V24 Bugs/crashes reporting thread

Status
Not open for further replies.
They should now all be fixed, in the beta (SVN). Which ones are not?

There are a bunch of technologies that have this in the XML:

Code:
<FirstFreeProphet>UNITCLASS_PROPHET</FirstFreeProphet>

Does that have any effect? It's on some of the former religious-founding techs, but it's also on some other techs, like Oratory and Acoustics.
 
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).

Thanks very much for fixing that, it was annoying me to no end before I left.:goodjob:

On the Great Wall graphics, I'd say just remove the special graphics (and keep the wonder). I have never seen it in any C2C game though, so who knows how often it is actually built.
 
Thanks very much for fixing that, it was annoying me to no end before I left.:goodjob:

On the Great Wall graphics, I'd say just remove the special graphics (and keep the wonder). I have never seen it in any C2C game though, so who knows how often it is actually built.

That's certainly an option.
 
SVN 3165 - I continually crash to desktop in this save game when my hunter units attack other units. The save is about 1-2 turns before any crash and the hunters are on automated hunt.

Just an update, I have gotten around the crash by enabling the Quick Combat (Offence) and Quick Combat (Defence) options. This suggests to me that the crashes are graphical in nature.

BTW: Here is a link to my computer's specs: http://h10025.www1.hp.com/ewfrf/wc/document?cc=us&lc=en&dlc=en&docname=c03015474

The only difference I have is 8GB memory rather than the base 4GB.
 
In SVN 3171 the GP for Druidism appeared at TECH_NATUROPATHY.

In SVN 3171, I received a GP at Athleticism, not one at Helenism.

I know I went through ans fixed all these but they aren't on the SVN so I may have forgotten to update them. Some of them are in hang overs from trying to keep the religions compatible with RoMAND. I will go through and make sure all are right.

Edit I think I got them all. Move free divine prophets to the correct technology. now on SVN.
 
Just an update, I have gotten around the crash by enabling the Quick Combat (Offence) and Quick Combat (Defence) options. This suggests to me that the crashes are graphical in nature.

BTW: Here is a link to my computer's specs: http://h10025.www1.hp.com/ewfrf/wc/document?cc=us&lc=en&dlc=en&docname=c03015474

The only difference I have is 8GB memory rather than the base 4GB.

Viewports enabled or dynamic entities enabled (both off by default if you haven't turned them on)? If yes, what viewport size?
 
Viewports enabled or dynamic entities enabled (both off by default if you haven't turned them on)? If yes, what viewport size?

Off by default.

Edit: by dynamic entities, do you mean dynamic xp, civ names in the c2c tab? If so, yes to that.

Sent from my M865 using Tapatalk 2
 
Off by default.

Edit: by dynamic entities, do you mean dynamic xp, civ names in the c2c tab? If so, yes to that.

Sent from my M865 using Tapatalk 2

No I mean ENABLE_DYNAMIC_ENTITIES in the XML (which I didn't expect you to be running with to be honest). Anyway, the minidump shows that its a bug in the new city danger evaluation code, and NOT graphical. Do you have 'new random seed on load' set? If so that might explain how you got past it (luck). I hve not managed to reproduce it yet, but I'm working on it.
 
Started new game (giant, immortal with raising diff.). I have 8 cities and ALL AI's have 1 (i have checked thru WB), some of them researched tribalism, some not, but they pile huge stacks of troops which sit near their capital, but don't build tribes.
 
Started new game (giant, immortal with raising diff.). I have 8 cities and ALL AI's have 1 (i have checked thru WB), some of them researched tribalism, some not, but they pile huge stacks of troops which sit near their capital, but don't build tribes.

Is that standard v 24 or SVN?
 
No I mean ENABLE_DYNAMIC_ENTITIES in the XML (which I didn't expect you to be running with to be honest). Anyway, the minidump shows that its a bug in the new city danger evaluation code, and NOT graphical. Do you have 'new random seed on load' set? If so that might explain how you got past it (luck). I hve not managed to reproduce it yet, but I'm working on it.

I do have that set. IIRC, it was set by default on the GEM map (6/30/12 version)

Sent from my M865 using Tapatalk 2
 
This is SVN.

Do you have AI logging turned on? If so post the AI logs, and also a save.

Reason i asked if it was SVN or not is because Koshling lately has done a "bang-up" job on the new way the AI is acting, the best i have seen in years, also what SVN # are you updated to, plus also like KL said, need a savedgame 1 TURN before what ever you mentioned happens. And as always thx for writing and giving input.
 
Reason i asked if it was SVN or not is because Koshling lately has done a "bang-up" job on the new way the AI is acting, the best i have seen in years, also what SVN # are you updated to, plus also like KL said, need a savedgame 1 TURN before what ever you mentioned happens. And as always thx for writing and giving input.

Not sure about AI logging on and where to check for log. As about SVN number - it was today update -revision 3173.
Savegame attached.

You always welcome :)
 
Not sure about AI logging on and where to check for log. As about SVN number - it was today update -revision 3173.
Savegame attached.

You always welcome :)

Open up Config.ini and near the very bottom:


Spoiler :
Code:
; Enable the logging system
LoggingEnabled = 1
 
I am right now struggling with a really weird (and annoying) phenomena.
I for fun attacked a city to see how it would go. Seeing the opportunity to actually take it if I wait one more turn, I reload the game from before the attack to wait said turn. When reloaded, the game jumps to a hunter and I order him go north and attack an animal. And here the strangeness starts:
The order is shown on the map (that is, this white arrow units follow and you see when you click on them), but the unit does not carry it out. The whole game kind of freezes, but not freeze in the traditional sense. I can move around with the mouse, I can even manage to activate other units, but I can't actually do something, I can only give orders which won't be carried out. And I can't end the turn.
So I okay I think, let's just load an older save (two turns back): Whoops, same thing! This made me curious and I loaded the oldest save of the game I still had - same thing!
Baffled, I restarted the game and again loaded the oldest save. Now everything was fine. Then I reloaded the save which initially caused the phenomena - and again it is there.

Am still trying to figure this out, but I thought maybe somebody has some experience with this phenomena? It kind of rings familiar to me...
 
Status
Not open for further replies.
Back
Top Bottom