v 26, and above ALL Bugs/Crashes reporting thread

Not sure what to make of this, but I asked polynesia what he'd give me for copper and he offered $5,600, elephants, resin, and about 25 different ships including galleys with 3 navigation promo's, Decaremes/triremes/Quinqueremes all with lots of promos too.
Obviously this is bogus and totally a one-sided trade. Not sure if you would some logs or something, I think i've got them on. Let me know.

* He does have 80K in the bank so maybe its not THAT bad a trade.. maybe he really needed the copper to upgrade his entire army, doubt it though since i've noticed in the past that the AI pays way too much for military resources such as copper/iron/obsidian/horses etc.

The save game in which I can ask him that question and get that response please.
 
@Koshling:

Here's another set of BBAI logs from that same game. Quick summary is that I got Tribalism first and quickly founded two cities. Almost into the Ancient Era now.

What settings (primarily what difficulty level)?
 
With Rev 4014 I started a game on the GEM - Pre-Columbian Map and set it to autorun. I get this error on every end of turn and its in the pythonerr.log.

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "autologEventManager", line 354, in onEndGameTurn
File "autologEventManager", line 1541, in checkStuff
AttributeError: 'NoneType' object has no attribute 'getDescription'
 
Just wondering, how can a Gatherer make a scav camp, that early but workers not so much??

Workers are BACK to the same ole problem again walking right into the animals again?? SVN 3994 Logs/autosavedgame, , EDIT: Another 3-4 happens again, then another 3-4 turns again:mad:

I know what you're trying to say here... and changing the text so it updates to the best type of improvement currently available would be a tough task (complicated by the fact that forts can also be used to grant access). I think it can be done but it'd take some serious thought as to how. (You realize that even though it SAYS Scavenger Camp is required, there are other options such as a Camp that would work, right?)

But if you look at the works action buttons, below,(you can hardly see them) there is NO options there at ALL??

Isn't that because you already have a camp there? If you have a scavenger camp on a plot you can't over build it with a camp you have to wait the 7 turns for it to upgrade if it is worked or you have to pillage it first.

Nope NO camp there, otherwise it wold say camp in the screenie also. You probably looked at the 2nd pic at which time i have 2 circled, and the FIRST one has a gatherer camp, while the TOP one does not and cant build one with, now with workers?

OK i think i found the problem out, you cant build a scav camp on Peat/Marsh??:(

Question then should be, why are the mapscripts putting the resource on them??
 
What changed from svn 4002 to 4013? Flammability has more than doubled with the update. Obviosly something was added? Butd isn't there a Freeze going on for adding stuff in?

JosEPh

Edit: By 2 turns after Re-calc from update levels returned to pre update levels. Re calc adjustments I guess. :dunno:
 
The save game in which I can ask him that question and get that response please.

Took awhile to find the right auto-save, seems I got a bit lucky on which turn I asked, caught him a good mood :mischief:

Ordinarily he was offering the same deal but without all the ships. Think its coz we are war allies on this turn. Anyway here's the save:

*Have a look in Top 5 cities in the world while u there, no.1 city looks pretty nice! Size 50 already and has like half the wonders all in the one city :eek: scary stuff. Nuke worthy? :)
 

Attachments

With Rev 4014 I started a game on the GEM - Pre-Columbian Map and set it to autorun. I get this error on every end of turn and its in the pythonerr.log.

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "autologEventManager", line 354, in onEndGameTurn
File "autologEventManager", line 1541, in checkStuff
AttributeError: 'NoneType' object has no attribute 'getDescription'

I thought we had caught all these auto logger errors :(. I'll investigate!

Edit Wow good catch it has a hard coded number of civics in there! 5 to be precice so I expect it is the number of civic types.....

OK i think i found the problem out, you cant build a scav camp on Peat/Marsh??:(

Question then should be, why are the mapscripts putting the resource on them??

You can once you drain them. Once you have the tech that gives aquaducts. I'll look and see if it is possible to change all the camps only to be buildable on peat.

And no I have not figured out the swamp problem yet either.
 
At some previous posts I described my problems with C2C stability. Let me remind.

My system is: Win XP PL SP 3, Intel Pentium III Xeon Core 2 Duo 2.93 GHz, 3 GB RAM, NVIDIA GF 9500 GT with 1 GB RAM. Now I play at 1280x1024 with Low graphic settings, use 3 GB switch and Viewports and the game is still unstable - in the late Classical and later eras I have a crash or problems with display every a few turns, what is irritating. I like to play Large maps.

As far as I understand, the main reason of my problems is poor graphics. I decided to buy a better card (rather a lower-end one) and I need an advice, what to put emphasis on: size of RAM? Graphic processor?

S.
 
At some previous posts I described my problems with C2C stability. Let me remind.

My system is: Win XP PL SP 3, Intel Pentium III Xeon Core 2 Duo 2.93 GHz, 3 GB RAM, NVIDIA GF 9500 GT with 1 GB RAM. Now I play at 1280x1024 with Low graphic settings, use 3 GB switch and Viewports and the game is still unstable - in the late Classical and later eras I have a crash or problems with display every a few turns, what is irritating. I like to play Large maps.

As far as I understand, the main reason of my problems is poor graphics. I decided to buy a better card (rather a lower-end one) and I need an advice, what to put emphasis on: size of RAM? Graphic processor?

S.

No offense but is that a Desktop or a Laptop? How old is it, because Intel Pent 3 is reallllllly old. I for one would NOT just buy a graphics card for that old of a machine, no offense.
 
No offense but is that a Desktop or a Laptop? How old is it, because Intel Pent 3 is reallllllly old. I for one would NOT just buy a graphics card for that old of a machine, no offense.

A desktop. It is difficult to tell how old it is because from time to time I replace some components with another ones and a few years passed since the last upgrade. So you would suggest to change processor and mainboard?

S.
 
A desktop. It is difficult to tell how old it is because from time to time I replace some components with another ones and a few years passed since the last upgrade. So you would suggest to change processor and mainboard?

S.

Well here's what i found out IF its a P3??

Pentium III Xeon

In 1999, the Pentium II Xeon was replaced by the Pentium III Xeon.

Right now they are all the way to Xeon 8 and 10, so your the one with the money, but i'd just say buy a newer PC and the heck with parts. Besides package deals are cheaper IMHO, but i am NOT informing you to buy, just info.
 
There is no such thing as an "Intel Pentium III Xeon Core 2 Duo".

The "Pentium III Xeon" was from 1999-2000. There are still chips sold under the Pentium brand and there are still chips sold under the Xeon brand, but "Pentium" and "Xeon" represent two different brands (the former aimed at the desktop, the latter at servers). Only a glutton for punishment would try to use a P-III based computer for Civ4, if it would work at all (the fastest P-III Xeon ran at 1.0 GHz and got a lot less done per Hz than anything new).

The "Core 2 Duo", including those sold under the Xeon line, are of much more recent vintage. This brand name started sometime around early 2007. There has been more than one generation of chips that are sold under the same old name and some in this group are still made. The "Duo" part would mean it is one of the types that has 2 cores on the chip. The "Core 2" part means it is one of a few designs (also known as a "microarchitecture") in that brand. The "Core 2", by the way, is well on its way out, if not already gone, as a brand name; it has been replaced by the Core i3/i7/i9 brands which started showing up something like 3 years ago. You might find it difficult to buy a new computer labeled with "Core 2" except perhaps a few very cheap ones for which someone is trying to sell out the rest of their existing stock.
 
There is no such thing as an "Intel Pentium III Xeon Core 2 Duo".

Well... EVEREST Home Edition says:

Processor: Intel Pentium III Xeon, 2933 MHz (6 x 489)
CPU #0 Intel(R) Core(TM)2 Duo CPU E7500 @ 2.93GHz, 2932 MHz
CPU #1 Intel(R) Core(TM)2 Duo CPU E7500 @ 2.93GHz, 2932 MHz

I bought this CPU as "Intel Core2 Duo 3GHz" (maybe this "Xeon" is misleading). I have found it here:

http://ark.intel.com/products/36503/Intel-Core2-Duo-Processor-E7500-3M-Cache-2_93-GHz-1066-MHz-FSB

Release date: January 2009 (and MB BIOS has similar date), so it is not SO old.

S.
 
Well... EVEREST Home Edition says:

Processor: Intel Pentium III Xeon, 2933 MHz (6 x 489)
CPU #0 Intel(R) Core(TM)2 Duo CPU E7500 @ 2.93GHz, 2932 MHz
CPU #1 Intel(R) Core(TM)2 Duo CPU E7500 @ 2.93GHz, 2932 MHz

I bought this CPU as "Intel Core2 Duo 3GHz" (maybe this "Xeon" is misleading). I have found it here:

http://ark.intel.com/products/36503/Intel-Core2-Duo-Processor-E7500-3M-Cache-2_93-GHz-1066-MHz-FSB

Release date: January 2009 (and MB BIOS has similar date), so it is not SO old.

S.

OK so we tried to help, BUT this is the Bug/Crashes thread, so lets halt all this Off-Topic-talk here, thx.
 
Two odd bugs encountered last night.

The first was the Venus of Willendorf... seems to be failing to give an extra population to a second city? I was going to look into why it might've failed to add that but before I do, does anyone have any theories or know of a designed reason why this could've taken place? I'm wondering if the other buildings of these sorts with the +1 pop in all cities tag are going to equally fail. (This was in single player game - my wife didn't get a save to evaluate when it took place. We're trying to isolate one now.)

The second was in our multi-player game. Both my wife and I had a rogue and an ambusher attacked by an opponent that had absolutely no visible cause to have been able to see those units. Again, something else I'll look into but does anyone have any theories as to how the invisibility may have gone wrong somehow?
 
Two odd bugs encountered last night.

The first was the Venus of Willendorf... seems to be failing to give an extra population to a second city? I was going to look into why it might've failed to add that but before I do, does anyone have any theories or know of a designed reason why this could've taken place? I'm wondering if the other buildings of these sorts with the +1 pop in all cities tag are going to equally fail. (This was in single player game - my wife didn't get a save to evaluate when it took place. We're trying to isolate one now.)

The second was in our multi-player game. Both my wife and I had a rogue and an ambusher attacked by an opponent that had absolutely no visible cause to have been able to see those units. Again, something else I'll look into but does anyone have any theories as to how the invisibility may have gone wrong somehow?

Maybe they had a dog out of your visibility range? Don't forget dogs get immediately available sight range increasing promotions? Not saying this WAS it necessarily, but maybe. If you have the save though you should probably look into it in more detail to be sure.
 
Yeah, no dogs anywhere near. We've lit up everything around the site and no dogs.

Oddly, two things stand out to me.
1) This civilization DID at one time have a dog or two in the field (until they were killed)
and
2) No other civilization seems to be breaking the invisibility rule

So I'm wondering if some kind of visibility on those plots has been left behind as a remnant after the dogs were killed... do you think this would be possible?
 
Yeah, no dogs anywhere near. We've lit up everything around the site and no dogs.

Oddly, two things stand out to me.
1) This civilization DID at one time have a dog or two in the field (until they were killed)
and
2) No other civilization seems to be breaking the invisibility rule

So I'm wondering if some kind of visibility on those plots has been left behind as a remnant after the dogs were killed... do you think this would be possible?

Yes entirely possible. Plot visibility for each player (both normal and invisible) is stored on the plot, and adjusted as units move, so that it doesn't have to be recaalculated all the time. This dead reckoning might be going wrong for some reason. In fact I KNOW it does for normal visibility, because Volkarya had a save whe ships moving large distances had left odd squares of visible ocean behind. However, we never got to the bottom of what caused it (Volkaryas save already had it in but didn't continue to generate it), so I changed modifier rebuild to also rebuild ciao pity from scratch so we at least had a way ro force correct it. I don't recall if I had the modifier rebuild recalc visibility for invisible units also (think it's all in the same routines so probably, but not 100% sure). If you have a save where an attack that should not be possible occurs from the save, check if it still happens if you do a modifier rebuild first. That should at least provide exta clues, and give you a sort of work around.
 
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