v27 and above - Single Player Bug/Crashes report thread

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I've just downloaded C2C, the game just crashes when loading map for the first time, or several seconds after the loading is over
I use Windows 7 32 bit
ATI HD 5570 3GB DDR3
Intel Core 2 Duo E5200 2,5Ghz
Probably the same issue I'm looking into on that other bug report. I'll look into both of these. Thanks!
 
I play c2c v27 on HP laptop with AMD turion 64x2 1.9 Ghz, 3 gb ram and ati radeon x 1200 series with 128 mb,

i play standard map on marathon setting

i did 3gb switch, and all other advices that i could find on forum

The problem occurs when i try to load a game even after only one move, the game starts loading ant then i see dcm window on the right and game just crashes to desktop

i couldn't locate MiniDump.dmp file, so here are few of my saves that i couldn't load.
Tested on v27. Cannot replicate. I'm thinking you might be lacking something in the ram dept... may be the switch isn't going to be sufficient. 128 mb graphics is fairly slim too. I suspect it might be the tech popup that comes up at the beginning of the round that pushes it over the edge. I'm not sure. Regardless... couldn't replicate the crash so there's nothing more I know how to do to help. Sorry... maybe with a minidump (it would appear in the main BtS file) but if there isn't a minidump, I believe I've seen Koshling mention that it is a system deficiency and not a bug. We cannot fix system shortcomings but can address bugs.
 
I've just downloaded C2C, the game just crashes when loading map for the first time, or several seconds after the loading is over
I use Windows 7 32 bit
ATI HD 5570 3GB DDR3
Intel Core 2 Duo E5200 2,5Ghz

Is this from v27 or a more recent svn rev? If a rev I need the rev#. v27 doesn't appear to match the minidump.
 
The bug that when you do an attack with a stack of units and after 1 attack all other units go to sleep is back (stack attack is off). Usually it would cycle through all units when doing this kind of attack.

In addition ships now defend cities, in my case workboats (Don't know if this is WAD).

Screenshot:
View attachment 337430

Right click attack also feels very slow and sluggish compared to earlier versions (hadn't had larger stack fights since V24 or 25).
 
The bug that when you do an attack with a stack of units and after 1 attack all other units go to sleep is back (stack attack is off). Usually it would cycle through all units when doing this kind of attack.

In addition ships now defend cities, in my case workboats (Don't know if this is WAD).

Screenshot:
View attachment 337430

Right click attack also feels very slow and sluggish compared to earlier versions (hadn't had larger stack fights since V24 or 25).
1) I can take a look into that issue. Very helpful to note stack attack is off for that. Thanks! Its some complicated stuff in the attack resolution section that controls that and I'll have to run some tests to see how that's taking place so its not a quick bug to resolve but its annoying enough to address soon.
2) I don't think they're actually fighting... but it does take a unit to kill them. This is part of the strange behavior of enabling some interaction between Land domain and Water domain units that came up as an item needing some review in discussion earlier today. Again... no quick fixes here as this stuff is really complex.
3) I was concerned it might. Combat processes a LOT more than it used to now so its a natural side effect that might be felt on some systems. I had considered optionalizing some of that added processing but Koshling said it wouldn't be slowing down combat... apparently the option might still be good to include.

What's happening that did not happen previously is that combatant values are recalculating each round now. This makes it so that damage varies during the course of the fight. It's a dynamic that has enabled a number of other effects and for units to potentially change values as a result of things taking place within a given round of a fight. Although most of those effects have yet to be developed in xml content, this is currently including power adjustments based on the damage they've suffered during the fight. Anyhow, I've been on the lookout for someone to mention this. Is it to the point of annoying or was it just something you were mentioning to make sure was as a result of deliberate design decisions?
 
1) I can take a look into that issue. Very helpful to note stack attack is off for that. Thanks! Its some complicated stuff in the attack resolution section that controls that and I'll have to run some tests to see how that's taking place so its not a quick bug to resolve but its annoying enough to address soon.
2) I don't think they're actually fighting... but it does take a unit to kill them. This is part of the strange behavior of enabling some interaction between Land domain and Water domain units that came up as an item needing some review in discussion earlier today. Again... no quick fixes here as this stuff is really complex.
3) I was concerned it might. Combat processes a LOT more than it used to now so its a natural side effect that might be felt on some systems. I had considered optionalizing some of that added processing but Koshling said it wouldn't be slowing down combat... apparently the option might still be good to include.

What's happening that did not happen previously is that combatant values are recalculating each round now. This makes it so that damage varies during the course of the fight. It's a dynamic that has enabled a number of other effects and for units to potentially change values as a result of things taking place within a given round of a fight. Although most of those effects have yet to be developed in xml content, this is currently including power adjustments based on the damage they've suffered during the fight. Anyhow, I've been on the lookout for someone to mention this. Is it to the point of annoying or was it just something you were mentioning to make sure was as a result of deliberate design decisions?

I very much doubt it's the combat resolution itself that is causing this - much more likely its changes in routines like the one that determines the best defender or something. 99% of the time when you do an attack like that is spent figuring out which unit (from the attacking stack) to attack with against which unit (from the defending stack) should defend, NOT the actual resolution.
 
Remember there are (or were) two stack attack options one in the main options (Ctrl-O) and the other in the BUG options. Also there is still the very occasional bug with stack attack where when attacking a city things seem to stop - clicking anywhere on the mini map gets things going again.
 
If you are in the city screen for a city that is not in the current viewport, clicking on a unit causes a CTD.
 
If you are in the city screen for a city that is not in the current viewport, clicking on a unit causes a CTD.

It shouldmnot be possible to be in a city screen not in the current viewport, since the viewport is supposed to switch whenr you switch cities. That was fixed in the SVN a few weeks ago though only, so if you're talking about v27 as released, then yes, it's a known bug and it has been fixed. If you're talking about the latest SVN can you post a save game plus recipe for how to get into a city scene ot in the current viewport please.
 
No I'm talking about v27. Glad to hear it's fixed in the SVN. Sounds like a lot of my gripes with the viewport may have been fixed then so I will look into getting the latest SVN version.
 
No I'm talking about v27. Glad to hear it's fixed in the SVN. Sounds like a lot of my gripes with the viewport may have been fixed then so I will look into getting the latest SVN version.

Speaking of that, when is the freeze coming and how long will it be this time?
 
I very much doubt it's the combat resolution itself that is causing this - much more likely its changes in routines like the one that determines the best defender or something. 99% of the time when you do an attack like that is spent figuring out which unit (from the attacking stack) to attack with against which unit (from the defending stack) should defend, NOT the actual resolution.

Oh... ok that makes sense. There's a couple of ways that might be streamlinable. Thanks, as always, for the info.
 
SVN 4393, and NO viewports, at this point i should NOT have to (no offense).


EDIT:

Attached: Dump/autosavedgame/Logs

Clicked on "next turn" and poof CTD. There isn't that many civs on this map.

I took a look at this minidump as well. It's not crashing in our code or not finding a match on SVN rev 4393, one of the two.

Much like the previous minidump, which I've now done all I know how to do with, I could derive little to no value from it. Might just be I lack a few tricks there. But a savegame would probably help a lot. Is that a replicable crash?
 
Tested on v27. Cannot replicate. I'm thinking you might be lacking something in the ram dept... may be the switch isn't going to be sufficient. 128 mb graphics is fairly slim too. I suspect it might be the tech popup that comes up at the beginning of the round that pushes it over the edge. I'm not sure. Regardless... couldn't replicate the crash so there's nothing more I know how to do to help. Sorry... maybe with a minidump (it would appear in the main BtS file) but if there isn't a minidump, I believe I've seen Koshling mention that it is a system deficiency and not a bug. We cannot fix system shortcomings but can address bugs.

Too bad because the game is great it is sompletley new civilization. As historian and archaeologist i expecially love prehistoric part of the game.
Well i'm able to play the game 20 turns each time before i get MAF message but the problem i was reporting dosn't generate any message. Nevere mind i'll just avoid building certain wonders or buildings.

Thanks for the great mod, i'll just have to buy a new comp.

P.S. would upgrading my windows to 64 bit help and can anyone please post a link to MAF postponing or resolving thread or site
 
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