v21 bugs and crashes

Thanks for the quick reply. +
I also noticed in Art/interface/buttons/religions
sikhism_1.dds
Which doesnt seem to belong to anything, and its wrong size and color anyways.

Yes, there are many files which seem to be previous attempts at icons still around. When I started I only knew XML and so did not remove anything graphical because I was not sure where it was used or if removing it would break things. I am much better at figuring stuff out and experimenting with changes now, but have not gone back to tidy up the old stuff.
 
Getting what appears to be a repeatable CtD during this turn. I couldn't save a game immediately before the crash, so you'll need to play through at least part of the turn until it crashes.

Doesn't seem to matter what I select to build in the various cities, so select anything. The crash I'm experiencing occurs immediately after the screen for Apostolic Palace resolutions comes up -- oh, and there's no text for the resolutions (tried to save a screenshot, but couldn't, sorry).
 
This was a bug in my new stack attack evaluation. Fix has been pushed to SVN. Thanks for the illustrative save game.
Well, to be honest, i'm the one to say thanks.
For fixing this and all the other bugs which allow us to continue our matured games. :)
Aside from all other improvements on the AI and overall performance you already made. :goodjob:
 
Rev 2035:

Industrial Workers set to automated improvement will from time to time enter cities and lose their automation. Ancient era workers would if they had nothing to do sit in cities on sleep till there was something else to do while industrial (and maybe modern) workers seems to lose their automation instead.
Savegame attached. Click end turn and in the next turn one or more workers will want to have orders while they were automated the turn before.

Btw, this is a save which is in mid-industrial and was in the 1700ADs before the game speed change. Now it is 1300BC.

View attachment 316086
 
When I turn off "avoid angry citizens" in a city (I usually turn it on after I build new city or capture one), city avoids them anyway and doesn't grow until extra happy faces appear.
(Sy Ara city in the savegame).
 
Ok, I found a strange thing: a holy roman great general (without any troops on his tile) is sitting next to the barb city in Bretagne for some turns now, without any of the barbs attacking him, they don't seem to recognize him at all.

Something else in this save: French are building thief, losing it quite fast I guess by a stupid move towards HRE city or a stupid attack on a HRE unit and building another one, after losing first. It's like a loop of stupidity. Shouldn't AI who lose a thief/rogue quite often become fed up with this and pause producing such units for a while? After all, thiefs are very expansive in early times so it can cripple them quite a lot only building those units.

EDIT:

I think the non salt-water crocodiles that spawn on land tiles still have the "sea creature movement" in the code, that's why atm they don't move on land.
I suggest the land crocodiles only can move on jungle, swamp, muddy and/or river tiles, that would avoid them beeing stuck in piles of 5-6 on desert tiles ;-)
 
When I turn off "avoid angry citizens" in a city (I usually turn it on after I build new city or capture one), city avoids them anyway and doesn't grow until extra happy faces appear.
(Sy Ara city in the savegame).

AI govenor or regular govenor? The AI one ignores the setting currently. Regular one I don't know since it's not been changed in C2C.
 
Ok, I found a strange thing: a holy roman great general (without any troops on his tile) is sitting next to the barb city in Bretagne for some turns now, without any of the barbs attacking him, they don't seem to recognize him at all.
I'll look into this when I get time (three CTDs to look at and rework of path caching first though I'm afraid)

Something else in this save: French are building thief, losing it quite fast I guess by a stupid move towards HRE city or a stupid attack on a HRE unit and building another one, after losing first. It's like a loop of stupidity. Shouldn't AI who lose a thief/rogue quite often become fed up with this and pause producing such units for a while? After all, thiefs are very expansive in early times so it can cripple them quite a lot only building those units.

I changed the AI in C2C to react to lots of unit losses by prioritising XP buildings ahead of more units, but so far that's as far as changes in that area have gone. This is probably best addressed more from the not-making-stupid-attacks perspective than the not-building-units side I suspect.

As I noted in a previous post, the rogue line seems to be tagged with support for UNITAI_SPY, which causes it to sometimes be built for use as a spy. This might be the case here in which case it will do utterly dumb things (IMO) thinking it can behave as a spy would (which can cause attacks when it isn't really trying to attack).

I asked previously if anyone knew why this line had been given that AI type support, but go no response. I guess I should just remove it, since nobody has volunteered a reason why it is there...
 
Any info yet on why BFC third ring with Metropolitan Administration (and with Capital Administration I later found out) doubles the need to grow food?

Cheers
 
Any info yet on why BFC third ring with Metropolitan Administration (and with Capital Administration I later found out) doubles the need to grow food?

Cheers

Its on my list, but in about 5th or 6th place so I might not get to it for about another week. I'm totally snowed under currently.
 
I'll look into this when I get time (three CTDs to look at and rework of path caching first though I'm afraid)



I changed the AI in C2C to react to lots of unit losses by prioritising XP buildings ahead of more units, but so far that's as far as changes in that area have gone. This is probably best addressed more from the not-making-stupid-attacks perspective than the not-building-units side I suspect.

As I noted in a previous post, the rogue line seems to be tagged with support for UNITAI_SPY, which causes it to sometimes be built for use as a spy. This might be the case here in which case it will do utterly dumb things (IMO) thinking it can behave as a spy would (which can cause attacks when it isn't really trying to attack).

I asked previously if anyone knew why this line had been given that AI type support, but go no response. I guess I should just remove it, since nobody has volunteered a reason why it is there...

Absolutely true: thats why france has lost so many thiefs and maybe it's due to the start as minors option, too. If civs are at peace, thiefs can go in the city, not so at "start as minors" which is war with all civs in beginning. Thiefs still want to go into city (thinking they are non-fighting spy unit). Just had the first AI thief suicide on my city so yeah, that's it.
 
Getting what appears to be a repeatable CtD during this turn. I couldn't save a game immediately before the crash, so you'll need to play through at least part of the turn until it crashes.

Doesn't seem to matter what I select to build in the various cities, so select anything. The crash I'm experiencing occurs immediately after the screen for Apostolic Palace resolutions comes up -- oh, and there's no text for the resolutions (tried to save a screenshot, but couldn't, sorry).

I can't reproduce this. What happens for me is that after selecting builds in about a dizen cities I get the Apostolic Palce vote popup. It has one choice 'None'. When I click it the game continues as expected.

Are you using the latest SVN or vanilla v21? If the latter are you patched to the latest DLL in the patch thread? Do you get a minidump when it crashes?
 
Getting a reproducable crash at end of turn. Quite early in the game, too.

This one is not reproducing for me either, so same questions to you - latest SVN or vanilla v21? Patched to latest from patch thread? Got a minidump?
 
I can't reproduce this. What happens for me is that after selecting builds in about a dizen cities I get the Apostolic Palce vote popup. It has one choice 'None'. When I click it the game continues as expected.

Are you using the latest SVN or vanilla v21? If the latter are you patched to the latest DLL in the patch thread? Do you get a minidump when it crashes?

Vanilla v21, but not patched to the latest DLL -- sorry, my bad!

I'll download and install the latest patch from the patch thread and see how it goes -- will have to do it several hours from now, so won't be able to report back right away.
 
Now onto my part:

Had gatherers just sitting outside the city limits again, (2) one i just subdued and the other is still just sitting there doing nothing to move??

Assuming you mean the gatherer that is in its home terriotry, but is adjacent to your hunter/GC stack, then when I load this game and play the turn it retreats into the city as you'd expect.

It's possible that a pathing issue I have fixed here MIGHT account for this (but unlikely), so please recheck how it behaves fro you after I push my SVN changes today so you'er also up to date on pathing fixes.

If it's NOT that worker that you mean then please clarify which one.
 
Assuming you mean the gatherer that is in its home terriotry, but is adjacent to your hunter/GC stack, then when I load this game and play the turn it retreats into the city as you'd expect.

It's possible that a pathing issue I have fixed here MIGHT account for this (but unlikely), so please recheck how it behaves fro you after I push my SVN changes today so you'er also up to date on pathing fixes.

If it's NOT that worker that you mean then please clarify which one.

OK thx, will do, thx for the fast responses you make.;)
 
EDIT:

I think the non salt-water crocodiles that spawn on land tiles still have the "sea creature movement" in the code, that's why atm they don't move on land.
I suggest the land crocodiles only can move on jungle, swamp, muddy and/or river tiles, that would avoid them beeing stuck in piles of 5-6 on desert tiles ;-)

The problem with land crocodiles is that you can't specify "can move on river tiles". I currently allow them to move on "flood plains" and marsh (should include swamp). I may add muddy but if I add jungle you will end up with crocs many tiles from a river.

The current spawn says they need fresh water so that they will spawn on a river or coast of a freshwater lake. Unfortunately this also means oasis.
 
The problem with land crocodiles is that you can't specify "can move on river tiles". I currently allow them to move on "flood plains" and marsh (should include swamp). I may add muddy but if I add jungle you will end up with crocs many tiles from a river.

I still think this is one of the better idea's you have has lately, and boy your changes lately are fantastic.
 
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