v20 bugs and crashes

I need to know what version you were running to read the minidump. It doesn't match the latest SVN version...

1691 I thought. I am going to update and retry.

In C2C Sea Lion and Seal are a land resource. Some other mods have them as a sea resource.

Should they be a sea resource? If so i suppose the walrus would need to be one too.
 
1691 I thought. I am going to update and retry.

The minidump definately doesn't match the 1691 DLL. Also there is (weak) evidence that this may be the same crash that SO reported. After you update make sure you recalculate your modifiers.
 
styarted net game and got oos.. but in log i found some interesting lines :
Player 0, ., Improvement count: 0
Player 0, TXT_KEY_IMPROVEMENT_BONUS_PUMPKIN, Improvement count: 0
 
The minidump definately doesn't match the 1691 DLL. Also there is (weak) evidence that this may be the same crash that SO reported. After you update make sure you recalculate your modifiers.

Updated, reloaded and recalculated and now it works! Yay! Guess I must have gotten out of sync for my versions at some point.
 
please look at this
i trying to start pitboss and always got OOS

PLEASE take look at this logs - as they (i think so) have useful info

UPDATE
[204802.563] DBG: SYNCLOG: Received EndTurn for Player 0 (NetID 1) - Checking in for Turn 3167
[204802.563] DBG: SYNCLOG: Received EndTurn for Player -1 (NetID 0) - Checking in for Turn 3168
but i playing only one.. so hwho is -1 ?
 

Attachments

OK i "finally" can get past the next turn (with the new SVN), withOUT a crash


EDIT:

Oh well so much for that , now i have a WfoC:

It wasn't actually an infinite WFoC, just a VERY slow turn!

However, the reason it was so slow is that you were hitting a pathological case in the contractor broker of the AI (the bit that matches units looking for thinsg to do, with requests for action), which was EXTREMELY poorly behaved, performance wise.

I have now fixed this, and the turn completes in a normal amount of time with the DLL just pushed to SVN.
 
It wasn't actually an infinite WFoC, just a VERY slow turn!

However, the reason it was so slow is that you were hitting a pathological case in the contractor broker of the AI (the bit that matches units looking for things to do, with requests for action), which was EXTREMELY poorly behaved, performance wise.

I have now fixed this, and the turn completes in a normal amount of time with the DLL just pushed to SVN.

Thx sooo much and the explanation is great, thx again.;)

EDIT: You must have done alot more than usual on the dll, cause in the last 2 dll's, i have noticed alot more activity, ie capitulations, vasseling and the like going on more, and i have over 3/4 of the notifications turned OFF.
btw i am trying the 0 on the new buildings to see if actually helps or not.
 
please look at this
i trying to start pitboss and always got OOS

PLEASE take look at this logs - as they (i think so) have useful info

UPDATE
[204802.563] DBG: SYNCLOG: Received EndTurn for Player 0 (NetID 1) - Checking in for Turn 3167
[204802.563] DBG: SYNCLOG: Received EndTurn for Player -1 (NetID 0) - Checking in for Turn 3168
but i playing only one.. so hwho is -1 ?
Player -1 should be Pitboss.
I have pushed a change to the SVN that should fix one OOS with Pitboss but it is not unlikely that there are a lot more problems. Most of the code has not been written with Pitboss in mind.
 
I have the February 7 update and it's stopped the intermittent crashes, but now I'm losing resources. The entire time I was at war, I kept losing steel every other turn. On one turn my worker would be able to build an electric railroad or my workboat build a tunnel, and the next turn I couldn't. I didn't lose any resources due to enemy activity. After maybe one or two turns, I could build them again for a few turns and then it would happen again. I went into worldbuilder and looked at the resources and it showed I didn't have anything, it was all 0.
 
Units of mine next to the enemy capital are vanishing. Reporting it here in case it's a bug rather than working as intended.

Playing as Egypt, declared war on France, invaded with a stack that reached the outskirts of Paris. Didn't lose any units in one-on-one combat with French units attacking out of Paris, but at the start of each turn I see that one or more units of mine has simply vanished. The only thing I saw in the Event Log was something like "City defenses from Paris have damaged your units." I went into the Worldbuilder to see what Louis had in Paris: while he has some buildings that cause damage to neighboring units, he doesn't have buildings that collectively cause enough damage to kill units in a single turn. He has a Moat in Paris, but the zone of control exerted by a Moat can't cause this, can it?

I played a Custom Game with several custom settings, but didn't see anything in those settings to suggest that something like this might happen.

Anybody else experiencing anything like this? And question to the design team: is this supposed to happen?

EDIT: And just to be clear, they're not being disbanded for lack of funds, I have plenty of gold, and anyway I'm not getting the announcement "[unit] has been disbanded for lack of funds.
 
Units of mine next to the enemy capital are vanishing. Reporting it here in case it's a bug rather than working as intended.

City defenses (not defenders) are shooting back too and will kill multiple units a turn if advanced enough. Watch for other units being damaged and/or the message "Defenses from <cityname> have damaged your units" or something similar.
 
Galleon with Great Hunter making landfall on an unexplored island. As soon as the command was given to land (about 5 tiles out from island) and Galleon started to approach and unload GH, then desktop. Minidump below. Not sure how many turns I lost as I hadn't saved in almost 2 hours of play. :cry: That's what I get for forgetting this is an ongoing beta. :p

Just exported newest SVN version at about 5pm this evening.

JosEPh
 
City defenses (not defenders) are shooting back too and will kill multiple units a turn if advanced enough. Watch for other units being damaged and/or the message "Defenses from <cityname> have damaged your units" or something similar.

That was why I went into WorldBuilder to see what he had in Paris. I saw three buildings that cause damage to adjacent units: Keep Tower (20% damage), Ballista Turret (20% damage), and Mechanical Traps (10% damage) -- so total damage should be 50%, no more.

The message "Defenses from [city name] have damaged your units" doesn't appear on screen, but does show up when I go into the Event Log. It would be very helpful if this message also showed up on the screen during gameplay. Also, if a unit is killed by city defenses, there should be a message same as when a unit is killed in combat with another unit -- otherwise, it looks like your units are simply vanishing for no reason.
 
BUG options has a setting for messages displayed at top of screen.

JosEPh :)
 
Well, anyway, I'm getting too many random (i.e., non-repeatable) crashes at this point in my game (I'm in the mid-300s on Normal speed), so probably abandon this one and start a new game. Now I at least know that even a unit with the Medic I promotion isn't enough to protect your units against a well-defended city, will need units with at least Medic II, preferably Medic III. Live and learn.
 
Galleon with Great Hunter making landfall on an unexplored island. As soon as the command was given to land (about 5 tiles out from island) and Galleon started to approach and unload GH, then desktop. Minidump below. Not sure how many turns I lost as I hadn't saved in almost 2 hours of play. :cry: That's what I get for forgetting this is an ongoing beta. :p

Just exported newest SVN version at about 5pm this evening.

JosEPh

Thats why i changed the Max Comp as default, now all you need to do is take the last savedgame and post it. Thats is if your saving games every so often, like your "supposed" too.:rolleyes:
 
It really helps changing the autosave options to save every turn and keep at least 10 autosaves.
 
And just in case someone is asking:

Open your civilizationIV.ini (usually in your userfolder/my games/beyond the sword) and change the following lines to your liking:

; The maximum number of autosaves kept in the directory before being deleted.
MaxAutoSaves = 10

; Specify the number of turns between autoSaves. 0 means no autosave.
AutoSaveInterval = 1

In BUG options autosave on begin/end turn can be enabled too but I haven't used this.


Keep in mind though that when starting a new map the autosaves from the previous map are deleted.
 
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