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Caster of Magic Release thread : latest version 6.06!

I have a crash on the latest version. Persistent crash on turn change. It happens after I win a few defensive battles, during AI turn.
Save file attached


Attached Files
.gam   SAVE6.GAM (Size: 151.96 KB / Downloads: 1)
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Confirmed. Crash happens during Merlin's turn (or after their turn) after second battle. 
Also 8 retorts? I thought 6 is the limit, bug or you edited your game? I suspect edited but better ask. Especially as this much treasure shouldn't happen in the current version.
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(June 26th, 2018, 16:43)Seravy Wrote: Confirmed. Crash happens during Merlin's turn (or after their turn) after second battle. 
Also 8 retorts? I thought 6 is the limit, bug or you edited your game? I suspect edited but better ask. Especially as this much treasure shouldn't happen in the current version.
Thank you for the reply.
I edited retorts, resources and treasure. 

Is there a way to resolve, prevent or avoid the crash and continue the game?
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Of all things the crash seems to be coming from the neutral player moving the units, in other words the rampaging monster on the other plane you're not even seeing. Interesting,
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This screenshot tells me something more serious is broken in this save file, there is no way a legit node aura could be at this position of the map :
   

I'm pretty sure you used some sort of an incompatible editor to get that. (unless it's intentional to make nodes produce more power...)

Disabling the neutral player movement does eliminate the bug but I haven't yet found what causes it. I see no bugs in the procedure that can cause crashes, so I suspect the save file contains some sort of broken data.
The other option is the movement assignment isn't the source of the problem but executing it is, however that would imply moving units (by any player) can crash the game. We'd see way more crashes if that was really the cause.
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(June 26th, 2018, 18:24)Seravy Wrote: This screenshot tells me something more serious is broken in this save file, there is no way a legit node aura could be at this position of the map :


I'm pretty sure you used some sort of an incompatible editor to get that. (unless it's intentional to make nodes produce more power...)

Disabling the neutral player movement does eliminate the bug but I haven't yet found what causes it. I see no bugs in the procedure that can cause crashes, so I suspect the save file contains some sort of broken data.
The other option is the movement assignment isn't the source of the problem but executing it is, however that would imply moving units (by any player) can crash the game. We'd see way more crashes if that was really the cause.

Interesting. Thank you for the analysis.
I did increase the power of the nodes where I increased guardians and treasure to 18. I didn't notice this misplaced aura.
The editor I used for all of my changes is: MomTweaker. Is there another recommended one?
Also - how do you disable movement of the neutral player?
This is the first crash I experience in this play-through.
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Tweaker is in theory safe, if you only edit in memory and only things where it does display the correct data. However don't increase node power. Node power equals the number of aura tiles - if you don't add new tiles to the list (and I don't think tweaker does that, it might but idk), they'll default to whatever was in that memory address, usually, 0,0.

If you put $EB 03 to $CAE3C, overwriting the original 2 bytes, the neutral player doesn't get to move. I don't recommend doing this unless it's specifically for this bug. The unit causing the crash is most likely the great wyrm and war bear on Arcanus that spawned from one of the towers. Erasing it would be best but the tweaker can't handle more than 1000 units and your save has 1796 so you can't.

Unfortunately the crash seems to be the kind that shuts down dosbox itself, so it cannot log the crash, making the exact cause hard to locate.
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I managed to go around the problem by editing a nightmare to move enough to go all the way and kill them. Then dismissing the nightmare. 

However now, after a few turns, the problem is back again. I couldn't find any neutral forces this time ...

Save attached


Attached Files
.gam   SAVE4.GAM (Size: 151.96 KB / Downloads: 1)
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This time it's crashing during an AI turn, in particular, during moving units, and not the assignment but the execution. This explains the neutral crash, as not assigning movement for neutrals does prevent the execution as well.
Mass-erasing units also fixes the problem (try cutting down the unit count to 50 in the tweaker and no crash) so the source of the crash is obviously units moving on the map.

However, I have never had a crash during movement execution before, and that part of the game code wasn't changed in the past year at the very least.

I suspect either your map has some very specific unusual property, or, what is more likely, there is a tile with more than 9 units on it or something like that. I know that's weird advice but I suggest making a small program that counts how many units are on each map tile to check for that. 

The other possibility is you have some sort of corrupted data in your map or units.

The main problem is, movement is a very complex process, and there are hundreds of units moving, so I can't really pinpoint the exact cause through normal methods like adding breakpoints and such to check how far it is working safe.

...are you 100% sure it's not the broken node aura? Have you tried putting those back to normal?

...wait, I have one more idea. Assuming the things moving actually enter combat, the crash might be caused by the combat procedure instead. So I tried disabling the combat - the AI will cancel moves resulting in attacks as though they had a treaty preventing it. But the crash still happens, so it's not combat. I'm out of ideas.

no, wait, one more idea!
Try setting all the lairs and nodes etc to cleared (popped) status. You changed these, and one of them might be broken, and an AI attacking it might cause the crash...ehh but that wouldn't explain it happening on the neutral's turn, neutrals can't attack lairs. I don't know then.
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(June 27th, 2018, 09:56)Seravy Wrote: This time it's crashing during an AI turn, in particular, during moving units, and not the assignment but the execution. This explains the neutral crash, as not assigning movement for neutrals does prevent the execution as well.
Mass-erasing units also fixes the problem (try cutting down the unit count to 50 in the tweaker and no crash) so the source of the crash is obviously units moving on the map.

However, I have never had a crash during movement execution before, and that part of the game code wasn't changed in the past year at the very least.

I suspect either your map has some very specific unusual property, or, what is more likely, there is a tile with more than 9 units on it or something like that. I know that's weird advice but I suggest making a small program that counts how many units are on each map tile to check for that. 

The other possibility is you have some sort of corrupted data in your map or units.

The main problem is, movement is a very complex process, and there are hundreds of units moving, so I can't really pinpoint the exact cause through normal methods like adding breakpoints and such to check how far it is working safe.

...are you 100% sure it's not the broken node aura? Have you tried putting those back to normal?

...wait, I have one more idea. Assuming the things moving actually enter combat, the crash might be caused by the combat procedure instead. So I tried disabling the combat - the AI will cancel moves resulting in attacks as though they had a treaty preventing it. But the crash still happens, so it's not combat. I'm out of ideas.

no, wait, one more idea!
Try setting all the lairs and nodes etc to cleared (popped) status. You changed these, and one of them might be broken, and an AI attacking it might cause the crash...ehh but that wouldn't explain it happening on the neutral's turn, neutrals can't attack lairs. I don't know then.

Thanks for the detailed reply.

I don't remember what the normal nodes were unfortunately frown
I'll see if I can find the tile with more than 9 units ...
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