v22 bugs and crashes

Problem for the Arabian culture (req : Education) and Israeli culture (req : Monotheism) both give 50% for Petra. I think it's already built by the time you get them.
 
I think I solved my consistent MAF issue, well improved it alot anyway.
The main problem was this
; Set to 1 to page units out when non-visible
DynamicUnitPaging = 0 <--- Should be 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 0 <--- Should be 1

I always thought this meant something other than what it actually means. It means the game uses the HDD to page units out dynamically rather than constantly re-paging them perhaps with less physical memory.
 
I found an issue with the new pathing system:

If you hold right mouse to see what path my slinger from Cuszco would take to the tiles I marked with '22 turns' and '25 turns', you see that the tiles are next to each other. So the pathing via southern route to the tile with marked '25 turns' should not occur, instead the pathing should be done via the northern route and show '23 turns'.
 

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I found an issue with the new pathing system:

If you hold right mouse to see what path my slinger from Cuszco would take to the tiles I marked with '22 turns' and '25 turns', you see that the tiles are next to each other. So the pathing via southern route to the tile with marked '25 turns' should not occur, instead the pathing should be done via the northern route and show '23 turns'.

Is this with or without 'UseAIPathing' set? Also does it reproduce on load whichever target you select first?
 
Yes, AI pathing is checkmarked.

EDIT: Yes, it's 100% reproduceable upon reload.
 
Something I noticed today - Canute and Gustavus Adolphus hero units should require Viking, not Dutch. Dutch is currently doubled-up on heroes and Viking has none.
 
Well, the Vikings later became Norway, Denmark, Sweden, and Iceland.
Gustav II Adolf (Gustaf the second Adolf) was most assuredly of Sweden while Canute could be disputed to be either king of England, Denmark or Sweden. There are several of them but if you are looking for a more achievement hero for the Vikings I'd say Erik Röde (Eric the Red or Eric the Viking). It's believed that he was the first European to find the American continent, naming it Vinland (land of wine).
As for war hero for the Vikings Harald Gormsson Blåtand would be good. He was king over both Norway and Denmark during his time.

Cheers
 
All AI switch back and forth Divine Cult and Prophets civics VERY often.
 
All AI switch back and forth Divine Cult and Prophets civics VERY often.

Make saves (if you can) that are the turns in which one civ switches in each direction (so we have saves of both directions for the same civ to look at for comparison) plaese.
 
Can't get past turn BC936, CTD every time, no matter what I change, I even go back up to 5 turns and it still crashes at BC 936.

Found the problem, it is building Savanna Cavalry. Instant CTD when I click on to build.
 

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I seem to have developed the egytian money scam lol.
Instead of geting the +$1555 or whatever next turn I gain upwards of $77,000..and I'm not sure where or how lol. I also don''t know when it started, could've been a turn or 4... I remeber having like 20K normal with spending and stuff..
pics, and saved game included.

This massive gain of $$$ was actaully apparently....casued by the wimbely staduim national wonder. DH has nerfed it in the SVN, so this bug should be consdiered handled. :goodjob:
Now for Enclyopedia nerf..
 
A couple of things i have noticed:

Wardogs: For some darn reason, the AI are spawning them like CRAZY:crazyeye: ,
maybe we need to set limits on not essensual units, Hunter/Explorers/Trained Dogs/ Wardog etc? pic 1

Also, the new tech Oratory, needs some buildings / something going in it, it has nothing there??

Upon completing City Planning in the tech popup the mouseover für Public Works has TXT_KEY elements. See screenshot.

View attachment 318551

HUH, i dont see any TXT errors in the buildings, but i do see an error the word buildings is missing?? but i dont know where at the moment???
 
HUH, i dont see any TXT errors in the buildings, but i do see an error the word buildings is missing?? but i dont know where at the moment???

The error was only in the mouseover in that screenshot, I checked civics and pedia entries and they looked right.
 
A couple of things i have noticed:

Wardogs: For some darn reason, the AI are spawning them like CRAZY:crazyeye: ,
maybe we need to set limits on not essensual units, Hunter/Explorers/Trained Dogs/ Wardog etc? pic 1

Also, the new tech Oratory, needs some buildings / something going in it, it has nothing there??



HUH, i dont see any TXT errors in the buildings, but i do see an error the word buildings is missing?? but i dont know where at the moment???

save game available? Also what are your AI settings (normal, aggressive)? ALso is that AI at war?

War dogs (and all the dog line) are UNITAI_CITY_COUNTER. This is so that the AI builds them to countr invisible units. However, it may be that wardogs are simply the best muilityary units of that AI type that is available for a time, so it always builds them for all city counter units. It might be that it simply builds too many UNITAI_CITY_COUNTER units (you can tell from the hover text with chipotle enabled what AI they are running BTW, so it might b good to confirm that it IS 'city counter'), or it migth be that wardogs are just its best military unit at the time...
 
save game available? Also what are your AI settings (normal, aggressive)? Also is that AI at war?

War dogs (and all the dog line) are UNITAI_CITY_COUNTER. This is so that the AI builds them to counter invisible units. However, it may be that wardogs are simply the best military units of that AI type that is available for a time, so it always builds them for all city counter units. It might be that it simply builds too many UNITAI_CITY_COUNTER units (you can tell from the hover text with chipotle enabled what AI they are running BTW, so it might b good to confirm that it IS 'city counter'), or it might be that wardogs are just its best military unit at the time...

I believe its the last part, but in all reality thats just too many Wardogs anyways, i have never even heard of that many in a civ in RL , just trying to get close to it is all, yes at war, but no civ(s) were even invading the civ. My settings were Spiritual and Nomad.
 
I believe its the last part, but in all reality thats just too many Wardogs anyways, i have never even heard of that many in a civ in RL , just trying to get close to it is all, yes at war, but no civ(s) were even invading the civ. My settings were Spiritual and Nomad.

Many Dogs need much meat. So what if to build more than 5 dog units (starting national limit) you needed one extra meat source [like deer, cow, pig, sheep, bison, mamoth, elephant, seal (did I miss one?)] for each new dog.

So lets say you have two deer and two cow connected inside your cultural borders, you consume one of each for your civ and have one of each left. If you don't use it for trade, you could build an extra dog with it.

To limit the AI from only building dogs with excessive res instead of trading them, the final national limit to have could be 10 or so. This way the dogs get stationed in and around the cities... townwatchmen could get a thwart spy bonus if they are on same tile like dogs, which could work for AI to use them as intended.

If you like to fight with dogs, you can still use the voodoo religion it has the helldog unit... :scan:
 
Can't get past turn BC936, CTD every time, no matter what I change, I even go back up to 5 turns and it still crashes at BC 936.

I've managed to pin this down, but a solution will need ls612 to work on it.

Basically any time you get a 'savannah cavalry' at the top of a build queue the game crashes. In your save game, Carthage has a bunch of these units queued up behind another unit. When the turn executes the top unit is built, leaving a savannah cavalry on the top of the build queue and the game crashes (outside of our DLL, which means it's almost certainly a graphics issue).

You can reproduce this by just opening the city screen for Carthage and cancelling the top unit from the build queue (leaving the savannah cavalry on top) - the game immediately crashes.

I have verified that adding these units in worldbuilder is fine, and they behave fine once created, so it's just the graphic that appears in the city screen next to the build queue for the top build that needs fixing.

Until ls612 is able to fix this, your workaround is to refrain from building these units ;) [I have verified that the turn completes fine if I switch Carthage to somethign else]
 
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