v 26, and above ALL Bugs/Crashes reporting thread

Its extremely difficult to test the scenario on our game as its multi-player (debug dll would take forever and a day...)

But I might be able to replicate the effect in a single player.

When you say a modifier rebuild, are you indicating a recalculation?
 
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.)

My latest test game was only about testing all the wonders. The others that give +1 pop to all cities are doing so. I built Venus of Willendorf when I only had one city so can't confirm your observation.

Edit I am now getting full squares of visibility left sometimes with ship-animal combat. Less that I used to so far. It used to be square donuts of visibility. They go with a recalc.
 
@Koshling:

Part 3 of my ongoing BBAI logs. I am first to reach Sedentary Lifestyle, and quickly build two new cities. I then build a mix of horses and elephants and take a nearby Barbarian city to max out my city limits for now. The AIs are also starting to expand a bit.

Also, could you please tell me once you're done with all of my previous logs, they use a lot of my attachment space and I'd like to delete them when you're finished with them.
 
@Koshling:

Part 3 of my ongoing BBAI logs. I am first to reach Sedentary Lifestyle, and quickly build two new cities. I then build a mix of horses and elephants and take a nearby Barbarian city to max out my city limits for now. The AIs are also starting to expand a bit.

Also, could you please tell me once you're done with all of my previous logs, they use a lot of my attachment space and I'd like to delete them when you're finished with them.

If your like me an have a ton of attachments, all you need to do is, "select" Private Messages, and on the left bottom (middle way) there is an option there that you can check to see ALL your attachments, and delete what you dont want, or to keep.

EDIT:
I believe these are DH's??? Audio files

AS3D_UN_FOOT_UNIT_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_FOOT_UNIT_LOW_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_LOW_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HORSE_RUN_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_END_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_END_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_END_ASTEROIDS of TagId 4
 
Ok I did these changes and put them on the SVN. Thanks for your help. If you find any more please let me know.

There's one more that you may want to change. Dosan Seowon (one of the Confucian Wonders) is set at size requirement 20, which may be a little high for a Medieval Era wonder (available at Education). Do we want size 20 as a requirement that early? I was thinking size 20 would be reserved for Industrial and later Wonders.
 
So we've been trying to replicate the reported bugs and have been completely unsuccessful. Venus seems to be working. The dogs (at least on a single player game) seem to not be leaving a remnant of their visibility powers behind on the plot.

But I've been able to fix up a few things that will be on the SVN soon.

Also, wanted to clear up some confusion regarding whether or not building construction missions enacted by GPs will check against that building's prerequisites to see if the building can be built first (this was brought up in a discussion regarding the Scotland Yard.)

I did some research on that and it appears that the Great Spy is using a ForceBuildings tag to define its ability to build the Scotland Yard. That tag will allow the unit to bypass the canConstruct check (though still checks if the building is actually there already.) If you want to put any prereqs on that building, you'll need to use the Buildings tag instead. Furthermore, we're still using a Vanilla BtS Scotland Yard that has no further unusual prereq definitions so if you want to establish that it should have some, you know the drill. However, this could get a bit tricky since we don't want cities to be able to build the Scotland Yard without a Spy. Let me know if you're going to work on this and what your results are and I may need to adjust the code to check canConstruct under a special condition if being built by a unit.
 
SVN 4015: Snail speed, Deity difficulty. I don't think I should be able to upgrade Longbowmen to Musketmen for 8 gold apiece. Is this just a bug, or is something else at work that I am not aware of? Save game is attached.

View attachment 333945
 
SVN 4015: Snail speed, Deity difficulty. I don't think I should be able to upgrade Longbowmen to Musketmen for 8 gold apiece. Is this just a bug, or is something else at work that I am not aware of? Save game is attached.

View attachment 333945

That one is probably my fault, I may have messed up the Upgrade costs when I changed them to be a percent. Could someone else who does SDK (I'm not going to be at my computer until tomorrow) please look into this? I'm sorry for the inconvenience.:(
 
That one is probably my fault, I may have messed up the Upgrade costs when I changed them to be a percent. Could someone else who does SDK (I'm not going to be at my computer until tomorrow) please look into this? I'm sorry for the inconvenience.:(

One thing I did notice is that if you mouse over a unit, -X% gold cost to upgrade abilities are NOT listed on the bullet point list of bonuses. The units I am upgrading generally have both Pankration (from Hellenic Gymnasium) and Honour (from Shinto Jingu) and as such, are getting -45% cost breaks on their upgrade costs. Without those two, the gold cost per unit would be a little higher, but not much.
 
Couple of wierd happenings here.

1. What does it take a beacon to become a lighthouse, i already have lighthouses built (pic 1)

2. What is WRONG with the terrain lately squares everywhere in the ocean, coastal squares(some really weird looking) that extend to the sea etc. pic 2
 
What it looks like to me:
You appear to have some ocean directly next to land, which could cause the bad coastline issue. This could be related to volcano or other terraforming type event, or a map script problem, or maybe a viewport problem.

The mixed ocean color looks like you have mixed ocean/polar ocean/tropical ocean plots (they are slightly different colors, like that). This sounds like a map script problem, or maybe a viewport problem.

Alternatively to the map script problems for both, if there is something in the game that is trying to fix terrain (similar to how it recalculates other things after a version update) at some point (like to make ocean next to volcanoes be coast, perhaps) then this adjustment could have a bug.

As for the beacon->lighthouse, I think the text in the parenthesis already explains it. You have to work it with a city's population point to get it to upgrade (like you have to work a cottage to get it to upgrade).
 
If your like me an have a ton of attachments, all you need to do is, "select" Private Messages, and on the left bottom (middle way) there is an option there that you can check to see ALL your attachments, and delete what you dont want, or to keep.

EDIT:
I believe these are DH's??? Audio files

AS3D_UN_FOOT_UNIT_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_FOOT_UNIT_LOW_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_LOW_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HORSE_RUN_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_END_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_END_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_LOOP_ASTEROIDS of TagId 4
[163170.556] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_END_ASTEROIDS of TagId 4

When I did the new terrains I forgot about the sound definitions and files.

So we've been trying to replicate the reported bugs and have been completely unsuccessful. Venus seems to be working. The dogs (at least on a single player game) seem to not be leaving a remnant of their visibility powers behind on the plot.

But I've been able to fix up a few things that will be on the SVN soon.

Also, wanted to clear up some confusion regarding whether or not building construction missions enacted by GPs will check against that building's prerequisites to see if the building can be built first (this was brought up in a discussion regarding the Scotland Yard.)

I did some research on that and it appears that the Great Spy is using a ForceBuildings tag to define its ability to build the Scotland Yard. That tag will allow the unit to bypass the canConstruct check (though still checks if the building is actually there already.) If you want to put any prereqs on that building, you'll need to use the Buildings tag instead. Furthermore, we're still using a Vanilla BtS Scotland Yard that has no further unusual prereq definitions so if you want to establish that it should have some, you know the drill. However, this could get a bit tricky since we don't want cities to be able to build the Scotland Yard without a Spy. Let me know if you're going to work on this and what your results are and I may need to adjust the code to check canConstruct under a special condition if being built by a unit.

Which mans it will be true for all uses of ForceBuildings. IIRC it is also used to ensure the Great Engineer can build some wonders. BWT the point of a G Engineer is that they can build any wonder (not project) in one turn. I don't think that happens in C2C and could be a problem if multi production is on anyway.
 
That one is probably my fault, I may have messed up the Upgrade costs when I changed them to be a percent. Could someone else who does SDK (I'm not going to be at my computer until tomorrow) please look into this? I'm sorry for the inconvenience.:(

Your code change looks fine, but does Volkarya have her own personal copy of the global defines (e.g. - to use non-default viewport setting or whatever), that is not over-written on SVN updates??

Generally it's best to avoid outright changing the meaning of an existing define, so it might be better to lave the old define meaning what it always did and ad a NEW percentage-based one that takes precedence if it's present.
 
@Koshling:

Part 3 of my ongoing BBAI logs. I am first to reach Sedentary Lifestyle, and quickly build two new cities. I then build a mix of horses and elephants and take a nearby Barbarian city to max out my city limits for now. The AIs are also starting to expand a bit.

Also, could you please tell me once you're done with all of my previous logs, they use a lot of my attachment space and I'd like to delete them when you're finished with them.

I have downloaded them all, so you can delete. I haven't had time to look at them yet though, beyond the initial glance.
 
Your code change looks fine, but does Volkarya have her own personal copy of the global defines (e.g. - to use non-default viewport setting or whatever), that is not over-written on SVN updates??

Generally it's best to avoid outright changing the meaning of an existing define, so it might be better to lave the old define meaning what it always did and ad a NEW percentage-based one that takes precedence if it's present.

Is there anything in UserSettings that adjusts GlobalDefines? The only thing that I don't update when I update my personal copy of the mod is the UserSettings folder. Everything else I export from the SVN folder to a backup, then copy everything except UserSettings from the backup to the mods folder. I don't often clear out the backup, but I do from time to time (because then I have to remember to reinstall my modmods). I think the most recent clear-out and start fresh was after the last round of changes to Project Hades.
 
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? :)

Ok found and (at least somewhat) fixed. The basic issue was that bonuses that enable units count some value for each (buildable) unit they enable. For AND pre-reqs this is fine (well apart from the issue mentioned below). For OR pre-reqs it also counts them at a slightly lesser value. The problem was that OR pre-reqs where the player already has one of the other OR prereqs were also counting, which they shouldn't (or at least only at VERY reduced value).

I have changed the evaluation to greatly lower the value or OR pre-req bonuses where the player concerned already has one of the other OR pre-reqs. In this case Polynesia already has iron, so copper is far less valuable than it would otherwise be. After the fix he offers you 2652 gold (and nothing else).

A secondary problem is that the C2C XML enables a TON of units based on copper/iron so those bonuses specifically get huge unit-enabling weights. This is proportional to the number of (buildable current or near future) units enabled, not to their actual usefulness. In practice many of these units 'overlap' (or outright replace one another quite rapidly), so the evaluation would benefit from a usefulness check on the units, or a decreasing weight for each one enabled (so that having 50 enabled isn't 50 times better than having 1 enabled). I haven't tried to address this, but it's something we can look at if we still find outrageous decisions. In your save game example, the original trade would STILL be offered if Polynessia had no iron or copper (or obsidian to some extent), because the trade would truly enable significant military value. It might be somewhat over-offering in that case, but at least it's getting a real and significant value then, so I'm at least semi-ok with that case (your opinion...?)

Sudden CTD think it was to do with viewports, just thought i'd post the minidump in case its helpful.

The minidump was indeed helpful. It shows you were (somehow - I can't see how I'm afraid) requesting to have a path generated for the currently selected unit that leads off the viewport, so it can't find the terminus you are apparently requesting. This shouldn't be possible (the terminus after all is where you click when moving a unit [assuming you right-click move??]). Anyway, I've guarded that case to just claim its not a place you can move to without attempting to generate the crashing path.

Let me know if you find it starts claiming you can't move to places you should be able to.
 
SVN 4015: Snail speed, Deity difficulty. I don't think I should be able to upgrade Longbowmen to Musketmen for 8 gold apiece. Is this just a bug, or is something else at work that I am not aware of? Save game is attached.

View attachment 333945

I've fixed this now on the SVN. The units are back to costing reasonable amounts to upgrade.
 
Your code change looks fine, but does Volkarya have her own personal copy of the global defines (e.g. - to use non-default viewport setting or whatever), that is not over-written on SVN updates??

Generally it's best to avoid outright changing the meaning of an existing define, so it might be better to lave the old define meaning what it always did and ad a NEW percentage-based one that takes precedence if it's present.

It was an issue with parentheses (I had one too many of them). At any rate, I rewrote that part of the code so that we wouldn't lose as much to rounding on the latest SVN.
 
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