v23 Bugs and Crashes

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yeah I tried your mod but it exits the game with no error or the like, it does this when i click turn on 1st turn.. Can you please fix this...

Did you try to load the autosave and see if it crashes again? Usually reloading the autosave will "fix" the crash when it happens on the first turn.
 
yeah I tried your mod but it exits the game with no error or the like, it does this when i click turn on 1st turn.. Can you please fix this..


Gateway DX 4860

intel i7 2600 quad core 3.4ghz
8gb of memory
nvidia gt 520
1.5tb hdd sata
378gb free
win 7 home edition


It's on the biggest map i could use...

If you have a 32 bit windows 7, you'll need to do the 3GB switch to use more memory. Otherwise, check your graphics card drivers/settings, that machine should be able to run this no problem.
Do a "clean up" and see if that helps.
Updating my copy fixed everything, thanks though.
 
Hey, check out this weird crime bug I found while in the civilopedia. Look at the top of the screenshot, what does that mean? Building maintenance? And its not just in crime, I've found it all over the buildings list.
 

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Hey, check out this weird crime bug I found while in the civilopedia. Look at the top of the screenshot, what does that mean? Building maintenance? And its not just in crime, I've found it all over the buildings list.

I suppose the gangs don't care about keeping their buildings maintained.:lol:
 
Hey, check out this weird crime bug I found while in the civilopedia. Look at the top of the screenshot, what does that mean? Building maintenance? And its not just in crime, I've found it all over the buildings list.

Do you have the (currently test for evaluation only) global define TREAT_NEGATIVE_GOLD_AS_MAINTENANCE set to a non-0 value? This text is only supposed to appear when that option is on, and if it's appearing at other times its probably not displaying a sensible number because the calculations are turned off. Therefore it's most likely a bug in that system, probably with aspects of it interfering with the text even when it's supposed to be turned off.

The critical piece of information we need from someone with this issue is whether or not they have it turned on (it's the last definition in assets/xml/A_New_Dawn_GlobalDefines.xml ?
 
Currently a few of the graphics of units get screwy, like Giraffe's constantly flickering back to knights or I believe a wanderer being a great prophet model. Plus Watermelons, or may it was just melons, look pink.

Also in general, is there somewhere I can go to get a good idea for base game settings or what to do in the first 500000 years?
 
Do you have the (currently test for evaluation only) global define TREAT_NEGATIVE_GOLD_AS_MAINTENANCE set to a non-0 value? This text is only supposed to appear when that option is on, and if it's appearing at other times its probably not displaying a sensible number because the calculations are turned off. Therefore it's most likely a bug in that system, probably with aspects of it interfering with the text even when it's supposed to be turned off.

The critical piece of information we need from someone with this issue is whether or not they have it turned on (it's the last definition in assets/xml/A_New_Dawn_GlobalDefines.xml ?

It is currently turned off... I have latest SVN, but I didn't allow the "CivicInfos" to be updated, but that is probably irrelevant.
 
Currently a few of the graphics of units get screwy, like Giraffe's constantly flickering back to knights or I believe a wanderer being a great prophet model. Plus Watermelons, or may it was just melons, look pink.

Also in general, is there somewhere I can go to get a good idea for base game settings or what to do in the first 500000 years?

This is normal if you are playing on lowest graphics settings, and there is nothing that can be done to change this behaviour. Although the guy who made the squash, pumpkin and melon does know how to fix the problem I have not seen a post with the fix in. His suggested work around did not work.
 
@Koshling: Here is some odd AI behavior. Basically, the Malagasy people are sending four military units through dunes, taking terrain damage the whole way, just to try and kill my one scout. I think that my BBAI logging is set at 3, and I have the log attached, along with a screenie and a savegame.
 
Here is a bug with the current SVN on Hunter I and II promotions: they are reading (+1st Stike) in the name. I don't think this is intended. See the attached screenshot.
 
@Koshling: Here is some odd AI behavior. Basically, the Malagasy people are sending four military units through dunes, taking terrain damage the whole way, just to try and kill my one scout. I think that my BBAI logging is set at 3, and I have the log attached, along with a screenie and a savegame.

I don't have time to analyse this in detail now (multimap work is taking all my time), but I can't say I am surprised. The AI takes no account of terrain damge in deciding WHETHER to attack a unit (it only looks at the target units strength taking account of the defense bonus of the plot it's on). It takes account of it in determining the path to take, but if all sensible paths are bad, that won't stop it taking the 'best' of the bad paths. Similar issues exist with the paths all going past strong enemy units or positions - it can see this in detrmining the best path to take, but takes no account of it in whether to do so at all.

It's resolvable quite neatly by making use of the new pathing engine to return the total cost of the best path, rather than just what the best path is (an easy enough enhancement now we have our own pathing engine), and using that to determine if the action is worth undertaking at all. It's already on my (ever growing) list of AI improvements.
 
Here is a bug with the current SVN on Hunter I and II promotions: they are reading (+1st Stike) in the name. I don't think this is intended. See the attached screenshot.

Yes it was deliberate, someone had changed the game text for the names. I have changed it back.
 
Got this error message on the last SVN:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "BeastMaster", line 31, in onLoadGame
AttributeError: 'NoneType' object has no attribute 'getType'
 
Got this error message on the last SVN:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "BeastMaster", line 31, in onLoadGame
AttributeError: 'NoneType' object has no attribute 'getType'

OK. I think I know what I did wrong. I'll get onto it. The error means that the unit will not have its leader is all, which is what that bit of code is trying to fix.
 
@SO,

I can also see from your screenie that Platinum is still popping like popcorn but I bet Iron is still scarce.

This needs addressed I think.

JosEPh
 
@SO,

I can also see from your screenie that Platinum is still popping like popcorn but I bet Iron is still scarce.

This needs addressed I think.

JosEPh

Yeah i think there is only one iron resource for 5 civs??
 
Currently a few of the graphics of units get screwy, like Giraffe's constantly flickering back to knights or I believe a wanderer being a great prophet model. Plus Watermelons, or may it was just melons, look pink.

Turn on Unit Animation/Animated Units in the Civ4 graphics options.
 
@DH: Your new python for the free Tribal Guardian in the first city is not working, I just tested it in a new game with SVN revision 2910.

EDIT: Nevermind, I was stupid and forgot to update my SVN.:hammer2:
 
@SO,

I can also see from your screenie that Platinum is still popping like popcorn but I bet Iron is still scarce.

This needs addressed I think.

JosEPh

I hate resource placement. Platinum has less than a third the chance of iron of being placed and it is placed after iron. There should be 3-4 times the amount of iron than there is platinum. It is obvious I am missing something in the definition somewhere.:sad:
 
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