Closed obic123 closed 8 years ago
I should add that even when I reload from an earlier save, when I get to the turn I was on the problem still occurs. It's also happened in other games, and I also did a complete re-install and still have the same problem
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it's interesting, i have the same problem but i thought it was only on the latest git. something is wrong with the unit focus. it used to jump to units with unfinished moves when pressing next turn but not anymore ...
I haven't touched it I swears it.
@ilteroi so here's something that may be related to the end turn issue - orders to build a fishing boat just fail right now. And I know why. In PushMission iData1 and iData2 are being set as values that are, in continuemission, called on as x/y coordinates for a plot. Thing is, they aren't x/y coordinates (at least they're not created as such in the lua->dll transition) so it is failing.
Also, @ilteroi archaeologist seem to be broken in the current github build as well.
reproduced. will look at it on the weekend
just tried but the game doesn't break in PushMission when trying to build fishing boats. don't know whats going on. if it's a lua issue i'm clueless anyway. where did you put your breakpoint?
I put my breakpoint at line 504 of unitmission (::continuemission). I'm not sure why, but workboats and archaeologists (but not workers, for some arcane reason) are just looping indefinitely. It might be responsible for the end turn issue, as they're not spending their movement when you assign them to tasks.
ah. stupid mistake, i had modified CvUnit so the breakpoint wasn't were it appeared to be.
anyway this destination plot business only applies to move missions but right now it's checked for other missions as well - bad idea. fixed. but the next turn issue was independent of this.
Oh. Well damn. One less problem, one more problem, eh?
I've spent some time debugging on the end turn button thing and I'm utterly stumped. Seems that there aren't any notification blockers causing it. Any ideas I could pursue to help with the process?
@ilteroi while you are looking at units, mind taking a quick look at settlement logic? AI seems shy when it comes to smaller islands and/or offshore settling.
re: settling ... no changes there lately re: end turn ... also stumped. checking old versions now for differences
fixed and pushed
What was it?
when a unit reached its target, the mission was ended without "awakening" the unit
just pushed again - found a bad merge error in serialization - maybe that explains the "CTD on first turn" reports
Gotcha. Merging and testing now. Re: settlers, I'm just concerned that 1-4 tile islands are being ignored.
Seeing this: Warning 3 warning C4101: 'uiSentinel' : unreferenced local variable C:\Users\Jeff\Documents\Visual Studio 2008\Projects\CommunityPatch\CvGameCoreDLL_Expansion2\CvRandom.cpp 175
Benign?
benign. it's the macro definition, change it to the one below:
I changed it, yep. That's what I figured.
Bug Report Template
Mod Version (i.e Date - (4/23b)): 6-15 I think
When I click next turn nothing happens
Supporting information:
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