v 26, and above ALL Bugs/Crashes reporting thread

I'll give Hydro fixes for that. On second thoughts:-

@Hydro you will need to remove
Code:
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_NEMO_ACADEMY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>

From the Indian Embassy and add a new file or put at the end of the buildinfos file in the folder containing Nemo Academy the following
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_INDIAN_EMBASSY</BuildingClass>
			<Type>BUILDING_INDIAN_EMBASSY</Type>
			<BuildingClassProductionModifiers>
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_NEMO_ACADEMY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>
			</BuildingClassProductionModifiers>
		</BuildingInfo>

For Mammoth Trainer and Zebra Trainer you will need to do similar.



It is the size it has always been:mischief: but since it is new do you have any suggestions to how much it should be adjusted?

Ok I did the Nemo Academy but how do I do I convert this?

Spoiler :
Code:
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_SHEEP_FARM</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_ALPACA_FARM</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_YAK_FARM</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_ANGORA_GOAT_BREEDER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_ANGORA_RABBIT_BREEDER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MAMMOTH_TRAINER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MAMMOTH_HERD</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MUSKOX_HERD</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_WOOLY_PIG_BREEDER</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>
 
I know in Vietnam there were stories of "fragging" officers. In C2C the AI seems to abandon the officers. Same result.

In the [large] save file just N-NW of Wutan is a Xiongnu Archer and GG. The next turn the Archer moves away but the GG must have slept in and missed the order. Opps! The behaviour repeats both times I loaded the save file. SVN is 3956.

(A quick way to find the stack is F5, select Dom Pedro (1st AI on L), then select GG.)

I did not record the BBAI log but if requested I can turn it on and reload the save file.
 
SVN 3953: I was looking at the Civilopedia, and I noticed that the bonuses that I was giving with the <GlobalBuildingExtraCommerces> tag are gone. Any ideas what might have happened? Take a look at Bank of China Tower. It should be giving +5 gold from Bank.
Do you think its just a display problem or something else?

I agree 100%. And I would add windmills in to because they can only be built on hills. And even a forested hill is not going to lose all it's forest to windmills even the old dutch windmill.

The watermill has bothered me since early RoM and I even argued with zappara over it. But it got lost in the cottage reshuffling. And it's under powered too even in C2C.

JosEPh
My only problem with this assessment on windmills... modern ones shouldn't need an open space hill but perhaps the older ones would. Not because the windmill construction would require enough space to destroy the forest but because the forest would form too great a wind block for the windmill to be effective.

And yeah, I feel the watermill and lumber mill is a bit underpowered (at least the last time I played far enough to see them in the game - since then DH stated he was working on rebalancing improvements a bit so we'll see. I'm finally playing a game again... lol.)

It this supposed to happen, when a rebel fraction takes BACK the city, your Treb's/Cannons/(siege weapons) lose some of their promotions?? (bottom far right of my area)
It CAN happen but I'm really curious WHY it happened, what filter caught those and identified them for removal... I'm downloading your save and will see what I can figure out there - could indeed be a bug.



MORE (some graphics feedback from a brief play through):
The reduction on the Mangrove size makes them look terrible.

If they are going to be reduced like this, we need 4 times as many of their model disperesed over the tile. Right now, the mangroves just collect into the corner in their little group of 4 trees. The size of the trees is more comparable to other tree terrains but their numbers do not effectively cover the plot.

Also, the problem with some of our newer feature graphics, like horses and melons, seems to be that they take their base (which should be invisible) with them onto the new tile, making it look like they stand on swamp.
 
- since then DH stated he was working on rebalancing improvements a bit so we'll see. I'm finally playing a game again... lol.)

I finished doing the rebalancing when v26 came out. If more is needed...

MORE (some graphics feedback from a brief play through):
The reduction on the Mangrove size makes them look terrible.

If they are going to be reduced like this, we need 4 times as many of their model disperesed over the tile. Right now, the mangroves just collect into the corner in their little group of 4 trees. The size of the trees is more comparable to other tree terrains but their numbers do not effectively cover the plot.

As suggested elsewhere it needs to be done like forest not like a resource. It needs to be redone, so we are stuck with it until then. ;)

Also, the problem with some of our newer feature graphics, like horses and melons, seems to be that they take their base (which should be invisible) with them onto the new tile, making it look like they stand on swamp.

This is recent, ie it happened in the last week or so while I was away. I have no idea what is causing it.

BTW, I mentioned before I went on holiday how Realistic Culture Spread was broken and how it could be fixed. Did anyone take note? Should I start another thread?
 
Do you think its just a display problem or something else?

It seems to be a repeat of the caching bug that I came across a while ago. Here's what I found happens:
  • Load the game: no GlobalExtraBuildingCommerces
  • Exit the game, clear the cache: GlobalExtraBuildingCommerces reappear
  • Exit the game, reload the game: GlobalExtraBuildingCommerces are gone again

The cache data files are not keeping track of GlobalExtraBuildingCommerces properly.
 
Here's another kind of wacky bug: I don't think the XML tag <iRevIdxLocal> is doing anything. I was playing around with Cabaret Voltaire and I noticed the following:

This doesn't do anything.
Code:
<iRevIdxLocal>10</iRevIdxLocal>

This provides the +10 local instability per turn that I want.
Code:
<iRevolutionIndexModifier>10</iRevolutionIndexModifier>

Any ideas what's going on?
 
The three last times I generated a map I got a completely black map that CTD's when i click on minimap or zoom far out.

What could be the problem?

The last thing I did before getting this error was turning on viewports with 100/50 scale in bug options without turning it on in the parallelmap.xml

Edit:
View attachment 333534

"Play Now" on same settings worked though.
After the "Play Now" test I was able to start a custom game again with the same settings.
 
The three last times I generated a map I got a completely black map that CTD's when i click on minimap or zoom far out.

What could be the problem?

The last thing I did before getting this error was turning on viewports with 100/50 scale in bug options without turning it on in the parallelmap.xml

Turning on Viewports caused this. It happens to be also, and the only solution is to save the game and reload, after which things will be fine. Also, you should attach a minidump for Koshling to look at, as the ones I provided are from a really old SVN rev by now. It always crashes in CvPlot::IsVisible, but Koshling will need a dump (or to reproduce it on his comp) to debug it.
 
Isn't 100/50 bigger than Koshling's recommendations? Didn't he recommend not going over 60/60?

JosEPh
 
It this supposed to happen, when a rebel fraction takes BACK the city, your Treb's/Cannons/(siege weapons) lose some of their promotions?? (bottom far right of my area)

This was a seriously messed up little bug here.

There's a few things happening. Some of it I was able to fix but there's something else taking place that I could not.

What is taking place is when the city is recaptured by a spy mission, for whatever reason, every unit in the city, with the exception of your Trebuchets, are being moved out to the nearest of your plots. I do not know why the Trebuchets are slated for destruction here, though perhaps they are being considered DOMAIN_IMMOBILE somehow? Anyhow that's the bigger problem I was unable to resolve, why the Trebuchets are being destroyed.

However, I found, in the process, when the Trebuchets were being destroyed, in the process was a direct call to kill the unit that bypassed any usual way of creating its death so as it was being disassembled it wasn't properly ignoring the promotion obsoletion check once the first promotion on the unit (Bombard I) was being removed, so as a result it was obsoleting all the promos added on top of the prereq of Bombard I and removing them with a retrain. I created a way for that obsoletion check to be bypassed for any cause of unit death (could possibly find some more bugs here that could now be easily fixed) with a 4th parameter on setHasPromotion.

I also tried to set up a method to message on mysterious unit deaths like this but somehow the system still avoids it so it must be coming from a place where the message is expected to have been delivered already. Very confusing. (We might start seeing some extra units have perished messages as a result. This should help with solving some other mysteries where we end up wondering whatever happened to that one unit...)

Anyhow, I think I've done as much as I can with this for now.
 
This is a new error with the latest dll change. I think it was when I killed an animal so I did not get the food and hammer message nor if I captured it.

Edit The message comes up when you use a unit to build a city or join a city as a specialist or build a building.
 
Alright. So that didn't work quite as planned then. I'll just back that message issue out entirely. I've been sitting here struggling to get the archive to update anyhow. (takes 1-2 hrs to update and after every 30 minutes my internet connection flickers and forces me to start over! :mad:)

hmm... apparently my text file updated over my changes... ACK!!! I was wondering why there was a missing reference there...
 
Getting alot of messages when a unit is killed?? (1) SVN 3979

Also i see ALOT of cities with ALOT of missionaries in them, infact over 10 in most Big cities. (2)


Whats on the flag (3)

OK remember this now, when playing with Rev On, your look at the same savedgame is not ever going to be the same as what happened to MY same game, it never does. . .
 
I started a new game recently after not playing for about 2 months and I can say that I am very impressed! The game runs smooth, no crashes whatsoever and I am surprised how many changes have happened since then, for me most of them for the better. I especially like the overdone buildings by Hydro, now I even started to build sports buildings!

Still some improvements in the property system need to be done IMO, especially there are not enough options to fight pollution. Crime is better now, but I still need too many otherwise useless units to fight it - not much fun and a terrible amount of micromanagement. At least have the city guard promotions not need combat anymore (as has been discussed elsewhere quite a while ago).

One small thing I observed, too: The Lawyer mouse-over text doesn´t tell anything on what this unit does.
 
Getting alot of messages when a unit is killed?? (1) SVN 3979
That's probably my fault. :( I'll try to find time to back out everything I tried to do there this evening. That's a fairly unexpected result though, I must say.
 
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