v23 Bugs and Crashes

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I'm also getting a 'waiting for other civs' hang. (SVN 2715). I've been getting it on this save for about a week or so. If I load up the autosave at the beginning of the turn it hanged on it will always do it, but if I load up an autosave from 2 or 3 turns prior it seems to avoid whatever the problem was, and then 50 turns later something else triggers it. It seems to have popped up alot more often since a few days ago, that was when I updated the game to apply the religion fix and suddenly 10 religions were founded on the same turn, but it could also be that players are discovering metal casting and adopting despotism and going from 8 or 9 cities each to 18.

Fix just pushed to SVN. It was a bug in the recent AI changes Thunderbrd made for divien prophets, and will not occur for anyone not using that option.
 
keep getting black terrain bug even after reinstalling the mod twice :(
I deleted the custom assets in mydocuments>mygames>
And deleted the cache folder in users>local data>
Also held down shift key while it loaded.. any suggestions?

See this thread. One of the suggestions there should work. I myself have the problem 90% of the time if I don't change the graphics (from high to low and back to high again) and reboot first after exiting the game and then later starting this mod.
 
Hi

I’m experiencing a CTD every time during the AI turn after i captured the black AI last town.
The first time I managed to take the town in 1 turn and then the game crashed during AI’s turn. The second time it took me 2 turns to take the town and during the AI’s turn I got an CTD.

As attachment I uploaded my save game prior to taking the town.

Greets

Nano
 
Hi

I’m experiencing a CTD every time during the AI turn after i captured the black AI last town.
The first time I managed to take the town in 1 turn and then the game crashed during AI’s turn. The second time it took me 2 turns to take the town and during the AI’s turn I got an CTD.

As attachment I uploaded my save game prior to taking the town.

Greets

Nano

Could you post the minidump please (minidump.dmp in the same directory that the BTS executable is). Is this vanilla v23 or an SVN rev (if so which one)?
 
Could you post the minidump please (minidump.dmp in the same directory that the BTS executable is). Is this vanilla v23 or an SVN rev (if so which one)?

Its the v23 vanilla version.
 
Its the v23 vanilla version.

I've found the problem. The fix will be pushed to SVN shortly. You'll either need to upgrade to the SVN version or work around it, whuich you can do by making sure you capture all the forts belonging to the player you are about to eliminate before you capture his last city (not a very convenint work-around I'm afraid - sorry)
 
That is right. I have not yet removed the improvements. I was about to. I hope you have not released a new terrain FPK, I have more stuff to put in it.

Edit I just remembered I have done all the tests in the pedia but not in game.

too late already did it, just put it in the to be added area, thx. I was just too excited:D


@ls612

i now have this error message:
 
Looks like I'll be sticking with revision 2710 till at least tomorrow. :p

JosEPh ;)
 
I did not do that, that must be something DH changed. It worked fine for me on yesterday's SVN.

I know tht, but when something changes like this, you need to check it out, ok, because it looks like the Fruit Picker 2 is now not a bonus but a resource, or something has changed??

EDIT: I just noticed that the regular workers NOW do not get out of the way of enemy forces, it just stands there and works as normal?? I wonder if that is because of the str now??
 
I know tht, but when something changes like this, you need to check it out, ok, because it looks like the Fruit Picker 2 is now not a bonus but a resource, or something has changed??

EDIT: I just noticed that the regular workers NOW do not get out of the way of enemy forces, it just stands there and works as normal?? I wonder if that is because of the str now??

1. For some reason DH deleted the FRUIT_PICKER2 and FRUIT_GATHERER2 from the BuildInfos. I added them back for now, but DH may want to do something about that.

2. Yes, Koshling pointed out that that might have been a problem with workers having combat strength.
 
Fix just pushed to SVN. It was a bug in the recent AI changes Thunderbrd made for divien prophets, and will not occur for anyone not using that option.

Thanks for getting at this so quickly, but I'm still getting the same WFoC hang (on the same savegame) after updating to 2727.
 
1. For some reason DH deleted the FRUIT_PICKER2 and FRUIT_GATHERER2 from the BuildInfos. I added them back for now, but DH may want to do something about that.

2. Yes, Koshling pointed out that that might have been a problem with workers having combat strength.

2. Yeah i lost about 1/2 of my regular workers now:sad:
 
1. For some reason DH deleted the FRUIT_PICKER2 and FRUIT_GATHERER2 from the BuildInfos. I added them back for now, but DH may want to do something about that.

I think you did this the wrong way, no offense, but you should always check with the person that changed it first, before adding back in something THEY took out, i am sure he did it for a reason.:mischief:
 
I think you did this the wrong way, no offense, but you should always check with the person that changed it first, before adding back in something THEY took out, i am sure he did it for a reason.:mischief:

Well, I thought you wanted the error fixed, and figured DH can change it back later(hopefully correctly). I apoligize if I did things wrong.:(
 
Well, I would ask Koshling about making the AI aware of this. OFC, you can always manually check your workers, but I know that's a pain.

Well, I can either spend my time updating the AI to handle the stream of changes other people are making, or I can spend it on multi map work. Not both. You pick. In a mod with this volume of changes it's a full time job just to keep the AI standing still relative to human players. Any time I spend significant effort on anything else you WILL see the AI move backwards unless the general rate of change slows down or becomes more focussed.
 
Well, I can either spend my time updating the AI to handle the stream of changes other people are making, or I can spend it on multi map work. Not both. You pick. In a mod with this volume of changes it's a full time job just to keep the AI standing still relative to human players. Any time I spend significant effort on anything else you WILL see the AI move backwards unless the general rate of change slows down or becomes more focussed.

You already know the word on that, its of course Multi-Maps work, just asa we have planned for over a month now, period.;)
 
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