v27 and above - Single Player Bug/Crashes report thread

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I betcha this is the reason WHY the turn times have become sooo long now again??? They used to be 20-30 seconds, now they are over 1 minute, closer to 1 1/2 minutes long, and this is in Classical Era:mad:
You said just now in the other thread that units that should be able to get the blitz ability on promos weren't being able to.

ls612: I'm wondering now what you did to remove the filter... I checked where the filter is setup in isPromotionValid (there's two of them: one in CvUnit and one in CvGameCoreUtils.cpp, and its not disabled or commented out at all where it was put after my change which was in CvUnit. I'll take a closer look at both and see if I can spot something amiss in the meantime.

I'm wondering if this is somehow leading to a situation where units are evaluating that they want the promotion but they can't have the promotion so when they go to select it and its not there... uh oh... gotta reevaluate and will keep doing so until they can finally by luck evaluate something else as more valuable - in some cases not being able to because the random doesn't provide enough variation to and we have an infinite loop rather than just a delay.

But there's still something off here - some missing piece of the puzzle.

EDIT: Ah... according to your notes you'd already found the other one in CvGameCoreUtils.cpp that I'd already disabled. You must not have updated my changes before going in there and commenting that out or you would've seen it already was. I had put a new, more appropriate filter, as mentioned in the thread on this, in the CvUnit function. I believe now that commenting that out may be our solution but I'm not 100% positive on this. We'll see if it works. Easier to check when you know your situation is causing CTDs rather than just long delays/infinite loops unless you have a save that always hits that loop.
 
You said just now in the other thread that units that should be able to get the blitz ability on promos weren't being able to.

Wasn't me.:blush:

CURRENT SVN
submitted by Koshling, SVN is not working correctly now, i get all kinds of debug error listing, ???

See attached and MORE when the game started. . . ??????
 
In the meantime I was able to fix the 3rd occurrence of the freeze (after a lot of trial and error).
In the Goth city of Cherokee, the most southern of their cities, is a Stealth Fighter with an XP of 5 and a level of 2.
If I reduce the XP back to 4, the infinite AI Promotion loop never happens and the game finishes the round just fine (until it reaches 5xp again?).

I've attached the save game before the fix.


@Dancing Hoskuld
Going to try your modification now.
// Result:
Well, it fixes the python error entry, the log is empty now. But the loop still happens.


// Edit
I would also like to point out again that this happens in both v27 and in revision 4622, so it's nothing that was introduced recently.
 

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  • !!sp00n.FREEZING-3!!.7z
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Wasn't me.:blush:

CURRENT SVN
submitted by Koshling, SVN is not working correctly now, i get all kinds of debug error listing, ???

See attached and MORE when the game started. . . ??????

I haven't seen or have any knowledge of any but #4 there. On that one, I just haven't removed the fAssert that shouldn't be there as we should be allowing specialist yields to go negative via civic or trait modifiers. Otherwise, its not a meaningful bug so far as I can tell. The others? Most may have something to do with the game itself using the modmods that aren't on the stock SVN version. Either they aren't in place and should be as you noted earlier, or they are and there are errors in them.

There's also the possibility that something that JUST changed within the last 12 hrs or so would be a culprit.

spOOn: that save should be very useful! Thanks!
 
Wasn't me.:blush:

CURRENT SVN
submitted by Koshling, SVN is not working correctly now, i get all kinds of debug error listing, ???

See attached and MORE when the game started. . . ??????

Who committed a Debug DLL to the SVN? :mischief: That would be the source of those popups anyways.
 
This is what I'm getting when I run spOOn's save. I've never seen this before so I'm a bit confused by it.

Things seemed to be processing along nicely and then this pops up and the debugger gives me nothing further to go on at all.



This is after attempting the fix in the promo AI evaluation codes.
The Output has gone on and on with player 8 though. This is up to the point that it stops:
Spoiler :

Player 8 (Gothic Empire) evaluating buildings for tech Subterranean Exploration
Building Subterranean Lab new mechanism value: 2250
Building Mission to Earth's Core new mechanism value: 10426
Building value: 12676
Player 8 (Gothic Empire) raw value for tech Subterranean Exploration is 13280
Player 8 (Gothic Empire) calculate value for tech Astro Environmental Systems
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Astro Environmental Systems
Building value: 0
Player 8 (Gothic Empire) raw value for tech Astro Environmental Systems is 0
Player 8 (Gothic Empire) trades gold 312 due to TRADE_GOLD with player 15 (Spanish Empire)
Team 8 (Gothic Empire) acquires tech Astro Environmental Systems
Player 15 (Spanish Empire) trades tech Astro Environmental Systems due to TRADE_TECHNOLOGIES with player 8 (Gothic Empire)
Gothic Empire stats for turn 658:
Gold rate: 5
Science rate: 95
Culture rate: 0
Espionage rate: 0
Treasury: 4215395
Total gold income from self: 14598
Total gold income from trade agreements: 0
Unit cost (pre inflation): 566
Unit supply cost (pre inflation): 3
Maintenance cost (pre inflation): 2435
Civic upkeep cost (pre inflation): 628
Corporate income (pre inflation): 36
Inflation effect: 179
Total science output: 9247
Total espionage output: 1068
Total cultural output: 18554
Total population: 554
Total food output: 1973
Total production output: 10521
Num cities: 9
National rev index: -22
Number of animals subdued: 144
Civic switches: 34
Total num civics switched: 86
Total turns in anarchy: 26 (3%%)
Current civics:
Government: Anarchism
RULE: Obedience
POWER: Strongman
SOCIETY: Egalitarian
Economy: Green
MILITARY: Pacifism
Religion: Atheist
WELFARE: Socialized
Garbage: Off-Planet Dumping
Immigration: Closed Borders
Education: Military Tradition
Language: Language Education
Agriculture: Green Agriculture
Currency: Coinage
Civic switch history:
Turn 5:
Militia -> Banditry
Turn 39:
Irreligion -> Folklore
Ignorance -> Oral Tradition
No Language -> Native Language
Strongman -> Unknown
Turn 82:
Primitive -> Tribal
Turn 98:
Anarchism -> Chiefdom
Communalism -> Slavery
Turn 130:
Slavery -> Subsistence
Folklore -> Divine Cult
No Agriculture -> Subsistence Agriculture
Turn 159:
Subsistence -> Slavery
Survival -> Charity
Native Language -> Trade Language
No Currency -> Metals
Turn 182:
Trade Language -> Interpreters (no anarchy switch)
Turn 186:
Chiefdom -> Despotism
Divine Cult -> State Church
Turn 204:
Despotism -> Monarchy
Junta -> Sovereignty
No Borders -> Closed Borders
Subsistence Agriculture -> No Agriculture
Metals -> Coinage
Unknown -> Unknown
Turn 217:
Sovereignty -> Magistrates
Charity -> Church
Garbage Anywhere -> Waste to Sea
Closed Borders -> Open Borders
Oral Tradition -> Military Tradition
No Agriculture -> Subsistence Agriculture
Unknown -> Unknown
Turn 237:
Monarchy -> Republic
Tribal -> Caste
Church -> Public Works
Waste to Sea -> Garbage Anywhere
Subsistence Agriculture -> No Agriculture
Unknown -> Strongman
Turn 251:
Republic -> Monarchy (no anarchy switch)
Magistrates -> Vassalage (no anarchy switch)
Caste -> Feudal (no anarchy switch)
Banditry -> Vassalage (no anarchy switch)
Strongman -> Unknown (no anarchy switch)
Turn 262:
Monarchy -> Republic (no anarchy switch)
Garbage Anywhere -> Waste to Sea (no anarchy switch)
Open Borders -> Closed Borders (no anarchy switch)
Unknown -> Strongman (no anarchy switch)
Turn 268:
Waste to Sea -> Landfills
Closed Borders -> Open Borders
No Agriculture -> Agricultural Guilds
Turn 299:
Open Borders -> Closed Borders (no anarchy switch)
Turn 300:
Closed Borders -> Open Borders (no anarchy switch)
Turn 302:
Open Borders -> Closed Borders (no anarchy switch)
Turn 303:
Republic -> Monarchy
Vassalage -> Bureaucracy
Closed Borders -> Open Borders
Turn 328:
Vassalage -> Pacifism (no anarchy switch)
Open Borders -> Closed Borders (no anarchy switch)
Turn 346:
Pacifism -> Vassalage
Landfills -> Waste Exportation
Closed Borders -> Open Borders
Agricultural Guilds -> Privatized Agriculture
Strongman -> Nationalist
Turn 354:
Open Borders -> Closed Borders (no anarchy switch)
Turn 364:
Vassalage -> Pacifism
Closed Borders -> Open Borders
Turn 374:
Pacifism -> Volunteer Army
Open Borders -> Closed Borders
Privatized Agriculture -> Corporate Agriculture
Turn 396:
Slavery -> Guilds
Volunteer Army -> Pacifism
Closed Borders -> Open Borders
Turn 430:
Open Borders -> Closed Borders (no anarchy switch)
Turn 461:
Interpreters -> Language Education (no anarchy switch)
Turn 501:
Atheist -> State Church (no anarchy switch)
Turn 524:
Democracy -> Monarchy (no anarchy switch)
Bureaucracy -> Vassalage (no anarchy switch)
Atheist -> State Church (no anarchy switch)
Turn 587:
Guilds -> Green (no anarchy switch)
Waste Exportation -> Waste to Sea (no anarchy switch)
Turn 588:
Public Works -> Socialized (no anarchy switch)
Turn 595:
Vassalage -> Bureaucracy (no anarchy switch)
Turn 601:
Bureaucracy -> Vassalage (no anarchy switch)
Turn 611:
Waste to Sea -> Off-Planet Dumping (no anarchy switch)
Military Tradition -> E-Education (no anarchy switch)
Turn 615:
E-Education -> Military Tradition (no anarchy switch)
Corporate Agriculture -> Green Agriculture (no anarchy switch)
City Bangkok:
Population: 63
Production: 1059
Food surplus: 6
Local rev index: 82
Maintenance: 345
Income: 2709
Science: 1374
Espionage: 166
Culture: 2392
Net happyness: 213
Net health: -47
Food trade yield: 27
Production trade yield: 0
Commerce trade yield: 83
Property values:
Crime Rate: -520
Water Pollution Rate: 162
Air Pollution Rate: 1139
Disease Rate: 78
Flammability: 496
City Skrerefenni:
Population: 51
Production: 1541
Food surplus: -3
Local rev index: 23
Maintenance: 425
Income: 1875
Science: 1497
Espionage: 157
Culture: 2537
Net happyness: 59
Net health: -43
Food trade yield: 27
Production trade yield: 0
Commerce trade yield: 82
Property values:
Crime Rate: -1208
Water Pollution Rate: 67
Disease Rate: 63
Air Pollution Rate: 1567
Flammability: 462
City Vestrogoth:
Population: 65
Production: 1395
Food surplus: 18
Local rev index: 4
Maintenance: 471
Income: 2310
Science: 1413
Espionage: 151
Culture: 2342
Net happyness: 54
Net health: -45
Food trade yield: 32
Production trade yield: 0
Commerce trade yield: 97
Property values:
Crime Rate: -937
Water Pollution Rate: 158
Air Pollution Rate: 1796
Disease Rate: 141
Flammability: 501
City Adogit:
Population: 57
Production: 1038
Food surplus: 11
Local rev index: 5
Maintenance: 512
Income: 2139
Science: 1211
Espionage: 151
Culture: 2216
Net happyness: 37
Net health: -24
Food trade yield: 28
Production trade yield: 0
Commerce trade yield: 85
Property values:
Crime Rate: -719
Water Pollution Rate: 113
Air Pollution Rate: 1669
Disease Rate: 138
Flammability: 461
City Bibracte:
Population: 61
Production: 1116
Food surplus: 8
Local rev index: -14
Maintenance: 3
Income: 566
Science: 726
Espionage: 123
Culture: 1319
Net happyness: 5
Net health: 6
Food trade yield: 31
Production trade yield: 0
Commerce trade yield: 93
Property values:
Crime Rate: -1556
Water Pollution Rate: -67
Air Pollution Rate: 576
Disease Rate: 267
Flammability: 262
City Theusten:
Population: 100
Production: 1282
Food surplus: 0
Local rev index: 23
Maintenance: 3
Income: 0
Science: 0
Espionage: 0
Culture: 0
Net happyness: -14
Net health: -74
Food trade yield: 0
Production trade yield: 0
Commerce trade yield: 0
Property values:
Crime Rate: -546
Water Pollution Rate: 310
Disease Rate: 285
Air Pollution Rate: 1464
Flammability: 542
City Cherokee:
Population: 15
Production: 516
Food surplus: -2
Local rev index: -10
Maintenance: 3
Income: 86
Science: 162
Espionage: 0
Culture: 118
Net happyness: 30
Net health: 15
Food trade yield: 11
Production trade yield: 0
Commerce trade yield: 34
Property values:
Crime Rate: -926
Water Pollution Rate: 226
Air Pollution Rate: 428
Disease Rate: 126
Flammability: 96
City Oporto:
Population: 73
Production: 1331
Food surplus: -14
Local rev index: 11
Maintenance: 447
Income: 2612
Science: 1538
Espionage: 166
Culture: 3942
Net happyness: 49
Net health: -66
Food trade yield: 36
Production trade yield: 0
Commerce trade yield: 110
Property values:
Crime Rate: -818
Water Pollution Rate: 322
Air Pollution Rate: 1327
Disease Rate: 154
Flammability: 481
City Lisbon:
Population: 69
Production: 1243
Food surplus: 33
Local rev index: 30
Maintenance: 655
Income: 2298
Science: 1323
Espionage: 151
Culture: 3684
Net happyness: 32
Net health: -41
Food trade yield: 28
Production trade yield: 0
Commerce trade yield: 85
Property values:
Crime Rate: -723
Water Pollution Rate: 199
Air Pollution Rate: 1126
Disease Rate: 153
Flammability: 396
Units:
Modern Era Worker (UNITAI_WORKER): 8
Mobile SAM (UNITAI_CITY_COUNTER): 5
Modern Infantry (UNITAI_CITY_COUNTER): 2
Special Forces (UNITAI_ATTACK_CITY): 2
Modern APC (UNITAI_CITY_DEFENSE): 12
Thermobaric Tank (UNITAI_ATTACK): 8
Thermobaric Tank (UNITAI_RESERVE): 3
Helicopter Gunship (UNITAI_ATTACK): 1
Rocket Artillery (UNITAI_COLLATERAL): 2
Modern Workboat (UNITAI_WORKER_SEA): 2
Modern Destroyer (UNITAI_MISSILE_CARRIER_SEA): 45
Battleship (UNITAI_ATTACK_SEA): 1
Battleship (UNITAI_MISSILE_CARRIER_SEA): 19
Cruiser (UNITAI_ESCORT_SEA): 4
Missile Cruiser (UNITAI_ATTACK_SEA): 3
Missile Cruiser (UNITAI_MISSILE_CARRIER_SEA): 14
Stealth Destroyer (UNITAI_EXPLORE_SEA): 1
AEGIS Cruiser (UNITAI_ATTACK_SEA): 1
AEGIS Cruiser (UNITAI_RESERVE_SEA): 5
Attack Submarine (UNITAI_MISSIONARY_SEA): 1
Nuclear Submarine (UNITAI_RESERVE_SEA): 1
Nuclear Submarine (UNITAI_MISSILE_CARRIER_SEA): 2
Early Stealth Bomber (UNITAI_DEFENSE_AIR): 8
Stealth Fighter (UNITAI_DEFENSE_AIR): 5
Great General (UNITAI_GENERAL): 1
Great Spy (UNITAI_MERCHANT): 1
Police Dog (UNITAI_PILLAGE_COUNTER): 6
Modern Sniper (UNITAI_PILLAGE_COUNTER): 1
Modern Frigate (UNITAI_ATTACK_SEA): 3
Partisan (UNITAI_ATTACK_CITY): 1
Warlord Commander (UNITAI_COLLATERAL): 3
Mesopotamic Missionary (UNITAI_MISSIONARY): 2
Female Bahai Missionary (UNITAI_MISSIONARY): 1
Police Car (UNITAI_CITY_DEFENSE): 6
Police Car (UNITAI_CITY_SPECIAL): 28
Modern Medevac Helicopter (UNITAI_ATTACK): 3
Modern Medevac Helicopter (UNITAI_RESERVE): 6
Modern Flamethrower (UNITAI_CITY_COUNTER): 1
Buildings constructed by units:
Academy: 7
National Park: 1
Cereal Mills: 1
Seafaring Achievement: 1
Inuksuk: 1
Myth of the Bull: 1
Asatru Temple: 1
Bahá'í Dar be-mehr: 1
Nature Altar: 1
Tengrii Horse Trainer: 1
Abu Simbel: 1
Enclosure - Big Cat: 3
Boxing Kangaroo: 3
Herd - Buffalo: 3
Buffalo Trainer: 3
Myth of the Giraffe: 1
Herd - Horse: 1
Myth of the Lion: 1
Herd - Mammoth: 1
Herd - Muskox: 1
Naval Standard (Animal mascot): 3
Enclosure - Nocturnal: 14
Herd - Poultry (Flock): 8
Enclosure - Primate: 1
Myth of Rodents: 1
Herd - Kangaroo (Mob): 1
Song of the Sea: 3
Myth - Sky: 1
Song of the Sky: 1
Myth of the Tiger: 1
Trained Seal: 1
Myth of the Beluga Whale: 1
Feather Worker: 4
Crab Nets: 1
Fur Farm: 2
Myth of the Great White Shark: 13
Marine Institute: 1
Myth of the Minke Whale: 2
Myth of the Dragon: 2
Myth - Paleolithic Bird: 3
Seamstress's Hut: 1
Player 8 (Gothic Empire) calculate value for tech Virtual Reality
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Virtual Reality
Building E-Bank new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Virtual Reality is 0
Player 8 (Gothic Empire) calculate value for tech Space Stations
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Space Stations
Building Space Laboratory new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Space Stations is 1200
Player 8 (Gothic Empire) calculate value for tech Ion Propulsion
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Ion Propulsion
Building value: 0
Player 8 (Gothic Empire) raw value for tech Ion Propulsion is 0
Player 8 (Gothic Empire) calculate value for tech Astrogeology
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 150
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Astrogeology
Building Meteorite Lab new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Astrogeology is 550
Player 8 (Gothic Empire) calculate value for tech Atompunk
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Atompunk
Building value: 0
Player 8 (Gothic Empire) raw value for tech Atompunk is 0
Player 8 (Gothic Empire) calculate value for tech Biomathematics
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Biomathematics
Building value: 0
Player 8 (Gothic Empire) raw value for tech Biomathematics is 0
Player 8 (Gothic Empire) calculate value for tech Virtual Reality
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Virtual Reality
Building E-Bank new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Virtual Reality is 0
Player 8 (Gothic Empire) calculate value for tech Space Stations
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Space Stations
Building Space Laboratory new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Space Stations is 1200
Player 8 (Gothic Empire) calculate value for tech Ion Propulsion
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Ion Propulsion
Building value: 0
Player 8 (Gothic Empire) raw value for tech Ion Propulsion is 0
Player 8 (Gothic Empire) calculate value for tech Astrogeology
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 150
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Astrogeology
Building Meteorite Lab new mechanism value: 0
Building value: 0
Player 8 (Gothic Empire) raw value for tech Astrogeology is 550
Player 8 (Gothic Empire) calculate value for tech Atompunk
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Atompunk
Building value: 0
Player 8 (Gothic Empire) raw value for tech Atompunk is 0
Player 8 (Gothic Empire) calculate value for tech Biomathematics
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Biomathematics
Building value: 0
Player 8 (Gothic Empire) raw value for tech Biomathematics is 0
Player 8 (Gothic Empire) calculate value for tech Magnetic Levitation
Misc value: 0
Corporation value: 0
Promotion value: 0
Tile improvement value: 0
Build value: 0
Bonus reveal value: 0
Unit value: 0
Player 8 (Gothic Empire) evaluating buildings for tech Magnetic Levitation
Building Orbital Factory new mechanism value: 2000
Building Monorail Station new mechanism value: 3240
Building value: 5240
Player 8 (Gothic Empire) raw value for tech Magnetic Levitation is 8739


So again I'm suspecting its something going on in the tech evaluations. I suppose this could simply be a matter of running out of memory? I don't know what I'm facing here at all.

Ok, so I'm looking at that report in review and it occurs to me that its not having an issue on the promotion evaluation but rather, it appears to be having trouble in finding the next tech to evaluate. I'm gonna look down that road a bit and see if I can find what may have caused an issue with that.



As a side note, I'm also getting this assert while loading under the debugger(and this is after the changes from the ones I posted a few days ago but I'm not using the MOST recent update either so that's not messing with this):
 
Post a BBAI log for that and we can potentially figure out what the AI is doing wrong (although probably not before release of V28).

OK here is the bbai log its pretty big since its on the GEM map. Xiongnu was the the team that had 30 odd missionaries just sitting around and great people undefended btw.
 

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  • BBAI.rar
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How old is that game from sp00n, because i went through Ori's modules and no olive anything there??

hmm... doesn't come from the savegame but rather from the file base when the mod is loading.
 
I would've suspected as much but its strange that its relating to an event somehow isn't it?

I think i know what happened, it was going through TraitsInfo and found the error and it moved on to the next file and then listed that, thats about all i can think of, even if it isn't true:crazyeye:
 
I have successfully sorted out sp00n's bug. Apparently units were qualified to take some promotions they weren't afterwards qualified to keep. This was due to the fact that the canKeep check was running a check on isPromotionValid and finding it false because it was expecting it was looking at the promo as if it were attempting to add it and the totals on interception values, if added again, would push past the barrier. The fix for this was to make sure that those sorts of calculatory checks would not take place if only checking to see if the promo could be retained.

Took a bit to sort it out but I got it!

Now, before I update the fix to the SVN, which could also be a repair to some of the delays (after a number of cycles these units could've chosen a different promotion unless they had no further valuable options), I want to make sure its safe to do so. I'd have to do a merge with Koshling's most recent change and apparently there's some problems there. So I can take a look at those.

There's also a known bug over on my end that I've been attempting to sort out... a number of python event errors if a game is begun without Developing Leaderheads but oddly fine if it's set to that option... ??? I might need some help to sort that out anyhow and the truth is its probably best fixed on the python end anyhow. Probably has something to do with the way leaders have or don't have traits and that's throwing off something in the python coding on those events.

Anyhow, that part's just for fair warning. It's a lot less critical an error than the one just repaired. I've also got a number of other updates here to push along with it too.
 
I'd have to do a merge with Koshling's most recent change and apparently there's some problems there. So I can take a look at those.

The only problem is that Koshling committed a Debug DLL instead of what normally gets committed (Final_Release).
 
That and the fact that I'm seeing a LOT of new asserts up there in SO's report than I've seen on any of my debugger runs. I kinda thought there might've been another issue or two in there. But I suppose it won't hurt to merge and push and then we can sort it out from there huh?
 
That and the fact that I'm seeing a LOT of new asserts up there in SO's report than I've seen on any of my debugger runs. I kinda thought there might've been another issue or two in there. But I suppose it won't hurt to merge and push and then we can sort it out from there huh?

It looks like that's because SO has some non-standard modules enabled. At any rate, none of those assertions look like anything to worry about.
 
I really must wonder why it seems that lately Rev is causing us so many new problems when I don't think we ever really messed with it much to get it to start! oyvay!

At least that crash can be diagnosed with the debugger. Thanks for the report SO!
 
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