View Full Version : More bugs
Ahriman Aug 24, 2008, 11:11 PM 1. Environmental Economics tech does not in fact seem to give +1 food from forests. Forests seem to never be worth building.
2. Promotion availability is weird. Lots of units have “barrage” available but don’t have the ability to bombard. Lots of units have “missile launcher” available despite the fact that would reduce them to 0 moves.
3. Game nearly always crashes when loading a game *or* trying to quit to main menu.
4. Python bug when armor unit attacked infantry in a city, no crash though. Sounds like some missing graphics files?
Traceback:
File “CvScreenInterface”, line 705 in forceScreenRedraw
File “CvMainInterface”, line 854, in redraw.
File “CvMainInterface”, line 2786, in updateInfoPaneString,
Runtime Error: unidentifiable C++ exception.
5. Mind worms etc. should spawn with 0 movement points. They would be much less irritating if you got a chance to wipe them out before they killed your terraformers and pillaged your improvements. This would still require you to have lots of troops everywhere, so having high negative Planet rating is still costly.
6. Wells (needed for hydrogen) say they need High Energy Chemistry to build, but they remain unbuildable.
Maniac Aug 25, 2008, 12:42 AM 1. Environmental Economics tech does not in fact seem to give +1 food from forests. Forests seem to never be worth building.
Tip: forests give health even if they're not worked.
The "Forest" terrain improvement gives +1 food with Environmental Economics. That terrain improvement is just a dummy to allow creation of the Forest feature with some python code. It gives +1 food so the AI is more likely to build it. That's necesary because before the Forest is built, the AI doesn't realize they can built a Tree Farm on it right after.
It's a temporary solution.
2. Promotion availability is weird. Lots of units have “barrage” available but don’t have the ability to bombard. Lots of units have “missile launcher” available despite the fact that would reduce them to 0 moves.
I'll fix this. Again, these are leftovers of the unit workshop. I figured I'd go ahead and release it, and let you guys detail all the problems. ;)
3. Game nearly always crashes when loading a game *or* trying to quit to main menu.
Could you please post a save? With one the problem can be found in no time.
4. Python bug when armor unit attacked infantry in a city, no crash though. Sounds like some missing graphics files?
Traceback:
File “CvScreenInterface”, line 705 in forceScreenRedraw
File “CvMainInterface”, line 854, in redraw.
File “CvMainInterface”, line 2786, in updateInfoPaneString,
Runtime Error: unidentifiable C++ exception.
Could you please post a save?
5. Mind worms etc. should spawn with 0 movement points. They would be much less irritating if you got a chance to wipe them out before they killed your terraformers and pillaged your improvements. This would still require you to have lots of troops everywhere, so having high negative Planet rating is still costly.
I guess I'll do this... until I can implement a better solution. :devil:
6. Wells (needed for hydrogen) say they need High Energy Chemistry to build, but they remain unbuildable.
You mean you can't build Wells on Helium? :confused:
Ahriman Aug 25, 2008, 09:04 AM Kept playing long past the 4. bug, sorry. That was definitely the trigger though (armor attacking infantry in city).
Here's my current save. I have high energy chemistry, but I can't build wells on Helium, and my game normally crashes on loading or quitting.
I *thought* I had installed the most recent patch before starting this game, but I may not have, since condensors still seem to be giving 3 food.
AI is using aquaformers a little though.
Speaking of the leftovers of unit workshop.... the hovertank unit graphic is still fully encased in what I suspect was its unit workshop wireframe box. Looks pretty silly.
*Edit*
Oh, and the AI keeps giving the Missile launcher promotion to mass drivers, which makes them useless. There aren't actually any units really which sensibly benefit from the missile launcher promotion. Hovertanks can't get the promotion, and nearly everything else has 1 move or is weak.
Also, opening the military advisor screen causes a bug.
The promotions obviously definitely need a reworking. Many are missing, or don't seem to be useful for the chassis.
I'd suggest that some high-end promotions give a bonus to base unit strength (or bonus attack or defensive strength) rather than just percentage changes.
You might want to get some ideas from FFH spells. Marine detachment could act as a summoning spell that creates a 1-turn duration infantry unit with the Lanun Boarding Party ability and the amphibious promotion.
You could have some promotions that act as March (something from nanites?).
Missile launcher could add a bombarding ability, that damages the top unit in the target tile by up to 20%.
Some of these promotions could also be added automatically to all units built in a city with a particular building or wonder (eg all units built in a city with a nanite facility get to heal while moving).
Ahriman Aug 25, 2008, 02:37 PM Many of the advisor screens seem to have bugs. Some cause crashes, others don't.
Robotic mine doesn't give Rubidium. Check just NE of UN headquarters; robotic mind on Rubidium, has been there for ages, but the resource doesn't show up in cities (and prevents mag tube construction).
Ahriman Aug 25, 2008, 05:29 PM Boreholes also don't grant Rubidium. Check the borehole just NE of Planetary Archives.
I guess mines do? Because clearly the Gaians were able to build Mag Tubes.
Maniac Aug 26, 2008, 10:46 AM Ooh, I think I may know the source of all your problems. Is it possible you started this game under patch b, but continued it under patch c?
Ahriman Aug 26, 2008, 03:30 PM Hmm.... I *guess*.... I'm pretty sure I started it under c though. Next time I start another game I'll let you know if any of these are still there. If thats what it was, my humble apologies :-)
Maniac Aug 26, 2008, 11:06 PM In any case, trying to open your save files causes the game to crash for me.
GeoModder Sep 21, 2008, 10:17 AM With the latest patch in place, putting McDonalds in the worldbuilder in a base causes a CTD. Btw, in the worldbuilder McDonalds doesn't appear to have a graphic.
Maniac Sep 21, 2008, 12:07 PM I cannot recreate such a crash. Is it possible your Planetfall installation includes some personal modification to the building graphics or something?
The current art for McDonalds is a Nuclear Plant.
In the light that the game crashes with you if you place McDonalds, where do you see that McDonalds has no gfx?
GeoModder Sep 21, 2008, 12:27 PM I cannot recreate such a crash. Is it possible your Planetfall installation includes some personal modification to the building graphics or something?
Since I took the task upon me to link graphics to facilities, what do you think? :lol:
The current art for McDonalds is a Nuclear Plant.
Ah, that might be it. I changed the xml tag for the nuclear_plant to fission_reactor (and for a few more facilities too, to clarify things for outsiders who like to do a task or two for the mod. :crazyeye: )
In the light that the game crashes with you if you place McDonalds, where do you see that McDonalds has no gfx?
In the worldbuilder, under the buildings tab. But now that I know it's linked to the nuclear plant, I'll check if I can solve it by linking it to another tag.
GeoModder Oct 12, 2008, 06:37 AM Might as well use this thread.
Check the picture below. There's still a python exception tag for native life flowering near a base. In most cases this happened at one of my own bases that the base wasn't know to python.
Thereunder a seaformer has finished a seamine, and correctly disctracts 1 nutrient. But it also removes the kelp graphic which was there. Check the cityscreen part of the picture to see the nutrient yield. I suppose you need to extend your python "hack" to energy -and mine improvements also on seaplots.
For the rest, it seems to play like a charm.
Maniac Oct 12, 2008, 04:11 PM Check the picture below. There's still a python exception tag for native life flowering near a base. In most cases this happened at one of my own bases that the base wasn't know to python.
That's not a python exception. That's a normal game message. :D I just didn't know if it was possible to put the name of the affected city in a python message. Now I know pretty sure it isn't possible. Therefore I'm currently converting the fungal bloom code to C++, where this is possible. And I've discovered some bugs in the process too...
Thereunder a seaformer has finished a seamine, and correctly disctracts 1 nutrient. But it also removes the kelp graphic which was there. Check the cityscreen part of the picture to see the nutrient yield. I suppose you need to extend your python "hack" to energy -and mine improvements also on seaplots.
Ah woops.
I think I'm gonna step away from the "two terrain improvements on sea" idea though. It just adds needless former micromanagement, and all that Shelf+Kelp makes it too easy to get abundant food. If only I had Trench graphics which could be placed next to land as well. :(
I think I'll change the sea improvements to one per tile and these effects:
Kelp: +1 food; +1 energy with Bioreactor; perhaps some Planet penalty; move the tech prereq to a third level tech
Mining Platform: +2 minerals, -.50 Planet
Windmill: +2 energy, probably a +1 bonus with some tech
Tidal Harness: +3 energy
I'm wondering how to create a meaningfull difference between Windmill and Tidal Harness, besides windmills only being buildable on Shelf. Or perhaps I should just remove the Tidal Harness.
GeoModder Oct 12, 2008, 05:20 PM I think I'm gonna step away from the "two terrain improvements on sea" idea though. It just adds needless former micromanagement, and all that Shelf+Kelp makes it too easy to get abundant food.
NOOOOOO!!! or at least not with the windmill. I can accept that a seamine and a seaharness block the good working of those improvements (seaharness turbines got cloaked by the kelp leafs, and the kelp got poisoned by the higher amounts of metals in the water due to the ore processing if you need a justification). But perhaps you should avoid fresh water kelp lakes, until some serious genetic tech comes around.
Perhaps just give an extra food when kelp is combined with the windmill. But as long as windmils don't have more then 1 energy, the output of a normal plot isn't more then 4 (3 nutrient, 1 energy). :) Or 2 nutrient and 2 energy if you prefer that.
Tidal harness gives 3 energy and 1 food then, if you do it without kelp. Same output, different focus.
Maniac Oct 13, 2008, 03:03 PM NOOOOOO!!!
You want to have an easy and abundant supply of food?
GeoModder Oct 14, 2008, 12:12 PM Are 3 nutrients an abundant supply of food? :hmmm: Any grass farm can give you that in civ4.
Besides, I thought your philopsophy for this mod was the ability to have specialist-abundant cities?
Maniac Oct 14, 2008, 02:01 PM Are 3 nutrients an abundant supply of food? :hmmm: Any grass farm can give you that in civ4.
And that's why grassland is not the most common terrain in Civ4. :D Well, besides around capitals and jungle that is.
Besides, I thought your philopsophy for this mod was the ability to have specialist-abundant cities?
But getting these should take some effort. Besides, I'd like there to be more than one way to get specialists. Having lots of food due to farms and condensers, being a terraformer in other words, is one way. If you follow the Centauri tech path, you can get some by building Centauri Preserves. And on the enclosed biosphere tech path I'd like to add some buildings which give a free specialist directly.
Having abundant sea food without much effort takes away a lot of the economic strategy in the game IMO.
GeoModder Oct 14, 2008, 03:19 PM Fact is, something needs to give 3 food returns at the start of the game, or mines/boreholes will never be worked by citizens.
Farms are far off in the future. Greenhouse gives +1 food. *some* resources give 4 food output. Is a starting base supposed to support its food and hammer/energy output by mostly 2 food plots, perhaps 1 resource 4 food plot and 1 mine/borehole at most?
Maniac Oct 15, 2008, 11:55 AM Yes. Isn't that how it works in vanilla Civ too?
GeoModder Oct 15, 2008, 02:54 PM Well, resource food plots in Civ usually give more then 4 food. Pigs and sheep, not to mention fish in the sea, can give a whooping 5-6 food.
Maniac Oct 16, 2008, 12:49 PM Oh yeah true. On the other side, that much food is usually turned into hammers anyway due to slavery.
Important question is: are you unable to reach the happiness or health limit (whichever is smallest) of your bases without using kelp? If you are unable to do that, there would indeed be a problem.
GeoModder Oct 16, 2008, 12:50 PM No, happiness is a factor in the early game. I don't think I could pass population 7 without drones.
Health was of course counter-acted by 4-food lake kelpfarms.
UNpatriot Oct 20, 2008, 01:41 PM Sealurks entering C Reserves get Pod results
Maniac Oct 20, 2008, 02:31 PM lol Thanks. Will be fixed in next patch.
Popcornlord Oct 29, 2008, 06:24 AM Just a few more bugs I found:
Some strange barbarian sea unit placement. first is in fresh water lake, next is on land.
http://img516.imageshack.us/img516/4251/civ4screenshot0001ad7.th.jpg (http://img516.imageshack.us/my.php?image=civ4screenshot0001ad7.jpg)
http://img135.imageshack.us/img135/6302/civ4screenshot0002pb2.th.jpg (http://img135.imageshack.us/my.php?image=civ4screenshot0002pb2.jpg)http://img135.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
(the one on land I think my infantry took a pod and a sealurk popped out)
Next I was attacking an enemy city (hive) and had to defend against infantry, rovers, and ships?
http://img516.imageshack.us/img516/1111/civ4screenshot0004hu1.th.jpg (http://img516.imageshack.us/my.php?image=civ4screenshot0004hu1.jpg)http://img516.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
http://img397.imageshack.us/img397/4381/civ4screenshot0005gb0.th.jpg (http://img397.imageshack.us/my.php?image=civ4screenshot0005gb0.jpg)http://img397.imageshack.us/images/thpix.gif (http://g.imageshack.us/thpix.php)
I was playing as university, I think high sea level, not sure about everything else. And sorry, but I deleted the save.
Edit: Yay! 300 posts.
Maniac Oct 31, 2008, 02:16 PM The ships defending seems to be an unintended side-effect of allowing land units to defend in seabases. I'll fix it in patch c. Thanks!
woodelf Oct 31, 2008, 04:55 PM Using b, pink square.
Maniac Oct 31, 2008, 05:29 PM Oops. I'll put it in patch c. Or you can extract this zip in Art\Interface\Buttons:
Ahriman Nov 13, 2008, 03:39 PM Farms don't seem to builable (at least, not like they were before)?
I just researched soil enrichment, but my formers still don't seem to be able to build farms. (Unless its because I'm in enclosed biosphere civic?)
GeoModder Nov 14, 2008, 10:26 AM Farms are quite late in the tech tree IIRC. How far have you researched?
But on graphics, they have been changed, but not for all factions yet. Gaians, Hive, Peacekeepers and University should already show the new graphics. The rest perhaps nothing. Which faction did you play?
Maniac Nov 14, 2008, 10:31 AM I just researched soil enrichment, but my formers still don't seem to be able to build farms. (Unless its because I'm in enclosed biosphere civic?)
That's the reason.
You also need fresh water etc.
Ahriman Nov 14, 2008, 11:10 AM The soil enrichment tech is supposed to allow farms, which I had.
You should add something to the civic description that enclosed biosphere prevents you from building farms (I'd also consider just giving it -1 food to farms, instead of preventing you from building them, so I can still build them knowing that I will change out of enclosed biosphere civic eventually).
Fresh water I had (adjacent to river).
*Edit* confirming it was the civic.
Maniac Nov 29, 2008, 01:45 PM In patch c, farms can be built under Enclosed Biosphere.
In patch d, a message will be added to the civic description that no features can be planted.
Thanks for your feedback. :D
Pfeffersack Nov 30, 2008, 07:56 AM Some findings with v6 Patch C:
- I entered a tile with an unity pod with my scout patrol and popped a Monolith. The message said that my unit gained experience, the state window displayed 5 free experience and the blue promotion glow appeared...but in the next turn there was no button to actually promote the unit. I turned on outo-promote then and finished another turn, but that also didn't work.
- I don't get behind how PSI combat works. From the stats it looks like that especially my ships will have a hard time vs. IoDs, but I managed to win (outside of seafungus). Gaining experience, I noticed that both the Flanking and Navigation promotion give PSI combat boni. I guess that is intended and might make sense balance-wise, but it is quite confusing (and also does not add to SMAC-feel) becaue of the promotions name. Wouldn't it be better to add such slight gains in PSI combat to the combat promotion line, which is also closest to the SMAC morale concept?
- entering a seafungus tile with a Foil, I found a Unity Foil - but that is now stuck on two tiles of fungus in the middle of the ocean, unable to reach land...
Shakiko Nov 30, 2008, 03:28 PM - When first meeting a leader, the "welcome message" just states AI_DIPLO_FIRST_CONTACT_ LEADER_ XXX instead of the intended Welcome-message.
All other diplomatic quotes work fine though.
Perhaps b/c I updated from 6a to 6c and not from 6 (or 6b?)directly to 6c ?
deadliver Dec 01, 2008, 06:57 PM Two bugs:
1.) I cannot chop jungles, says I need Planetary Archives which when I WB to give myself (cannot research) it lets me build all sorts of weird things.
2.) My units and also the AIs gain the blue promotion effect but I do not have any promotions to choose. The unit affected was built at a base with the command center (+2 xp) and could not choose a promotion until I research Secrets of the Human Brain (to gain flamethrowers), at that point I was able to choose only one promotion, mind staples (+20 defense).
Maniac Dec 02, 2008, 09:53 AM I'm aware of the messed promotion system and the stuck popped units. It's on the (lengthy) to-do list. :scared:
It is intended you can't chop jungles - you can replace them with another feature though. Anything which is enabled by "Planetary Archives" is always unavailable. Formers still had the "chop jungle" build order. I now removed it to avoid this confusion.
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