic specific wonder or perhaps even any other civic specific building capable of being made available by more than one specific civic?
 
When did gatherers lose the ability to gather grain on grassland tiles Before you even reach Tribalism?

What's going on with the xml files?

JosEPh
 
Perhaps it would be easiest to establish a modding rule that we can't make a civic specific wonder or perhaps even any other civic specific building capable of being made available by more than one specific civic?

More than one civic is fine. It's civics in more than one category (CivicOption) that makes life hard.
 

Three issues/observations:

1) The AI values gold higher than research (on a one-for-one basis - it values gold nearly twice as much). As a result it regards the university as a bad thing to build. IMO this is simply an out-moded view that may have worked in vanilla BtS, but doesn't make much sense in a C2C environment. What I will do (not today though since it isn't utterly trivial) is have it value gold in a way that depends on its treasury size and its total income (after all current expenditure). Thus if cash is tight it will value gold higher, if it has lots of cash, it will value research higher.

2) It doesn't build various health-giving buildings simply because it doesn't need the health. This seems rational

3) It doesn't build Knights stables because they replace stables, and stables are more valuable to the AI because there is an AIWeight (oh how I hate AIweights!!!) in the XML for stables but not for knights stables! This AIWeight (on stables) should be removed unless there is evidence that it is needed for them to get built in the first place (in which case it needs to be added in at least an equal amount to knights stables and anything else in that replacement line). Since this is in Hydro's module he will need to attend to it (I'll PM him to draw his attention to this post)

Edit - I have verified in my own copy, that removing the AI weight from stables does cause your save game to replace them with knight's stables.
 
I can't past this point. I end the turn and the game hangs, the turn never completes. I've tried several times but always the same result. I let it run for 20 minutes or so, but it doesn't complete (normal turn times are around 30 seconds).

I'm using SVN 3908.

Savegame is attached.

This save loads and plays end-turn through to the next turn fine for me. However, I do have a slight tweak to tidy up some of the code changes I made for the last turn hang issue a day or so ago, so I guess it's possible that has fixed something. I'll be pushing the tidy-up to SVN shortly anyway since I've played several hundred turns on it now, and am fairly confident in it, so try with that once I do and let me know if it solves your issue please.
 
Why at Tribalism is Tribes now a 1 time National unit?

This is just another blatant attempt to curb expansionist play style and is uncalled for. :mad:

Please stop doing this.

JosEPh :(
 
Why at Tribalism is Tribes now a 1 time National unit?

This is just another blatant attempt to curb expansionist play style and is uncalled for. :mad:

Please stop doing this.

JosEPh :(
Not a one time unit, but you can only have one at a time. So you first have to build the second city before you can build the next tribe.
 
I just did exactly that and now After the 2nd city is built I no longer have the Tribe listed in either city.

Edit: Capital city did not show Tribe in Build list until 2nd turn after 2nd city built. 1st turn after 2nd city built 2nd city showed Tribe. Some kind of 1 turn delay for the Capital? I've never seen this before.

JosEPh
 
I just did exactly that and now After the 2nd city is built I no longer have the Tribe listed in either city.

Edit: Capital city did not show Tribe in Build list until 2nd turn after 2nd city built. 1st turn after 2nd city built 2nd city showed Tribe. Some kind of 1 turn delay for the Capital? I've never seen this before.

JosEPh

it's the same delay as when a national unit dies, you cannot start building a replacement unit until the following turn for some reason.
 
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