v21 bugs and crashes

Something weird with Colonist unit. It slows game for couple seconds when clicked on especial when on the boat (paddle steamer in my case). I got three of them and clicking on them on the boat causes huge slowdown. Seems to be the same when few of them are on the same tile ...
 
I'm getting an error at the end of every turn. It says error in endgameturn event handler <function onendgameturn at 0X182902F0>

any idea what that is or how I could track it down?
 
No biggy.

To anyone with python or related python that can help. . .

I believe the Advanced Nukes are waaaaay out of hand, i had over 200 explode in my civ and wiped out everything i had done in 40 hours of gaming, in less than a 5 minute time frame?????:mad::mad:

I was wondering if there is anyway we could limit the number of nukes and for using them, the user must pay DEEPLY for using them or suffer the consequences of his/her actions. I cant even see that 1 per round is way too much. IMHO. Not realistic in the least.....

What do the Advanced Nukes do? Do they remove all units, features and cities from the map like in SMACX leaving only a crater?

Link to video.
In Alpha Centauri, nuking someone is considered a major atrocity (everyone else, even your allies will immediately declare Vendetta on you, and causes ecologic damage) UNLESS the U.N. Charter was repealed first (or maybe if the target was one of the alien factions, not sure about that).
 
I'm getting an error at the end of every turn. It says error in endgameturn event handler <function onendgameturn at 0X182902F0>

any idea what that is or how I could track it down?

If you have logging on there will be a better error message in PythonErr.log (not PythonErr2.log).

Logging is turned on in your Civilization.ini.

The Logs should be in the My games/beyond the sword/logs folder.

If you don't have that log post a save game and we will look into reproducing the error ourselves.
 
View attachment Myworldcontinued.CivBeyondSwordSave

This should be my saved game, if I attached it right. I don't have a python error file in my log folder. I'm not a huge comp wiz so if it's not difficult I would like to know how to turn it on in case of future problems.

I haven't even figured out what the error has affected if anything. It was not happening at the start of the game then it just started and continues at the end of each turn now. Thanks for the help.
 
View attachment 315337

This should be my saved game, if I attached it right. I don't have a python error file in my log folder. I'm not a huge comp wiz so if it's not difficult I would like to know how to turn it on in case of future problems.

I haven't even figured out what the error has affected if anything. It was not happening at the start of the game then it just started and continues at the end of each turn now. Thanks for the help.

I can't run the save because you have the mod in Mods\Caveman2CosmosV21 and I don't have a mod called that. :(

If you go up a couple of levels from the folder where your save was you should find a CivilizationIV.ini file. Edit that file in Note Pad or similar and search for LoggingEnabled . Set the values like below. If you don't have these settings in your ini then you can add them at the end.

Code:
; Enable the logging system
LoggingEnabled = 1

; Enable synchronization logging
SynchLog = 0

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1
 
OK here, its in the middle, middle area. underneath the Capital about two cities down or so.

It was another bug in the modifer rebuild code, that caused the 'employed citizens' (from buildings) total for a city to add on the amount due to buildings at each recalculation. In this case you have a hyrdo plant (which employs a citizen). You have (presumabkly) recalculated your modifiers 18 times in this game, and as a result the city is showing 19 employed citizens.

The code also requires (to build something) that you have popuklatio available for the number the new building would employ. In the case of this city, the population is 3, or which 19 are employed (!!) whuich means nothing that employs more than -16 population can be built (haha).

I have just pushed a fix to SVN for the broken modifer rebuild. Rebuild them again with the latest code and you should be fine.
 
Ok, this is what is in my logs. I'd like to add that I repeatedly get the roads washed out event, not every turn but extremely often. I also get a pestilence event every time my capitol hits population 10. I dunno if those are related to this error or not, but figured I'd put the info out there.

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevEvents", line 127, in onEndGameTurn
File "RevEvents", line 1102, in checkForAssimilation
UnboundLocalError: local variable 'secCultPlayer' referenced before assignment

I've run into another problem as well. As soon as I start my second city my computer keeps temporarily not responding between each turn. Any idea what that could be? It's doubling my time between turns.
 
-rev 1955:
I have the AI that built Triremes in an inner sea and didn't connect it to the main ocean with forts to allow passage:
 

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-rev 1955:
I have the AI that built Triremes in an inner sea and didn't connect it to the main ocean with forts to allow passage:

Not a big surprise really. It doesn't distinguish between different sizes of ocean if it's large enough to not be considered only a lake (looks like tis is about on the threshold). I will certainly add something to make this more intelligent at some point. Should be very easy to do this at a crude level at least (e.g. - only build ships if some of the coast is not revealed yet, or there is a separate landmass somewhere on the revealed coast).
 
The lake/ocean threshold is 10. At 10 it is a salt water ocean, at 9 it is a fresh water lake.

A lot of the early water units have a min area size of 10 so you can build them in any city on a body of water that is 10 plots or larger. The later ships have a min area size of 20, starting with the war galley (oddly, the trireme only requires a water area of 10 so it, the canoes, and the galley are, I think, the ones that only require size 10). I noticed this in a game where my capital was on an ocean that had an area of 18 plots...
 
The lake/ocean threshold is 10. At 10 it is a salt water ocean, at 9 it is a fresh water lake.

A lot of the early water units have a min area size of 10 so you can build them in any city on a body of water that is 10 plots or larger. The later ships have a min area size of 20, starting with the war galley (oddly, the trireme only requires a water area of 10 so it, the canoes, and the galley are, I think, the ones that only require size 10). I noticed this in a game where my capital was on an ocean that had an area of 18 plots...

Ok. Arbitrary sizes suck though whatever. Scaling with map size (not to mention map generation algorithms) make them something of a lottery. We can do something more sensible pretty easily.
 
A few minor things I noticed that could use some tweaking:

1. The Demographics screen needs some recalibration regarding the Soldier numbers. I don't think 400 population can support 104,000 soldiers.

View attachment 315355

2. I've noticed you can't build a Farm on a Jungle/Muddy square. I have to manually chop the Jungle first, then build the Farm. With just about every other square with Forest/Jungle/Bamboo/etc., the Worker can chop the vegetation as part of the improvement.

3. Impressionism isn't really a Renaissance technology; it dates to 1872, which puts it into the Industrial Era. I suggest making it an Industrial Era tech and move it to grid position x56, y9. I don't know if that would make it too easy to get into the Industrial Era, but I can't see a good additional prerequisite.
 
A few minor things I noticed that could use some tweaking:

1. The Demographics screen needs some recalibration regarding the Soldier numbers. I don't think 400 population can support 104,000 soldiers.


lol thats some funny sh1t
 
Assuming that this doesn't require huge XML changes or other technical headaches, could we just have each unit assigned a value of how much soldiers it represents to count towards that total? Could make a fun statistical exercise, and I'd be happy to put my own theories in this regard into if the schema changes don't cause said headaches.

I'm thinking that, say, each Prehistoric unit literally represents as many people as the graphic does at full strength, with Light Swordsmen representing 500, Musketeers 2000, Infantry 10,000 and so forth, with espionage and elite units getting correspondingly smaller statistics. Purely cosmetic, but it might help us think through the actual unit dynamics a little better.
 
Ok, this is what is in my logs. I'd like to add that I repeatedly get the roads washed out event, not every turn but extremely often. I also get a pestilence event every time my capitol hits population 10. I dunno if those are related to this error or not, but figured I'd put the info out there.

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevEvents", line 127, in onEndGameTurn
File "RevEvents", line 1102, in checkForAssimilation
UnboundLocalError: local variable 'secCultPlayer' referenced before assignment

I've run into another problem as well. As soon as I start my second city my computer keeps temporarily not responding between each turn. Any idea what that could be? It's doubling my time between turns.

I have put a fix for this on the SVN.
 
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Revolution", line 627, in onEndPlayerTurn
File "Revolution", line 6263, in launchRevolution
File "Revolution", line 6851, in spawnRevolutionaries
AttributeError: 'NoneType' object has no attribute 'isGovernmentCenter'
 
CTD, no error messages. V21, patch March 1st.
Dump attached:

Graphics again. Can't tell any moer than that. WAs this on end-turn? If so was it reproducible every time from a known save?
 
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