v21 bugs and crashes

I have razed a Mayan city at (55,50), but some tiles of the second city ring kept for some reason Maya as owner (even as I have 50%-66% of ownership!), and since I signed a peace treaty with the Mayans, my units are now stuck! This has been going now for several turns, though some of the sea tiles have lost their ownership after the first turn :

You gained more % of the tiles because of the battles, but the secound ring in your city has yet to be processed by culture produced in the city, I guess (getting it to level2). Also, the realistic culture spread prevents some tiles (like hills or forest) to be easily occupied by culture, even if culture level was achieved.

P.S. always have 4-5 storytellers in your attacking stack to avoid the X-turns anarchy status of city and get culture lvl 2 asap to get all tiles in the fat cross fast.


@all coders: could AI be taught to use storytellers in their attacking stacks?


EDIT: Ah yes I know what you mean now.... There are tiles around razed city remaining of the culture of razed city. It's a bug goining back some time, I have had it, too, once or twice.
 
Aww, no more immortal units! :rolleyes:

I have razed a Mayan city at (55,50), but some tiles of the second city ring kept for some reason Maya as owner (even as I have 50%-66% of ownership!), and since I signed a peace treaty with the Mayans, my units are now stuck! This has been going now for several turns, though some of the sea tiles have lost their ownership after the first turn :

He has fixed borders I expect, which means tiles won't culturally transfer at less than 75% ownership to someone else. I'm still not happy that only the inner-ring auto-transfers on capture/raze, but right now that's just the way fixed borders work. It needs more tweaking at some point.
 
Not 100% sure if it's a bug, but several cultural wonders, like the Ho Trai Library and Salon (and IMHO both of these are too weak to be wonders, they should either be regular buildings instead or be made stronger) require the base cultural wonder Culture (X) to be built in the city first instead of the X resource given by these base cultural wonders (look at Hammam and Baray to see what they should be).
This was probably done in confusion with Culture (Continent Y), which are regular buildings so can be built anywhere.
 
Stumbled across and odd bug see picture and save file.
The spot's I've circle in red on the map are places I have visibility on some tiles (the funny square rings) but I have no units there. I just noticed them, so I don't know how long they have been there.
 

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repeatable ctd, build 1993

Nice catch.

This crash is a result of an open borrders agreement coming to and end, which forces some units to be unserimoniously moved (dumped outside of ex-partner's borders). A side effect of this is to break up stacks which are so moved (since some members may still be valid at the old location, such as invisible or deniable units). This temporarily leaves the old group entity in a waiting-to-be-cleaned-up state wheer it contains no units.

Meanwhile (well shortly after, but in the same turn slice) another unit searches for groups with the same mission targets as one it is considering (in this case a subdued animal looking for an appropriate city to construct something in). It finds the now-empty group was targeting a city for a construction it is interested in, and goes on to query things from its (non-existant) head unit. Bang!

Fix in the SVN now ;)
 
You guys are running me ragged - it's hard to keep up! However, it's been a very fruitful week I thinjk in solving a lot of bugs, some rather old, so I'm not complaining (it just shows how good a job of testing you are all doing).

Just to let to you know. Tomorrow I plan to concentrate soley on AI work and give non-AI bug fixing a rest until next week. If you experience really serious issues (crashes and hangs) I'll probably respond, but don't worry if you don't get an immediate response (beyond maybe a comment) on other stuff for a bit.
 
Glad to be of help! ;)

I'll keep reporting bugs here as I see them though, even if I know they won't be fixed soon....

Here's another one : is it normal that Work Boats are considered as military units and get the penalty to their production under Pacifism?
 
Stumbled across and odd bug see picture and save file.
The spot's I've circle in red on the map are places I have visibility on some tiles (the funny square rings) but I have no units there. I just noticed them, so I don't know how long they have been there.

Happens to me too. Seems to happen when naval units fight and only after the tech that grants +1 visibility on sea has been discovered.
I'm not sure if it only occurs when a Great General is in the fleet too, as most of my naval battles have been with that, or if it has to do with the hidden nationality units under influence of a great general stationed on a non-hidden boat.

Cheers
 
Happens to me too. Seems to happen when naval units fight and only after the tech that grants +1 visibility on sea has been discovered.
I'm not sure if it only occurs when a Great General is in the fleet too, as most of my naval battles have been with that, or if it has to do with the hidden nationality units under influence of a great general stationed on a non-hidden boat.

Cheers

I doubt the Great General has anything to do with it. It has never occured to me to put a Great General in a fleet. I was thinking there should be a Great Admiral unit, not considering that the Great General would work just fine. I'll have to give that a try pretty quick here.
The Sentry promotion could be a culprit here. I was getting Sentry on some of my Caravels while I was exploring the ocean.
 
Stumbled across and odd bug see picture and save file.
The spot's I've circle in red on the map are places I have visibility on some tiles (the funny square rings) but I have no units there. I just noticed them, so I don't know how long they have been there.

Had it too. it's were I lost ships to animals or storm event on ocean tiles.

I doubt the Great General has anything to do with it. It has never occured to me to put a Great General in a fleet. I was thinking there should be a Great Admiral unit, not considering that the Great General would work just fine. I'll have to give that a try pretty quick here.

Beware! The ship the GG is on may sink due to a storm event. As a balancing act, maybe the GG on land or in city could be hit by earthquake, fire flood or volcano and die, maybe?
 
*sry for doublepost forgot to edit in last post*
 
What happen to The Route to Mode button for Workers? Looks like some of the buttons are missing.... Seems like it happened recently. I've just SVNed my C2C.

EDIT: It is missing only for units on separated part of continent where I just placed new city. I understand inability to build railroad without steel but regular road route or path? I can do road on one tile but cannot connect two new cities by route to mode automation.
 
Happens to me too. Seems to happen when naval units fight and only after the tech that grants +1 visibility on sea has been discovered.
Cheers

I can confirm that. I have tested it a bit and as long as I don't give a naval unit that promotion it does not happen. I am not 100% sure it happens on a loss but am 100% sure it happens to lone ships, ie no other unit on the same plot.
 
I just got the build a bunch of Triremes quest, after Triremes were obsolete.
 
You guys are running me ragged - it's hard to keep up! Tomorrow I plan to concentrate solely on AI work and give non-AI bug fixing a rest until next week. If you experience really serious issues (crashes and hangs) I'll probably respond, but don't worry if you don't get an immediate response (beyond maybe a comment) on other stuff for a bit.


I think thats a better idea anyways for now, the AI stuff is a MUCH needed necessity.;)
 
I just got an other bug, my game get freeze in next turn with text "Waiting for other Civilizations". :blush:
I'm using lastest svn build. Please check
 

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Is this a bug:

Cannot build metropoliton administrations in cities that were once capitals (of other players who were destroyed in the distant past). It does show capital administration in the building list of such cities, but those require a palace (i.e. - your current capital only) so the effect is you canno build either, adn the cities can never grow to the third ring (unless you use the game option to not require a building).

I suspect this is just a bug (in whicvh case I'll sort it out), but I wanted to check fitrst that there wasn't something deliberate going on here...
 
Btw, why the description of Metropolitan Administration says that they cannot be built in the same city as Palace?

Because the capital administration replaces it there. I think that is by design (though it can suck if you're at your national wonder limit in your capital - I had to move my capital to address that point in my current game)
 
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