v 26, and above ALL Bugs/Crashes reporting thread

Combat system SVN, I can't loose when I defend but even a highly promoted wanderer can't attack a penguin and win.

Known bug and a fix is about to be pushed. Sorry for the error. I had the Attacker odds to hit when attacking off by a digit making it evaluate to 0 at nearly all times. oops. I forgot that COMBAT_DIE_SIDES was 1000 rather than 100... I replaced the offending # (and any others intending to represent this value) with the COMBAT_DIE_SIDES reference.

I've fixed a number of things this evening and am in the midst of testing now. That schema in the J's file was a mess! Note, when you get the svn after my rev, delete the cache before proceeding to run the mod again... that should avoid any further issues there.
 
I took a look at that and it seems to have a problem when it goes to delete the city. Numerous assert failures indicate there's some odd stuff going on before it tries to delete the city (presumably to replicate it on the same plot as YOUR city thereafter) and when it gets to trying to remove it, something goes wrong. But I couldn't quite figure out what without having a lot more time to look into it.

My initial concern was that it may be Combat Mod related, but I don't see anything along those lines there unless its one of the many issues Koshling identified and is working on resolving in some steps I seem to have skipped. However, I think this problem is somewhat more related to the problem Krushyn had earlier when it was mysteriously not setting UP the AI's settled city properly. A Plot based call error somewhere.
 
When trying to take over the city on the left side of Narbona capital, it CTD

Mini/saved included.

I **think** I've **probably** found the cause of this. By the time it gets to taking over the city, the city object is already corrupted and that leads to a crash when it tries to delete it. The corruption is **probably** caused by bad load/save code associated with the combat mod, which I'm correcting now (it loads and saves arrays indexed by bonus type as if they were promotion type arrays and therefore the lengths don't match up and it scribbles over other data).

This fix will render all saves made since the combat mod was pushed to SVN unloadable however, so you'll have to go back to saves from a few days ago that predate that. Fix will be on the SVN in an hour or so after I finish looking for other analogous errors.

Edit - actually it will still load intermediate saves, though they may well contain 'dubious' data
 
I can see what is going wrong here generally but a save game would be useful to be certain, if you wouldn't mind posting it.

If you don't still have the save game could you tell me:

1) What sort of unit was in the middle of building it? (sorry - my French sucks!)
2) Do you have access to other types of units that can build improvements (e.g. - elephant workers and so on)?

It's Gatherer. And I only have that, i m still in a prehistoric era with this bug.

I have a save with one (NE to Moscow, it say 22 or 21) but it's easy to recreate with debug mode.
And yes, it's a frenglish save, because I sometimes change language to see the english name of something to use it here ^^'


Another bug : landmarks sometimes disapear when I save a game. (and they dont translate when I change language, but it' not really a bug I think)
 

Attachments

I **think** I've **probably** found the cause of this. By the time it gets to taking over the city, the city object is already corrupted and that leads to a crash when it tries to delete it. The corruption is **probably** caused by bad load/save code associated with the combat mod, which I'm correcting now (it loads and saves arrays indexed by bonus type as if they were promotion type arrays and therefore the lengths don't match up and it scribbles over other data).

This fix will render all saves made since the combat mod was pushed to SVN unloadable however, so you'll have to go back to saves from a few days ago that predate that. Fix will be on the SVN in an hour or so after I finish looking for other analogous errors.

Edit - actually it will still load intermediate saves, though they may well contain 'dubious' data

Fandamntastic, it works now i can take over the city, YEAH ;):goodjob:
 
Why is my GG not gaining any experience no matter how much he fights? He has 70 out of 75, but nothing changes even though I'm destroying stack after stack.
 
Why is my GG not gaining any experience no matter how much he fights? He has 70 out of 75, but nothing changes even though I'm destroying stack after stack.

No idea. Post a save with instructions on which specific attack you make from the save position that does not give xp.
 
No idea. Post a save with instructions on which specific attack you make from the save position that does not give xp.

My last save (when I was talking about the disappearing culture, which I have now solved), should be fine. I don't know about specific attacks, I just remembered that I haven't seen him promote throughout my conquest of Ethiopia and Zululand despite the fact that he was about to beforehand... and that I have fought and destroyed more individual stacks than I care to count. He hasn't gained a point of XP, though. He's currently in the Zulu capital.

Oh, and the AI should really prioritize its homeland more... Shaka sent 30-40 units of trained dogs to take a couple of useless Swahili cities up north while I went and took his capital almost without a fight.
 
V26
Here is a screen shot of the issue with Chief's Hut.

It appears to me that perhaps the Chief's Hut is reducing the crime rate to 0, but not taking it negative like it should. The Chief's Hut is the only building producing a crime benefit (and yes Chiefdom is an active civic). *I think my earlier post and this screen shot saying crime was at +4 might've been on the turn it was built and hadn't been calculated in via end of turn. I'll have to take another screen shot showing the current value/result


I'll have a post later tonight showing the missing special stone workshops. -- Unless this is a known bug?

Also would like to know if the Greek Archer thing has been/will be addressed.
 
Well here is the code for the Chiefs Hut.

Code:
			<PropertyManipulators>
			  <PropertySource>
			    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
			    <PropertyType>PROPERTY_CRIME</PropertyType>
			    <iAmountPerTurn>-10</iAmountPerTurn>
			  </PropertySource>
			</PropertyManipulators>

As far as I can tell its the correct code for reducing crime by 10 per turn.

I do not know what to say. :dunno:
 
V26
Here is a screen shot of the issue with Chief's Hut.

It appears to me that perhaps the Chief's Hut is reducing the crime rate to 0, but not taking it negative like it should. The Chief's Hut is the only building producing a crime benefit (and yes Chiefdom is an active civic). *I think my earlier post and this screen shot saying crime was at +4 might've been on the turn it was built and hadn't been calculated in via end of turn. I'll have to take another screen shot showing the current value/result


I'll have a post later tonight showing the missing special stone workshops. -- Unless this is a known bug?

Also would like to know if the Greek Archer thing has been/will be addressed.

Assuming it still appears wrong after the turn ends post the save game please.
 
Hey there, I just installed this mod and when I tried to start it up I get tons of XML errors like these. When I try to close them all it ends up freezing at some point or another.


Spoiler :
2a4z9uh.png
 
crash during a 'choice' popup, filipino medics? were unexpectedly helpful, tending to our men on the battlefield(etcetcetc), with one of the choices: no good deed will go unpunished, didn't get to read the other choice. dump included for justice.
 
Melee units (stone maceman) are not getting "Poison Tip" promotion from Poison Crafter's Hut
 
Melee units (stone maceman) are not getting "Poison Tip" promotion from Poison Crafter's Hut

If there's a problem here it could well indicate a much larger issue for the combat mod processing. However, are they supposed to be getting that promotion? Isn't that reserved for archery units mostly?
 
If there's a problem here it could well indicate a much larger issue for the combat mod processing. However, are they supposed to be getting that promotion? Isn't that reserved for archery units mostly?

The description says among others melee units.I checked with : ambusher(archery), slinger(archery), scout(recon) which all supposed to get this promo.... nothing. I had to go back with SVN from 3611 to 3608 because I couldn't start the game. It was hold on loading for so much time that I figured something was wrong with update. After going back I could start new or load old again.
Edit: Well.... tried again with latest SVN and it goes well... no Poison Tip promo however..
 
Capture Fire wonder supposed to give free Fire Pit in every city .... but it doesn't! I have to add and can build Fire Pit in every single one. Can it be related to building not giving promotion or free buildings in all cities?

Edit: Other wonder gives free Cave Painting to all cities so it looks like separate problem.
 
My rogue got combat VI and it seems the combat promotions now give negative impact instead of a bonus (-105 %). Please see the the attached save game. You can check the combat display and odds using the selected rogue against the nearby units.

The game is a hotseat game and played with SVN 3607.

Also some of my rangers and hunters lost the hunting sight promotions as well as posion tips promotions. Perhaps they are not defined as available for that unit type?
 

Attachments

Back
Top Bottom