v27 and above - Single Player Bug/Crashes report thread

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Nah, the stack dump is inaccurate (happens with minidumps if it crashes in library or OS code and the dump reader cannot resync stacks correctly due to lack of frame pointers). The fragment it claims to be on the stack shows it calling espionage functions from CvUnit::isInViewport() which never happens (there are no such calls). This is just the result of old stack frame fragments remaining in memory within the current stack frame - it basically means we cannot tell anything rom the minidump.

Good to know then.
 
It has happened twice. Once when someone declared war on me for the first time, and the second when one of my units attacked an animal. I did check and I updated my sound driver with a recent update. I'll try it now and see what happens.

This addresses the concern I brought up in discussion thread recently, that C2C is pushing the envelope and making it hard to play except on cutting edge machines, which most people here to no have access to.


It's probably something the graphics engine of Civ (which we have no control over) is doing that is causing errors in DirectX and in turn exposing a driver bug which leads to the system crash. Is it repeatable or erratic? If repeatable what specific action triggers it?
 
Next turn, but then again i forgets it Rev On
hmm, i wonder if the Cache might have something wrong hmm, , , i was testing some other stuff earlier??


EDIT: OK tried again and CTD with the newer SVN: See screenie) OK again click next turn and POOF CTD:

Hows it going on this one (post #139), this is the best game i have had in three years going . . I just cant get past the "next turn" CTD????:sad:

If you cant figure it out, can you PLS provide me the next turn then, PLS . . .SO
 
Did not have this problem until this version. I keep my drivers up to date and this is the only game that I have this problem with. I doubt it's overheating.

You'd be surprised. My GPU usually runs at ~130-150 degrees F, and I've seen it spike at over 200F running C2C. Nothing else ever made it go over 180.
 
I'm 3412 turns into a game on the new speed (eons), and my volcanos(i have 2 "active" and 1 dormant within my borders) dont seem to ever erupt or change their status in any way, did the events get extremly rare or are they not triggering for some reason?
 
1) Here are the savegames with the AI tries to attack my tundra-city (and some of the unit freeze to death without hurting my defenders). The City is Bonn, it's in the north, close to the upper edge of the map north at the boarder between the organge (cartage) and dark green (portugal) civs. Portugal tries to attack it from time to time (stopped a while later).

2) In this game the crime is absolutely uncontrollable. I have 5-10 Guards in my Captial (with Policing 3), built all anti-crime buildings and it's still at 600+! I think the +8 per pop for deity is way to much. I had to edit the XML to keep the game playable...

3) When I moved an Assassin in an neutral city, it killed a gally. This didn't work the second time, but I have no idea why it worked once.

4) Sanitation (Tech) brings effective MORE unhealthiness in your cities at first. That's a bit strange...

5) Cartographers Workshop has Tablets as an OR requirement. But they go obsolete at paper, which you need for Cartography. There are some other little things like Magellan's voyage gives Navigation to Nuclear Ships but obsolete at Screw... (forgot the full name^^^)

6) Shaolin Temple can't be build. It can only be build in Classical or earlier eras but requires a Medival Tech.

7)The Civic Apprentisechip has a broken discription in the hover over at your civic advisor: you can't see where the discription ends and the effect begins. (hard to explain, just look at it and you will see what I mean)

8) I was able to Butcher Tales of the Sealion.

9) My "Automated Hunt" Caravels try to heal next to a barbarian (or minor civ) city and get range bombardmented (?) by the Archers inside the city. Obviously, they die because they can't heal as fast as they are attacked.

10) The AI values all Reli-founding techs as comlpetely worthless. Thats awesome for some of them, that are really Dead ends, but don't work for Techs that lead to other techs. Also, if Ex Hinduismus is researched by one civ but they used the Divine Prophet for other things, no civ will research the Hinduismus Tech and the Civ taht researched it will sell it for 3 Gold or something.

11) The AI pays A LOT for the Clockpunk Tech after I built the Clockpunk wonder, despite the fact that this tech is completely worthless without the wonder...

12) My Great Farmer was able to "plant" a Mammoth on Barren Terrain at the Equator.

13) When I Grant Independence to some conquered cities on another continent the new civ instantly decalered war on my without an "This world is not big enough" Pop up or something. They were just at war with me.

14) I tried to start a game with Perfect Mongoose, large, 5 civs, OCC, flat and PW3. It always CTD, without an error-message.
 

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Hi,

i have consistent ctd trying to build brigantines.

I opened by mistake the thread with the savegame attached in the main forum
http://forums.civfanatics.com/showthread.php?t=480104

bye

I can reproduce this, and have done some diagnosis, but it's a graphical assets issue, so I need to hand it over to ls612 or SO.

There is something wrong with ART_DEF_UNIT_PIRATE_BRIGANTINE. If I replace the body of this definition (so all but the type name) with that from the privateer the crash goes away. I don't understand the details of how the art for units works so I'm unable to say what exactly is wrong - probably one of the image files is missing, but since a lot of it is inside FPKs I'm not sure...
 
1) Here are the savegames with the AI tries to attack my tundra-city (and some of the unit freeze to death without hurting my defenders). The City is Bonn, it's in the north, close to the upper edge of the map north at the boarder between the organge (cartage) and dark green (portugal) civs. Portugal tries to attack it from time to time (stopped a while later).
Yeh, I understand why this happens, and a 'good' fix is REALLY REALLY hard. The best sticky-tape patch I could be apply would be to stop the AI targeting cities that are in damaging terrain, which obviously isn't ideal, but I guess would be better than nothing (what do you think?)

2) In this game the crime is absolutely uncontrollable. I have 5-10 Guards in my Captial (with Policing 3), built all anti-crime buildings and it's still at 600+! I think the +8 per pop for deity is way to much. I had to edit the XML to keep the game playable...
I haven't looked at the save yet, but I'm finding that crime is controllable on deity for me (up to late industrial so far), though an effort to do. What pop are the cities you cannot keep controlled, and what era are we talking about? I *am* careful about building +crime buildings however, and only have one of each banditry type building civ-wide (and as far as possible in different places, ideally not huge pop). I also aggressively destroy this line of buildings in cities I capture most of the time. For me I was able to hold crime under 200 throughout the game (so far), even while avoiding building he 'punishment' buildings (stocks, etc.). However, I did have to garrison a large number of guard-line units (4-5 per city) everywhere, and keep them upgraded as upgrades became available (on sheriffs currently). I also used a period in civics that gave +exp to spam a lot of them, so almost all have at least policing II (though you say yours have policing III, so hard to see how that is the difference)

3) When I moved an Assassin in an neutral city, it killed a gally. This didn't work the second time, but I have no idea why it worked once.

4) Sanitation (Tech) brings effective MORE unhealthiness in your cities at first. That's a bit strange...

5) Cartographers Workshop has Tablets as an OR requirement. But they go obsolete at paper, which you need for Cartography. There are some other little things like Magellan's voyage gives Navigation to Nuclear Ships but obsolete at Screw... (forgot the full name^^^)

6) Shaolin Temple can't be build. It can only be build in Classical or earlier eras but requires a Medival Tech.

7)The Civic Apprentisechip has a broken discription in the hover over at your civic advisor: you can't see where the discription ends and the effect begins. (hard to explain, just look at it and you will see what I mean)

8) I was able to Butcher Tales of the Sealion.

9) My "Automated Hunt" Caravels try to heal next to a barbarian (or minor civ) city and get range bombardmented (?) by the Archers inside the city. Obviously, they die because they can't heal as fast as they are attacked.
I'll look into that

10) The AI values all Reli-founding techs as comlpetely worthless. Thats awesome for some of them, that are really Dead ends, but don't work for Techs that lead to other techs. Also, if Ex Hinduismus is researched by one civ but they used the Divine Prophet for other things, no civ will research the Hinduismus Tech and the Civ taht researched it will sell it for 3 Gold or something.

11) The AI pays A LOT for the Clockpunk Tech after I built the Clockpunk wonder, despite the fact that this tech is completely worthless without the wonder...
I'll look into that too. I suspect its that it doesn't realise that the clockpunk resource is NEEVR going to attainable without the Wonder, so it values the units (less because it doesn't have the resource, but not zero because it doesn't realize it can never get the resource). Not sure how easy to address that will be - the concept of a resource that is unique (there is only one and it comes from only one source that can only be held by one player) is new with the alternate-timeline mechanic and basically the AI is no set up to handle it.

12) My Great Farmer was able to "plant" a Mammoth on Barren Terrain at the Equator.

13) When I Grant Independence to some conquered cities on another continent the new civ instantly decalered war on my without an "This world is not big enough" Pop up or something. They were just at war with me.

14) I tried to start a game with Perfect Mongoose, large, 5 civs, OCC, flat and PW3. It always CTD, without an error-message.
 
Hows it going on this one (post #139), this is the best game i have had in three years going . . I just cant get past the "next turn" CTD????:sad:

If you cant figure it out, can you PLS provide me the next turn then, PLS . . .SO

End turn taken, save attached. On this turn I got the REV popup to say Atzcapotzalco is contemplating revolution, so you may want to do something about that.

Incidentally, if you're CTDing a lot on this game have you tried it with viewports active to see if that makes any difference?
 
Yeh, I understand why this happens, and a 'good' fix is REALLY REALLY hard. The best sticky-tape patch I could be apply would be to stop the AI targeting cities that are in damaging terrain, which obviously isn't ideal, but I guess would be better than nothing (what do you think?)

Well, I only settled this city in this terrain to make it almost unattackable. With Traps, Towers, Castle Gatehouse and some Archers in such a City it is basically impossible to conquer it, even IF you have Arctic II Promotions. I think stopping the AI from targeting those cities is propaply not too bad at first, but in the long run there should be a better solution. However, the AI DID stop to attack this city after 2 tries.

I haven't looked at the save yet, but I'm finding that crime is controllable on deity for me (up to late industrial so far), though an effort to do. What pop are the cities you cannot keep controlled, and what era are we talking about? I *am* careful about building +crime buildings however, and only have one of each banditry type building civ-wide (and as far as possible in different places, ideally not huge pop). I also aggressively destroy this line of buildings in cities I capture most of the time. For me I was able to hold crime under 200 throughout the game (so far), even while avoiding building he 'punishment' buildings (stocks, etc.). However, I did have to garrison a large number of guard-line units (4-5 per city) everywhere, and keep them upgraded as upgrades became available (on sheriffs currently). I also used a period in civics that gave +exp to spam a lot of them, so almost all have at least policing II (though you say yours have policing III, so hard to see how that is the difference)

Basically all of my cities. Look at my Capital for example. Or even better, my south, former brazil cities. I am not sure if those savegames were made AFTER I changed the XML values.

I'll look into that


I'll look into that too. I suspect its that it doesn't realise that the clockpunk resource is NEEVR going to attainable without the Wonder, so it values the units (less because it doesn't have the resource, but not zero because it doesn't realize it can never get the resource). Not sure how easy to address that will be - the concept of a resource that is unique (there is only one and it comes from only one source that can only be held by one player) is new with the alternate-timeline mechanic and basically the AI is no set up to handle it.

Maybe you should add the no-value-tech thing from the Reli founding techs to alt-timeline techs as well...
 
5) Cartographers Workshop has Tablets as an OR requirement. But they go obsolete at paper, which you need for Cartography. There are some other little things like Magellan's voyage gives Navigation to Nuclear Ships but obsolete at Screw... (forgot the full name^^^)

Magellan's Voyage stating that it gives a promotion to unit types that are available long after it is obsolete is an artifact of the code. The only thing that is specified in the XML is which promotion is applied, like this:
Code:
<FreePromotion>PROMOTION_NAVIGATION1</FreePromotion>

Then the game engine takes the promotion and lists every possible unit class that can get said promotion, so you get a really long list of unit classes. Flavian Amphitheatre has this issue too.

6) Shaolin Temple can't be build. It can only be build in Classical or earlier eras but requires a Medival Tech.

No, it can be built if you started the game in the Classical Era or earlier and worked your way to the Medieval. If you start a game in the Medieval or Renaissance Era, you can't build the Shaolin Temple. A lot of original-game Wonders have this to prevent them from being built really quickly on games that start in later eras. Example: Oracle can only be built on Ancient starts. If you started a game in the Modern Era without this restriction, whoever went first could easily snag the Oracle and get an expensive Modern tech for free. The "Can only be built on X or earlier starts" prevents that; I just used it for Shaolin Temple.
 
I'll look into that too. I suspect its that it doesn't realise that the clockpunk resource is NEEVR going to attainable without the Wonder, so it values the units (less because it doesn't have the resource, but not zero because it doesn't realize it can never get the resource). Not sure how easy to address that will be - the concept of a resource that is unique (there is only one and it comes from only one source that can only be held by one player) is new with the alternate-timeline mechanic and basically the AI is no set up to handle it.
If nothing else works, I suggest making cultures special building which auto build in every city when the culture wonder is built instead of a resource. It's naming convention could be e.g. "culture Assyrian", this would also make it easier to get an overview of which cultures your civ has and remove the problem with AI overvaluating its tech worth.
 
End turn taken, save attached. On this turn I got the REV popup to say Atzcapotzalco is contemplating revolution, so you may want to do something about that.

Incidentally, if you're CTDing a lot on this game have you tried it with viewports active to see if that makes any difference?

Thx for putting it to the next turn, will try it out right away, when playing this one, with viewports then, what size do you recommend, in a game like this one, or a bigger map size??

I can reproduce this, and have done some diagnosis, but it's a graphical assets issue, so I need to hand it over to ls612 or SO.

There is something wrong with ART_DEF_UNIT_PIRATE_BRIGANTINE. If I replace the body of this definition (so all but the type name) with that from the privateer the crash goes away. I don't understand the details of how the art for units works so I'm unable to say what exactly is wrong - probably one of the image files is missing, but since a lot of it is inside FPKs I'm not sure...

Did anyone fix this yet??
 
Thx for putting it to the next turn, will try it out right away, when playing this one, with viewports then, what size do you recommend, in a game like this one, or a bigger map size??

Doesn't much matter within reason. Smaller viewports use less memory and switch faster, but cause you to do more switching. Try 40 X 40 or so to start with and see how it goes.
 
Look at these screenshots. It says that I should have 460 score, but I am displayed as having almost 700 score! Where can I find the function that displays that?
 

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<GlobalBuildingExtraCommerces> is still not loading from cache properly. If I clear the cache and load the game, the extra commerce bonuses show up, but if I quit and load, the bonuses disappear. Bank of China Tower is supposed to produce +5 gold from Bank. I took before-and-after screenshots.

View attachment 335758View attachment 335759

Also, <GlobalBuildingExtraCommerces> don't show up in the main window of the Sevopedia. They do show up in the mouseover. For example, in my first screenshot, the +5 gold from Bank appears when I mouseover Bank of China Tower in the list of Wonders, but it doesn't appear in the list of abilities when I click on it.
 
ANother interesting bug here. THe display very clearly says that that stack belongs to Alexander, but the Flag is that of the Barbarian.
 

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ANother interesting bug here. THe display very clearly says that that stack belongs to Alexander, but the Flag is that of the Barbarian.

There is a "hidden nationality" unit in that stack!

DH said it correctly, all hidden units, ie: Bandit Footpad/Rider and those in your pic are always that way, so at ANYTIME anyone can just fight that ONE unit separately without causing a conflict or war.
 
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