Frozen Game in production step - maybe related to celendrials reform bug?

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AxelNL
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RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by AxelNL »

So what do we have, following listing is from the breakdown pools of 2 different gamesaves:

3 german divs of different types + 3 corps = crash
5 german divs of different types + 2? corps = fine (I cannot look in the pools as the gamesave start reforming rightaway)
8 russian divs of three different types + 10 corps = crash
6 russian divs of two different types + 10 corps = fine

We had an original bug here which appeared as soon as 2 divs were in this pool. All the gamesaves under those conditions worked at my side after that fix. Cerebrindal used that to go back in his game and created progress.

[&:][&:][&:][&:]

I will have to experiment further.

For now the workaround recommendation is to limit the different types of divs to two. But as you can see in the post above, 5 different types of only one each will work as well.

So maybe it is only when there are exactly three different types? I will try this out.
(you are getting an inside peek into the betatest routine here. My only extra tool here is the debug tool, which could use some debugging as well)
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AxelNL
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RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by AxelNL »

First test to confirm theory: removed 5 of the 8 russian divs so that exact one of each type is left = crash

Edit: [:@] The debug tool does not let me add divs to the breakdown pool [:@]

Can I get a gamesave in the last russian land movement phase of this game, please? I'll add a different type of div to the map and will beat it into the breakdown pool the old fashioned way.
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AxelNL
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RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by AxelNL »

Updating the journal:

Following listing is from the breakdown pools of 2 different gamesaves:

3 german divs of 3 different types + 3 corps = crash
5 german divs of 5 different types + 2? corps = fine (I cannot look in the pools as the gamesave start reforming rightaway)
8 russian divs of three different types + 10 corps = crash
6 russian divs of two different types + 10 corps = fine
3 russian divs of 3 different types + 10 corps = crash

We had an original bug here which appeared as soon as 2 divs were in this pool. All the gamesaves under those conditions worked at my side after that fix. Cerebrindal used that to go back in his game and created progress.

Could it be the amount of corpses to be reformed? That I can test. I will limit them to two.

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AxelNL
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RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by AxelNL »

Result of the test: with 1, 2 or 3 corpses left it crashed as well. There were strangely green borders around some of the corpses. In the "one left" scenario they were gone, but also crash. This might have nothing to do with this bug, but a result of using the debug tool.

Updating the journal:

Following listing is from the breakdown pools of 2 different gamesaves:

3 german divs of 3 different types + 3 corps = crash
5 german divs of 5 different types + 2? corps = fine (I cannot look in the pools as the gamesave start reforming rightaway)
8 russian divs of 3 different types + 1,2,3 or 10 corps = crash
6 russian divs of 2 different types + 10 corps = fine
3 russian divs of 3 different types + 10 corps = crash

We had an original bug here which appeared as soon as 2 divs were in this pool. All the gamesaves under those conditions worked at my side after that fix. Cerebrindal used that to go back in his game and created progress.

I need to go back to my normal life - will come back to test further, hopefully with another gamesave to add a different div type.
Closing the debug process journal.

Shannon V. OKeets
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RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by Shannon V. OKeets »

ORIGINAL: AxelNL

Result of the test: with 1, 2 or 3 corpses left it crashed as well. There were strangely green borders around some of the corpses. In the "one left" scenario they were gone, but also crash. This might have nothing to do with this bug, but a result of using the debug tool.

Updating the journal:

Following listing is from the breakdown pools of 2 different gamesaves:

3 german divs of 3 different types + 3 corps = crash
5 german divs of 5 different types + 2? corps = fine (I cannot look in the pools as the gamesave start reforming rightaway)
8 russian divs of 3 different types + 1,2,3 or 10 corps = crash
6 russian divs of 2 different types + 10 corps = fine
3 russian divs of 3 different types + 10 corps = crash

We had an original bug here which appeared as soon as 2 divs were in this pool. All the gamesaves under those conditions worked at my side after that fix. Cerebrindal used that to go back in his game and created progress.

I need to go back to my normal life - will come back to test further, hopefully with another gamesave to add a different div type.
Closing the debug process journal.

Lex,

Thank you for all your work on this. I'll fix this for 1.1.7.0 (I haven't investigated this yet but the saved games should enable me to solve it quickly.)
Steve

Perfection is an elusive goal.
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AxelNL
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Location: The Netherlands

RE: Frozen Game in production step - maybe related to celendrials reform bug?

Post by AxelNL »

Ok - my working theory is that with exactly three different div types in the breakdown pool this fails. Based on the fact that with 2 or 5 types this works ok. Did not have the chance to test with 4 different types.
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