v20 bugs and crashes

I fixed it.

However there is still an invisible unit at the top of civpedia

Yeah i put an extra None in the barbarian Civ, oops.:blush:

Dont know what the extra unit is, but see attached screenie 3, HELP:help: please.

@DH:

Couple of things i see wrong, the resource for the Donkey looks like a "watermelon?"


@Koshling/AIAndy:

When i started a new game it "should be" the 1st name in the list of unique name of the city list in the CivilzationInfo file, right? Well its been happening lately thats it just picking name at random? As you can see in the attached screenie, it went 8 slots down and picked the name first:confused::crazyeye:

Spoiler :
Code:
<Cities>
				<City>Morton</City>
				<City>Sleepy Eye</City>
				<City>Redwood Falls</City>
				<City>Evan</City>
				<City>New Ulm</City>
				<City>Essig</City>
				<City>Shakopee</City>
				[B]<City>Good Thunder</City>[/B]
				<City>Mankato</City>
				<City>Cobden</City>
				<City>Comfrey</City>
				<City>Hanska</City>
				<City>Searles</City>
				<City>Springfield</City>
				<City>Godahl</City>
				<City>Iberia</City>
				<City>Leavenworth</City>
				<City>Stark</City>
				<City>Morgan</City>
				<City>Clements</City>
				<City>Sanborn</City>
				<City>Seaforth</City>
				<City>Wabasso</City>
				<City>Walnut Grove</City>
				<City>Wanda</City>
				<City>Echo</City>
				<City>Granite Falls</City>
				<City>Wood Lake</City>
				<City>Canby</City>
			</Cities>

EDIT: Almost forgot to mention, lately the movement of the mouse when hovering the map, seems like there is a .8 second delay when trying to move, should be happening to all C2C games??
 
Bug or feature?
Not all Workers are created equal (not counting work times).

Worker can't build Nature Preserve, Preserve Forest, Groundwater Well, Desert Windmill, Examine Ancient Temple, or Dig for Fossils.
Buffalo Worker can't build Tree Nursery, Nature Preserve, Dig for Fossils, or remove Bamboo.
Elephant Worker can't build Tree Nursery.
Work Mule can't build Tree Nursery.
Industrial Era Worker can't build Tree Nursery either, though not sure it needs to be able to.

Edit: Tree Nursery also can't be built on the new terrains, only on Grassland and Plain, and can be built on Peaks(???).

Cheers
 
Bug or feature?
Not all Workers are created equal (not counting work times).

Worker can't build Nature Preserve, Preserve Forest, Groundwater Well, Desert Windmill, Examine Ancient Temple, or Dig for Fossils.
Buffalo Worker can't build Tree Nursery, Nature Preserve, Dig for Fossils, or remove Bamboo.
Elephant Worker can't build Tree Nursery.
Work Mule can't build Tree Nursery.
Industrial Era Worker can't build Tree Nursery either, though not sure it needs to be able to.

Edit: Tree Nursery also can't be built on the new terrains, only on Grassland and Plain, and can be built on Peaks(???).

Cheers

Workers are supposed to be upgraded to industrial so can't build those things.

I have forgotten to put the Tree Nursery as an option and I have not done the terrains. Same goes for the worker actions for the new resources.
 
At load shows this xml error.

UNITCLASS_INDIAN_FAST_WORKER in Info class was incorrect
Current XML file is:
modules\DancingHoskuld\Subdue_Animals\z_experimental\Mammals\WorkBuffalo_CIV4UnitInfos.xml
 
I have deleted the folder and now loads ok. But it was there at version 1682, i am using the tortoise. Thanks.

When you do an update of the SVN you need to make sure you take note of the deletes as well as te updates and additions. The mammals and other folders were merged in to the core areas quite some time ago.
 
Anything on this yet? (post 241)

Think I have this pinned down. There are 2 bugs essentially, one serious, one belt&braces protection missing.

The crash happens when it tries to work out the cost of hurrying something (not sure what because I can't tell that from the minidump, and I can't actually reproduce the problem from the save game). To do this it divides a base cost by the current hurry modifier for that player. However, hurry modifiers are addative (IMO they should be multiplicative, but that's a different discussion). Thus if you have 2 civics that both give -50% hurry cost, you wind up with -100% hurry cost, which equates to a hurry modifier of 0, so when it divides by that value it crashes.

Now, there isn't any actual civic (or wonder) combination that gives -100%, so that's not the whole story. However, it is problem 1 (the belt&braces protection):

1) Don't divide by quantities you don't know cannot be 0. Changed the code to return max(1,<actual modifier>) for the hurry modifier to avoid this in future

So, then the interesting question is how such a modifier came to be. Turns out there is a major bug in the modifier recalculation code, which you are prompted to run whenever the assets change. If you are in a civic that modifies hurry costs (or have wonders that do), then their effect is not zeroed out before the new assets values are added back in, which means its effect gets added on again every time you recalculate! So:

2) Make sure the hurry modifiers are zeroed at the start of the modifier recalculation like all the others

I'm testing now, but expect this fix to be in the SVN later today
 
At load shows this xml error.

UNITCLASS_INDIAN_FAST_WORKER in Info class was incorrect
Current XML file is:
modules\DancingHoskuld\Subdue_Animals\z_experimental\Mammals\WorkBuffalo_CIV4UnitInfos.xml

I am getting an error in the latest SVN. looks more like a spelling code error for the looks of it at </>e>

EDIT: I fixed it.

However there is still an invisible unit at the top of civpedia

These two could both be based off of a miscommunication between me and SO about the unit tweaks. :blush:

I think some of Flinx's code might have sneaked in to the SVN, that was causing the odd tree-nursery unit before in tests.
 
These two could both be based off of a miscommunication between me and SO about the unit tweaks. :blush:

I think some of Flinx's code might have sneaked in to the SVN, that was causing the odd tree-nursery unit before in tests.

No, the mammals folder was removed in v20 or just after. The tree nursery stuff is me, I forgot to add the new terrains to Modified4a's mod and I forgot the build information for all the new workers also.
 
Important info regarding graphics CTDs

It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.

However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:

1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.

2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.
 
Important info regarding graphics CTDs

It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.

However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:

1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.

2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.

So if i turn it to 0 does that mean i will have NO, nix, nana, none buildings at all??
 
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