V24 Bugs/crashes reporting thread

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I just discovered that the mod comes with a giant-earth-scenario - which is great! Started with the Uzbek, but when I finish the first turn, it just shuts down. No error message, just closes. Tried for a second time already :(:(:(
Try the newest version from here (one of the versions had a typo in the civics that causes a crash at end of first turn): http://forums.civfanatics.com/showthread.php?t=457501
 
This is a known bug that has been reported before with the auto-end turn mechanism. One day I'll fix it

It is new to me. I have not had it before.

This is a consequence of using 'minimize AI turn time' I suspect (are you using that option?). The way it works is by not retruning out to the game engine to give it time to waste on things like animations and so on during the AI turn. A side effect is that the engine cannot update messages and so on either - the trade off is your call via that option (speed with some clunkyness, or slower turns)

No I don't have 'minimize AI turn time' on.

Managed to get myself a Great Prophet and went to found a faith, in this case Druidic Traditions. The GP was consumed and the faith founded but I then got an error message as shown below.

After I clicked out of those two screens and ended the turn the game crashed. I've attached the save game with the Great Person in place to found the faith.

Hope you can resolve this one and it's not another issue with my system.

I have had this happen once only. I think there must be something wrong with the movie. I try and find the old one and put it back in. Pity this new one looks good.
 
@Koshling:

Dont know if you want to play with this or not since i believe you dont get the Black Terrain problem, but if you did, there is a NEW thing that i just happened upon, and i believe it has to do with viewports, but i dont have them turned on? Or even if you want to look at it, since you are kind of burnt out . . . ?

Anyways, here is what happened.
pic 1: starting point of my game from city capital, i then moved up just a little and to the right, and poof
pic 2, then up again just a little more and pic 3, then it started going back and forth with changing of colors, first the split screen then a line came in and it was kind of gray, (pic3) i believe then it went about 3/4 way over on right side, then it switched colors on the complete left side, then the right side, and all back again, was just weird, but i dont think you would get this effect, if you dont get the BT feature????? Just plain weird is all.:crazyeye::crazyeye::confused:

And i bet it doesn't do it for you:rolleyes:

Attached all 4 pics and savedgame from SVN 3165
 
SVN 3165, can't load saves from 3151-ish a few days ago. I had a hotseat game CTD I assumed because of memory issues (my second player won't use viewports with the tile reveal issue outstanding) and I updated after he left and tried to load the autosave (with viewports on as I intended to continue my single player game) and crashed out on several of the autosaves.

Also regarding the tile reveal issue, in the game I posted saves of earlier in the week, I conquered through the previously affected area (which I got revealed more or less normally with viewports off) and found a patch of the ocean that wouldn't reveal to units iin the area. However as those cities' culture spread, that area did get revealed by the city line of site properly. I don't know what to make of that, but thought it might help whoever looks into it.

Edit: I've had no problem loading a save made under SVN 3165, so it would seem it's just past save games that have been broken.
 
I just installed the mod for the first time and got an XML error when loading the mod.
attachment.php

That means you did not install patch1 (I don't have the d/l version, but I don't believe patch 2 contains patch 1; if it does then you didn't install patch 2). The one above is harmless, but patch 2 fixes more critical items.

also, what does SVN mean?

Subversion number. See the thread on this forum for the software d/l site and the repository site. It may be confusing at first, but once you start it is easy. I do it for 3 different mods myself.
 
Another save regarding the unrevealing tile issue. When this turn came up in game it started me with the tracker to the west of my city, which was in its own viewport (the first switch that I noticed in this game). When the viewport switches back to the tracker to the east, on his first movement further east, no tiles are revealed. I'm just including this in case seeing the first example of it in a game gives anyone an idea how to fix it.

View attachment 326811

VP 56x35,2

Edit: This is just absolutely maddening. I've given the autosave here because I wanted to show the non-reveal as it happens. I also saved after making the move out of habit. On loading that save, the tiles that should have been revealed by the previous movement remain unrevealed, but in my next movement (north to the desert tile I can see rather than into the unrevealed area, all the tiles that should be uncovered by that move were, including tiles that were left unrevealed prior to the save that should have been revealed. I have no clue what could be going on here.

Edit 2:Reloaded the autosave and the eastern tracker's turn comes up first (not surprising since he's in a viewport centered on my capital), and tiles are revealed normally by moves east. VP switches to western tracker who reveals tiles normally as he moves west. On the next turn the western tracker moves first (makes sense because we don't want more VP switches than necessary) and tiles are revealed normally by further movement west. On eastern tracker's turn, tiles fail to be revealed by further eastern movement. So the only consistency I'm seeing is that the tile revelaing issue pops up for me only east of my starting position (over the last four games), and always immediately after a switch from a viewport that was west of my original viewport. I have no idea if that first viewport shift west matters, it just seems to be the way I explore that it is consistently the first VP shift that occurs. If I have occasion to start over, I'll try to head more east first and see if that makes a differenece.

Edit3 Yeah I'll have to check that if I start another game. Apparently I have a coast to close to me east to force a VP shift that direction first.

Edit 4: Last thing I can think to check from this game, but it seems on any reload when the eastern unit moves first, it can reveal tiles normally, the issue doesn't pop up until the VP switches west and then back again (and every time it switches back again the eastern unit can't reveal tiles regardless of which direction he moves). So koshling, or whoever can check this, you have to play through a couple of turns to see it.
 
Latest SVN (rev. 3168) has this minor graphical glitch:

4Gu06.jpg


All the other civs apart from India are :mad:, so I guess it's just that icon that got misplaced somehow?

Oh and this is completely unrelated, but a good place to ask with the pic - what does that icon of a man between relations icon and amount of cities (like Xiagnu) signify?
 
Another save regarding the unrevealing tile issue. When this turn came up in game it started me with the tracker to the west of my city, which was in its own viewport (the first switch that I noticed in this game). When the viewport switches back to the tracker to the east, on his first movement further east, no tiles are revealed. I'm just including this in case seeing the first example of it in a game gives anyone an idea how to fix it.

View attachment 326811

VP 56x35,2

Edit: This is just absolutely maddening. I've given the autosave here because I wanted to show the non-reveal as it happens. I also saved after making the move out of habit. On loading that save, the tiles that should have been revealed by the previous movement remain unrevealed, but in my next movement (north to the desert tile I can see rather than into the unrevealed area, all the tiles that should be uncovered by that move were, including tiles that were left unrevealed prior to the save that should have been revealed. I have no clue what could be going on here.

Edit 2:Reloaded the autosave and the eastern tracker's turn comes up first (not surprising since he's in a viewport centered on my capital), and tiles are revealed normally by moves east. VP switches to western tracker who reveals tiles normally as he moves west. On the next turn the western tracker moves first (makes sense because we don't want more VP switches than necessary) and tiles are revealed normally by further movement west. On eastern tracker's turn, tiles fail to be revealed by further eastern movement. So the only consistency I'm seeing is that the tile revelaing issue pops up for me only east of my starting position (over the last four games), and always immediately after a switch from a viewport that was west of my original viewport. I have no idea if that first viewport shift west matters, it just seems to be the way I explore that it is consistently the first VP shift that occurs. If I have occasion to start over, I'll try to head more east first and see if that makes a differenece.

Edit3 Yeah I'll have to check that if I start another game. Apparently I have a coast to close to me east to force a VP shift that direction first.

Edit 4: Last thing I can think to check from this game, but it seems on any reload when the eastern unit moves first, it can reveal tiles normally, the issue doesn't pop up until the VP switches west and then back again (and every time it switches back again the eastern unit can't reveal tiles regardless of which direction he moves). So koshling, or whoever can check this, you have to play through a couple of turns to see it.

Very useful save (thankyou). It clearly displays both the not-revealing issue (fix now on SVN) and the fade-out issue (which is proving hard to fix, though I'm pretty sure I can see a way through).
 
Latest SVN (rev. 3168) has this minor graphical glitch:

4Gu06.jpg


All the other civs apart from India are :mad:, so I guess it's just that icon that got misplaced somehow?
Correct, they were not properly in the list of special font symbols but only referenced by math from one of the symbols so when I added the dice symbol it got misplaced. I'll fix that and also add them properly to the list there.
 
Latest SVN (rev. 3168) has this minor graphical glitch:

4Gu06.jpg


All the other civs apart from India are :mad:, so I guess it's just that icon that got misplaced somehow?

Oh and this is completely unrelated, but a good place to ask with the pic - what does that icon of a man between relations icon and amount of cities (like Xiagnu) signify?

Or it's not a glitch as you clearly should not be able to tell how they feel about you? I'm rather liking it actually.

Unrelated question: It means you are that civilizations worst enemy.

Cheers
 
Or it's not a glitch as you clearly should not be able to tell how they feel about you? I'm rather liking it actually.

While that could be an interesting mechanic early on (that could be phased out via more sophisticated diplomacy-related techs) I think it's pretty well established that the minor civs hate your guts by default. :lol:
 
Very useful save (thankyou). It clearly displays both the not-revealing issue (fix now on SVN) and the fade-out issue (which is proving hard to fix, though I'm pretty sure I can see a way through).

Your welcome. And thanks for taking time from your break to fix it.

I was thinking about the floating great wall issue, and I was wondering how it's supposed to work? It's set up based on the placement of your borders at the time it's built, so if that information is stored based on its position in the world, and if viewports have convinced the graphics engine that only the map in view is the world, that would explain why it floats when the viewport moves. Maybe you could get the game to jump through some hoops based on where the viewport was when the wall was built (which may or may not have been centered on the city that built it), but I suspect for the minor return involved, we might be better doing away with the great wall graphic. Just my $.02
 
Your welcome. And thanks for taking time from your break to fix it.

I was thinking about the floating great wall issue, and I was wondering how it's supposed to work? It's set up based on the placement of your borders at the time it's built, so if that information is stored based on its position in the world, and if viewports have convinced the graphics engine that only the map in view is the world, that would explain why it floats when the viewport moves. Maybe you could get the game to jump through some hoops based on where the viewport was when the wall was built (which may or may not have been centered on the city that built it), but I suspect for the minor return involved, we might be better doing away with the great wall graphic. Just my $.02

The Great Wall issue might be intractable. I haven't tried to solve it yet so I'm not sure, but frankly I think it might be impossible to fix (and will also happen with multimaps irrespective of viewports - that is the GW in one will appear on all maps).
 
The Great Wall issue might be intractable. I haven't tried to solve it yet so I'm not sure, but frankly I think it might be impossible to fix (and will also happen with multimaps irrespective of viewports - that is the GW in one will appear on all maps).
There are only two choices that I can see. Either remove the Great Wall graphics entirely or add and remove them whenever the city with it is in the viewport or not which will make them grow and move.
 
There are only two choices that I can see. Either remove the Great Wall graphics entirely or add and remove them whenever the city with it is in the viewport or not which will make them grow and move.

Does anyone nowadays with C2C even go for the GW anyways, i never do, i see no need for it??
 
is fixing the divine prophets appearing when you finish researching the old religion founding techs instead of the new ones (in most cases at least) on some to-do list?
 
The Great Wall issue might be intractable. I haven't tried to solve it yet so I'm not sure, but frankly I think it might be impossible to fix (and will also happen with multimaps irrespective of viewports - that is the GW in one will appear on all maps).

I have seen something that may "fix" this issue. In one of the mods the Great Wall moves whenever your cultural borders expand to better reflect what it does. Would doing that in c2c help?

Does anyone nowadays with C2C even go for the GW anyways, i never do, i see no need for it??

I almost always do.

is fixing the divine prophets appearing when you finish researching the old religion founding techs instead of the new ones (in most cases at least) on some to-do list?

They should now all be fixed, in the beta (SVN). Which ones are not?
 
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