Version 2.7 bug reports and feedback

Hi

We are still in 2.63 but somehow are getting a lot of CtD's. Moslty on one player in MP.
I have attached log files from both computers - but i cannot see anything on them myself. Can anyone suggest anything ?

Not using any modmods.

Interesting is that for some reason it only happens in some games. Others have the same thing only very rarely.

Both comps good enough for BtS:RoM so that should not be the worry.
 

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Zappara,

Just wanted to let you know that the game is going great (been playing for approx. 2 weeks now). Large Map, Barb. Civ, 15 Civs to start.

I found a pretty nasty bug:

Currently in the Industrial era, and as you know there are many buildings to choose from which is prob. why I didn't notice this bug at first.

Some of my largest cities (pop 25+) started to show a "Forge" in the build queue, which tipped me off. I thought at first that a rival had used spies to destroy the buildings but nothing showed in the log. A Forge is not bad because it only takes one turn, but then I noticed that some cities which I had built Steel Mills no longer had them, and they where showing as needed to be build. So either the builds are somehow getting lost or the log is not showing that spies are destroying them. My Civilization is on an island with only two other civs, one of which is a vassel of only one city and the other has only two cities so I don't think that one other civ would have the esp. to destroy several steel mills.

Could you investigate when you get a chance... maybe I'm just delussional from too many hours.

CivFanCCs

Just because you are on a island doesnt mean that spies cannot wreak havok.
I had a game where I was the only one on an island. Went into World Builder, and was quite surprised to see 4 or 5 spies sitting there. They came with caravels even though I did a pretty decent job keeping my coast clear with privateers.....
 
I've noticed a few problems with the 2.71 version, so I'm not sure if this is the right thread, but here goes anyway...

(1) Unlimited aluminium factory builds, these are a national wonder but are behaving like palaces. I seem to always be able to build a new one in any city [with a free national wonder space] which would remove the factory from a city which had previously built it. I ended up building the factory two or three times in the same city before I finally realised (it was a late night).

(2) The treasury number seems to go a little crazy in the later game, when the numbers get a lot larger. I first noticed it when I needed to rush a wonder which costed ~6,000 and set I the percentages to 100% gold. At this point I had approximately 3,000 gold and should have been receiving at least +1,000 gold each turn. The gold seemed to stay around 3,000 to 3,500 for three or four turns before I gave up wasting commerce (some turns I got less than 100 and others I actually lost money). When I increaced my research again things sort of returned to normal, but I never received the correct amount per turn (e.g. 100 +32 and I would end up with 140 the next turn).
All I can say is that this was before the IMF wonder and world bank, so it couldn't have been that. Otherwise I cannot think exactly what is causing this buggy behaviour. Feel free to ask me if you need any more info about the game...

(3) I'm not sure if this is a bug or not, but I noticed that upgrading my great general units now actually costs money. I understand this could have been brought in with a previous release, but I thought I would mention it.

(4) I think this may be something with the attack support mod, but sometimes when I attack with say, an artillery (and I have four in the same tile) another artillery will attack without my say so. This is effectively the same as having both units move/attack at the same time. (No, I've not grouped the two units) Reading the short description of the mod it says the supporting units should retain their turns, so it appears this isn't working correctly.
I may just turn this mod off as I find the difference it makes is mimimal and it gets quite annoying when being attacked by a stack with some siege units (I once counted 35 pings/alerts saying unit x caused collateral damage etc etc etc).

Cheers
 
I've noticed a few problems with the 2.71 version, so I'm not sure if this is the right thread, but here goes anyway...

(1) Unlimited aluminium factory builds, these are a national wonder but are behaving like palaces. I seem to always be able to build a new one in any city [with a free national wonder space] which would remove the factory from a city which had previously built it. I ended up building the factory two or three times in the same city before I finally realised (it was a late night).

This is a known issue. Zappara has stated that he's going to redo how the various resource buildings are handled in the next release.

(3) I'm not sure if this is a bug or not, but I noticed that upgrading my great general units now actually costs money. I understand this could have been brought in with a previous release, but I thought I would mention it.

This is not a bug. If you check the Civilopedia, it will show you that the Led by Warlord promotion now only gives a 50% reduction in upgrade costs. If you want your 'free' upgrades back, you'll now need to put a warlord on a unit with the discounting promotion given by The Art of War.

(4) I think this may be something with the attack support mod, but sometimes when I attack with say, an artillery (and I have four in the same tile) another artillery will attack without my say so. This is effectively the same as having both units move/attack at the same time. (No, I've not grouped the two units) Reading the short description of the mod it says the supporting units should retain their turns, so it appears this isn't working correctly.
I may just turn this mod off as I find the difference it makes is mimimal and it gets quite annoying when being attacked by a stack with some siege units (I once counted 35 pings/alerts saying unit x caused collateral damage etc etc etc).

Cheers

I've never had much success using the 'combined arms' option, and usually disable it. I don't know if it's compatable with IDW at this point. It might be, and I just missed that particular update to the IDW/DCM components. Granted, with the way that the AI likes to fight, it might give it a bit of an advantage against me in siege, and I wouldn't mind that. The AI's use of military is already a bit poor, so it could use the help...
 
@Badabing

Can I just erase the logs folders and it will write new ones? Or will it overwrite the old ones?
 
If you have logging enabled (see post#1) the logs are re-created every turn - so you can either delete them or it will overwrite. I usually delete them if I'm debugging something - just to be sure! (I'm a programmer so distinctly distrustful of computers being able to do anything right)
 
if you have a really good game, there is a temporary fix for this. Have a look a couple of post earlier in this thread ;)

Unfortunately it is not a RoM issue, but a Better AI issue (I think), which is part of RevDCM so until they fix it, it wont be fixed in RoM (and other mods which would have the same problem)

Me & some friends have exactly the same "waiting for other civilizations" loop bugs.
For us, the only way to bypass it was to destroy the whole enemy civ using the world builder. Of course it makes playing pointless :(
Hopefully a fix will patch this game breaking issue soon.

PS : Hope you enjoy diving Koh tao just like i did a few years ago (was also a divemaster there & in Sumatra's pulau weh) :cool:
Living in Thailand is great, I'll be exploring Koh Kood's diving sites soon
 
Me & some friends have exactly the same "waiting for other civilizations" loop bugs.
For us, the only way to bypass it was to destroy the whole enemy civ using the world builder. Of course it makes playing pointless :(
Hopefully a fix will patch this game breaking issue soon.

PS : Hope you enjoy diving Koh tao just like i did a few years ago (was also a divemaster there & in Sumatra's pulau weh) :cool:
Living in Thailand is great, I'll be exploring Koh Kood's diving sites soon

You don't have to destroy the entire civ... just find the city where the AI is preparing a sea invasion.. Most likely 3 - 10 ships in a port.. Delete them and it's fine. I had to do this twice in my game so far, causing minimal damage to the AI and able to continue.
 
Great, im getting memory allocation failure problems again.:mad:

play on huge map settings as a general rule. i havnt had these problem on a huge map before. also turning off espionage seems to help a lot as you can only see your country's units and not the whole worlds.
 
You don't have to destroy the entire civ... just find the city where the AI is preparing a sea invasion.. Most likely 3 - 10 ships in a port.. Delete them and it's fine. I had to do this twice in my game so far, causing minimal damage to the AI and able to continue.

Ok thx it works --once-- you manage to find the bugged ships, even simply changing the carrier ships script from "UNITAI-ASSAULT-SEA" to "UNITAI-CARRIER-SEA" works as well.
But 7 turns later, the loop bug is back somewhere else.
No point searching the huge map again for the bugged units, too much headache.
For now i'll stop playing RoM & wait for a fix :sad:
 
Playing 2.71

I bombarded an enemy stack with a catapult which missed. Then I attacked the enemy stack with some melee units. After each melee unit's attack resolved, the enemy's stack suffered collateral damage from my catapult.
 
Playing 2.71

I bombarded an enemy stack with a catapult which missed. Then I attacked the enemy stack with some melee units. After each melee unit's attack resolved, the enemy's stack suffered collateral damage from my catapult.

thats not a bug. its a new beta feature called artillery support or something. when you attack with a stack that has artillery in it then that bombards while you attack. its under the RevDCM mod Alt+ctrl+O
 
If someone has posted this problem then my deepest regrets because I have not bothered to read all 12 pages of this thread. My capital city has 46 unhappy and 31 happy and I have built all possible happy buildings. When I move my cursor over the unhappy symbol 9 of the unhappy are from "All this treehugging is driving me crazy!" I havent seen this before the new ROM update and its causing my city to rebel against me. If you can fix this in the next update or if its not a bug could someone tell me what do to so I can lower the 9 unhappy to like 2 or something that would be very helpful.

This is from shaft mines. They give +1 unhappiness. This is a feature, not a bug. However, Zappara should probably fix the text to something else, more fitting.
 
The loop is the RevDCM mod teams fault for messing with crap. zap cant do anything about it till they update their mod. i posted here http://forums.civfanatics.com/showthread.php?t=262937&page=85 to tell them about it a few posts after zap and they have appeared to just dismiss it so far. I think we need more people to goto their forum and bug post.

I dont' think it is. At least evidence suggests not. RevDCM is used as the core in a long list of mods: Quote Capita, Legends of Revolution, Dune Wars, to name a few. Yet none of these mods have been getting frequent reports of fatal hangs. Though LoR has had one reported which is indeed caused by the RevDCM core, but this is related to city defense, and is exceptionally rare. I suppose since RoM has such a large player base this fatal hang would be reported more often, but it still seems unlikely, the incidences and reported frequency just don't match, especially when one considers the large number of mods that use a RevDCM core. However if you guys have found a critical bug that is being reported more often in RoM due to it's huge player base in the RevDCM core, complaining here wol't do much to fix it.

Really this is something zappara needs to debug. Though if he is unwilling to, you guys may need to do it yourselves, and then report your findings with a save game for jdog to check out. See here and the post below it for an example of a solid bug report: http://forums.civfanatics.com/showpost.php?p=8307127&postcount=558

Basically just complaining to jdog wol't get it looked at, and neither would a brief description with a save game. jdog has no reason to suspect the hang is caused by RevDCM, it is more then likely caused by something in RoM. You guys need to do some work in isolating it, mainly by running it by a debug dll, and tracking it down, in order to figure out if it is caused by the RevDCM core or not. Really though, as stated zappara should be doing this as it's his mod and he is more familiure with his code changes so he'd be the best person to determine if this is caused by something he did, or something in the RevDCM core. Though like I said if he's unwilling to do this (debugging can be very boring), you would need to take this on yourselves. I wish you guys the best of luck, as if this is a critical bug in the RevDCM core, fixing it, will fix it for LoR as well, and I hate the idea of my mod having critical bugs in it, worked hard to make it entirely stable, and as optimized in terms of performance as it is.
 
I just had a quick sneak peak at Quote Capita and they have the Waiting for civ bug as well. The same as RoM, coz I explained the workaround and another player could use it. I think it is related to loading troops on ships, though that is unfortunately as far as my bug finding skills goes. I also think it came with the 3.19 update, so therefore not that many had the chance to report it. I only had it once! and deleting the fleet of an AI that previously had declared war solved it for me.
 
Although 2.7 is real choppy past gunpowder normally I can save and to the reboot dance. still better than vanilla running flawlessly.

I think these are engine failures some of which zap and others have already id-ed.
I'm not sure if anyone has posted about the grouping glitch, units with multiple moves such as cav or ships, ect. can attack multiple times. If you attack and then regroup you are able to attack again so a battle ship with, let's say, six moves can theoretically attack six times.

Also, units in the same tile but not stacked with artillery fight as artillery, not sure if that is intentional but in order for clean unit attack the troops must attack from separate tile. Sometimes when taking a city the unit will not enter city after destroying the last unit.
 
Although 2.7 is real choppy past gunpowder normally I can save and to the reboot dance. still better than vanilla running flawlessly.

I think these are engine failures some of which zap and others have already id-ed.
I'm not sure if anyone has posted about the grouping glitch, units with multiple moves such as cav or ships, ect. can attack multiple times. If you attack and then regroup you are able to attack again so a battle ship with, let's say, six moves can theoretically attack six times.

Also, units in the same tile but not stacked with artillery fight as artillery, not sure if that is intentional but in order for clean unit attack the troops must attack from separate tile. Sometimes when taking a city the unit will not enter city after destroying the last unit.

I think both are related to a REVDCM feature (Attack support or something like that) it can be switched off in ctrl+alt+o. Dont know why Zappara switched it on by default as it seems buggy :crazyeye:
 
I think both are related to a REVDCM feature (Attack support or something like that) it can be switched off in ctrl+alt+o. Dont know why Zappara switched it on by default as it seems buggy :crazyeye:
I'll have it disabled for next version.

I haven't myself yet encountered the "waiting bug" on RoM 2.71 so it's kind of hard to figure out why some players get those. I've tried some saves too which was supposed to have this bug but on my computer the turns progressed without problems. I've tried to track down the causes of this bug ever since it was first noticed and that was in April - some causes were fixed in earlier patches (collateral damage on dog units) but what else might cause the same issue is still mystery. From reports it seems that naval AI issues might be one but we need to get it with a specific method so that it happens 100% time, only with this case the bug can be really tracked down to it's source and get it fixed. As you know I don't have SDK skills so I'm not much help when trying to get it found from source code but of course I'll try to debug the mod and try to locate the cause (if only I could get the problem happen on my computer...)
 
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