v19 bugs and crashes

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What's the connection between storms and memory allocation?

They had a big discussion about it in the original RoM, i'll see if i can find it, but then again in AND, that is were Afforess made a "No Storms" option because of the loss of memory, i believe (but i think thats just a lower count of storms option).
 
A few more possible inconsistencies regarding "base terrain" and "terrain features." Not sure if this is intended behavior or not. Maybe +1 commerce next to river is only true if there is no feature, or if the feature itself indicates +1 commerce next to river? But just to make sure below are the scenarios:

1) Marsh terrain with no feature on it next to river gives +1 commerce, +1 food, +1 hammer as the civopedia says it should. This is good.

2) Marsh terrain with tall grass feature on it next to river gives +2 food, +1 hammer but does not give the +1 commerce that the base marsh terrain would get. It does add the +1 food correctly though but nothing in the civopedia says that it should subtract the +1 commerce that the marsh terrain gets.

3) Marsh terrain with swamp feature on it next to river gives +1 commerce, +1 hammer. It correctly subtracts a food, but it should also add another +1 commerce due to swamp next to river according to civopedia. Both the base marsh terrain and the swamp feature are suppose to add a +1 commerce next to river according to civopedia

I did not test for all features on terrain, but I have a feeling other "base terrain" and "terrain feature" combinations are being calculated similarly...

Also, I noticed that "hills" are not described in the civopedia at all?

EDIT: I guess this is all intended behavior after all, following the original Civ4 behavior when forest feature is adjacent to river. My only comment on this then would be that as more and more possible features are added that the "next to river" consideration is made for it if it makes sense, and it looks like this was done for many of them hence some features also including the +1 commerce next to river attribute. However I'm wondering if it makes sense that a tall grass feature would remove this +1 commerce? I forget the rationale why forest removed it to be honest...

To combine the above observations with my previous observations on combat modifiers, I have a general question/comment:

With all the many many new "base terrain" and "terrain features" and "resources" being added to the game, has there been testing as to how they all should combine together to impact the following:

1) Plot yield (commerce, food, hammers) particularly in the case of adjacent to rivers
2) Combat modifiers (base terrain, terrain features, and unit promotions)
3) Unit promotions

I know this is a vague question, but as much smaller impact "terrain features" are added to the game (such as "tall grass" or "coconut trees") some of the core civ4 behavior (such as "terrain features" taking precendence over "base terrain" for combat modifiers, promotion modifiers, as well as "adjacent to river" commerce modifiers) may generate unintended consequences (such as unit promotion modifiers not appying or no longer working as intended, or commerce yield being incorrect). There are so many combinations now that it is hard to know they are working as intended or not...
 
Is there any way to get rid of sooooo many "storms", see attached, and thats only a SMALL section of the map?? The No Storms (check) in the BUG doesn't help:sad:

They are a HUGE memory allocation problem.

I've noticed this too. And even going in an checking No Storms and then double saving in MC still does not stop the storms. And they don't dissipate for a long long time.

JosEPh
 
I've noticed this too. And even going in an checking No Storms and then double saving in MC still does not stop the storms. And they don't dissipate for a long long time.

JosEPh

There are events that add and remove storms other that those that the No Storms turn off. The problem is that the more events there are the less likely a storm will get turned off.
 
There are events that add and remove storms other that those that the No Storms turn off. The problem is that the more events there are the less likely a storm will get turned off.

Could you have the events check the gameoption before firing?
 
Hi,

My Girlfriend and I have been playing v19 (the main download), with The Extra Long Movies and Two Extra Civs (we modified the Civ XML, the new Civs are essentially copies of American Civs, just with custom city names and the art tags we like the most).

We've been getting OOS every so often- though once we reload the game we seem to be able to go several more turns before it going OOS on us again.

It may be a co-incidence, but every time it goes OOS on us it seems that either a city is captured somewhere (when my girlfriend lost her city, we instantly OOS'd), or a random event occurs.

I'm afraid we didn't have Random Logging on (didn't know it existed, still haven't checked in the ini - which ini, c2c or bts? - where exactly to turn it on) so all I have is the OOS logs. If it helps you guys track down the cause of these OOSs that's great, if not there's no real harm in giving you the logs anyway ;).


Attached:
4x Player 0 OOS Logs.
4x Player 1 OOS Logs.
I've also attached our Civilization XML file, though it should work perfectly (since its essentially a clone of your civs).

Hope this helps.

- Micael
 

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Hi,

My Girlfriend and I have been playing v19 (the main download), with The Extra Long Movies and Two Extra Civs (we modified the Civ XML, the new Civs are essentially copies of American Civs, just with custom city names and the art tags we like the most).

We've been getting OOS every so often- though once we reload the game we seem to be able to go several more turns before it going OOS on us again.

It may be a co-incidence, but every time it goes OOS on us it seems that either a city is captured somewhere (when my girlfriend lost her city, we instantly OOS'd), or a random event occurs.
That is a good observation as I have already fixed an OoS issue with city capturing for V20.

I'm afraid we didn't have Random Logging on (didn't know it existed, still haven't checked in the ini - which ini, c2c or bts? - where exactly to turn it on) so all I have is the OOS logs. If it helps you guys track down the cause of these OOSs that's great, if not there's no real harm in giving you the logs anyway ;).
The ini file is CivilizationIV.ini and it is usually located in the My Games folder of your user account.
 
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