v 26, and above ALL Bugs/Crashes reporting thread

Rev 3887:

More XML loading errors in various places for healthcare and related buildings. Probably whenever the old HC_Civ4Unitschema was referenced.
 
Rev 3887:

More XML loading errors in various places for healthcare and related buildings. Probably whenever the old HC_Civ4Unitschema was referenced.

I sincerely apoligize for making all of these errors, I really should have checked this before committing it. I think I've fixed it all now. :blush:
 
I've been playing with the BUG/DCM option for "Opportunity Fire" (DCM_OPP_FIRE) turned on -- this is the option that allows sentried siege units to fire off a ranged bombardment attack at the end of the turn at nearby enemy units. This is basically a convenience option, since AFAIK the attack is only fired when a siege unit has moves left, and occurs immediately after the end of your turn -- ie, in cases when you could have done it manually yourself. It just saves you the trouble of finding those units, waking them, bombarding, and putting them back to sleep the next turn.

But I've noticed that some early siege units have been getting opportunity fire on my units. Last turn, both a Log Ram and a Huron Manlet in a city gained opportunity fire on my nearby Galley, seemingly taking it down quite a bit in strength. They've also been getting it against another AI's archer who was camped on an adjoining hill.

Now, I feel safe in assuming that rams shouldn't be able to range-bombard archers, let alone ships. And indeed they can't normally bombard them -- the button doesn't appear for siege units until after the catapult line. But it looks like the checks are not done properly in the routine to do the opportunity fire, CvUnit::doOpportunityFire(). Glancing at it, it appears that the only relevant check done is

Code:
if (bombardRate() <= 0)
   {return;}
.

But since we have units like rams with anti-city defense bombard but no anti-unit bombard, we should probably also include something like

Code:
if (getDCMBombRange() <= 0)
   {return;}
.
 
I've been playing with the BUG/DCM option for "Opportunity Fire" (DCM_OPP_FIRE) turned on -- this is the option that allows sentried siege units to fire off a ranged bombardment attack at the end of the turn at nearby enemy units. This is basically a convenience option, since AFAIK the attack is only fired when a siege unit has moves left, and occurs immediately after the end of your turn -- ie, in cases when you could have done it manually yourself. It just saves you the trouble of finding those units, waking them, bombarding, and putting them back to sleep the next turn.

But I've noticed that some early siege units have been getting opportunity fire on my units. Last turn, both a Log Ram and a Huron Manlet in a city gained opportunity fire on my nearby Galley, seemingly taking it down quite a bit in strength. They've also been getting it against another AI's archer who was camped on an adjoining hill.

Now, I feel safe in assuming that rams shouldn't be able to range-bombard archers, let alone ships. And indeed they can't normally bombard them -- the button doesn't appear for siege units until after the catapult line. But it looks like the checks are not done properly in the routine to do the opportunity fire, CvUnit::doOpportunityFire(). Glancing at it, it appears that the only relevant check done is

Code:
if (bombardRate() <= 0)
   {return;}
.

But since we have units like rams with anti-city defense bombard but no anti-unit bombard, we should probably also include something like

Code:
if (getDCMBombRange() <= 0)
   {return;}
.

Thanks for pointing this out. I'll take care of it.
 
@All

Am I the only one getting these on the latest SVN? And after these more similar errors for all of the Globaldefine files.
 

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Bridges are still showing up as floating in water with Viewports enabled (see attached screenshot). I think whatever problem was going on with secondary features is still going on here.
 
Bridges are still showing up as floating in water with Viewports enabled (see attached screenshot). I think whatever problem was going on with secondary features is still going on here.
Bridges are no features. But it might be a somewhat similar issue.
 
SVN 3870: One of the AI Cities is left WIDE open no unit sat all , not even close??
Will look into this

Edit - I don't suppose you have an autosave from when the city was founded do you? I probably won't be able to tell anything from your current save, since we need to see the turn where the unit(s) LEAVE the city. Presumably it had one with it when it was founded, so it must have left at some point...

Edit 2 - failing that the earliest autosave after the city was founded that you have... The AI logs show a bunch of units heading fro that city to defend it (a spearman, a maceman, an ambusher), and also that it originally had some trained dogs garrisoned in it. A few turns ago they left, but the logs don't say what to do/why.

ZIP logs file contains autosaved game and BBAI log.

Also (2nd pic) units are still getting the Mountaineering promotion and i am only in the Ancient Era??
That's normal isn't it? The mountaineering promotions all go obsolete at mountaineering (any units can cross mountains then), so it's necessarily an early-game promotion. Not sure when it is first enabled off hand.
 
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.
 
These graphic errors are a result of being on the lowest graphics settings. I THINK that if you just turn on unit animations you can keep pretty much the lowest settings otherwise while repairing these problems. Its an issue with the reskinning method that's fairly unavoidable on our modding end.
 
These graphic errors are a result of being on the lowest graphics settings. I THINK that if you just turn on unit animations you can keep pretty much the lowest settings otherwise while repairing these problems. Its an issue with the reskinning method that's fairly unavoidable on our modding end.

oh you're right I did turn animations off this time. hmm..
 
Okay it seems I may be the only one having this issue but it's driving me crazy. Sometimes while waiting for the AI's turn, my map suddenly changes. My continent is still there, but everything about my civ is gone. Roads, cities, units, everything, gone. The cities still show up in my mini map, but the main screen is either blank terrain or unexplored terrain. It used to only happen randomly, and if I reloaded a recent save it didn't repeat. But now it's happening on the same turn (418) every time.

Any idea what might be causing this? I have viewports switched off, btw.
 
DH:

IS seagrass not to be visible? or what is it for??(pic4)

Sea Grass should be visible. Just like Kelp should be visible. Both are "just" forests in the sea where they grow depends on climate. Different animals spawn in them and you can (will be) able to build different improvements on them.

@Koskling & AI modders - work boats are not building beacons or lighthouses and sometimes (I forgot to save) a number of them are going o a resource and just sitting there not building the improvement. Build another and put it on auto and it will sail out there and sit also?
 
Sea Grass should be visible. Just like Kelp should be visible. Both are "just" forests in the sea where they grow depends on climate. Different animals spawn in them and you can (will be) able to build different improvements on them.

@Koskling & AI modders - work boats are not building beacons or lighthouses and sometimes (I forgot to save) a number of them are going o a resource and just sitting there not building the improvement. Build another and put it on auto and it will sail out there and sit also?

I'll take a look as and when someone is able to provide an illustrative save.
 
- I don't suppose you have an autosave from when the city was founded do you? Presumably it had one with it when it was founded, so it must have left at some point...

Nope sorry, i only keep 5 turns worth . . .

Edit 2 - failing that the earliest autosave after the city was founded that you have... The AI logs show a bunch of units heading from that city to defend it (a spearman, a maceman, an ambusher), and also that it originally had some trained dogs garrisoned in it. A few turns ago they left, but the logs don't say what to do/why.

:hmm: Interesting:crazyeye:


That's normal isn't it? The mountaineering promotions all go obsolete at mountaineering (any units can cross mountains then), so it's necessarily an early-game promotion. Not sure when it is first enabled off hand.

OK was just checking to make sure, it makes alot of sense then, thx. (I guess i have to remember Alexander the Great i guess. . . . ;)

Sea Grass should be visible. Just like Kelp should be visible. Both are "just" forests in the sea where they grow depends on climate. Different animals spawn in them and you can (will be) able to build different improvements on them.

Thx alot for the info, just i still dont "think" i see them?
 
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