1.21 beta

I found a glitch on Legionar Unit. And i dont know if is on purpose or some kind of error.
The legionary is normaly been seen whit a sword. But most of batle animations is ranged whit spear.
On 3 unit visual seting: In batle the fallen legionar dind disapear but respawn on place and have been full ignored until the batle animation dint finish.

On top i meet a legionar that dont have a weapon at all.
On batle animation he punch the damm skirmisher into face to death. :eek:
After batle he still dont have the weapon. Making movments and other animations.
Spoiler :
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I found that the (forget name) (frst anti horse unit) have strange unit model: Frst it have similar to the legionary. Then after few second it turn into standart model for that unit. (simply it look like it dont belong to roman empire)
 
I found a glitch on Legionar Unit. And i dont know if is on purpose or some kind of error.
The legionary is normaly been seen whit a sword. But most of batle animations is ranged whit spear.

This is intentional. They'll attack ranged units with a pilum and melee units with a gladius.

On 3 unit visual seting: In batle the fallen legionar dind disapear but respawn on place and have been full ignored until the batle animation dint finish.

On top i meet a legionar that dont have a weapon at all.
On batle animation he punch the damm skirmisher into face to death. :eek:
After batle he still dont have the weapon. Making movments and other animations.

These are definitely glitches. I don't know a lot about fixing unit animation, but I'll investigate when I can.

I found that the (forget name) (frst anti horse unit) have strange unit model: Frst it have similar to the legionary. Then after few second it turn into standart model for that unit. (simply it look like it dont belong to roman empire)

The spearman? Units will sometimes revert to the standard model if the 'Frozen' Animations' option is selected. Has to be disabled. If not that, I'm not sure.
 
These are definitely glitches. I don't know a lot about fixing unit animation, but I'll investigate when I can.
I reported this one during the 1.20 beta. It's even more noticeable with the multiple figures option enabled.

Also, upon loading a saved game the following Python Exception alerts pop up:

KeyError: 'CITY_DEFAULT'
File "Dynamic CityNaming", line 135, in buildPlayerDict
File "Dynamic CityNaming", line 55, in init
File "CvEventManager", line 390, in onLoadGame
File "BugEventManager", line 361, in _handleDefaultEvent
 
I reported this one during the 1.20 beta. It's even more noticeable with the multiple figures option enabled.

Yeah, it's been on my todo list for a while. It's a cosmetic bug but requires a lot of research and learning on my part, so it keeps getting put aside for other tasks.

Also, upon loading a saved game the following Python Exception alerts pop up:

KeyError: 'CITY_DEFAULT'
File "Dynamic CityNaming", line 135, in buildPlayerDict
File "Dynamic CityNaming", line 55, in init
File "CvEventManager", line 390, in onLoadGame
File "BugEventManager", line 361, in _handleDefaultEvent

Dynamic City Naming was having some problems with civs joining a game part way through, so I had to introduce some new code to rectify that. This error is caused by that, easy fix though. Try this replacement file:
 

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Is it just me, or do the barbs seem to be teching a lot faster all of a sudden?

They are. I increased their research rate a little. They're also now able to construct many buildings they previously couldn't, so this will make barbarian cities stronger overall.
 
They are. I increased their research rate a little.
Only a little? I got slaughtered in my last test game, they seemed to be at least a full column ahead of what I was expecting, maybe more. (Axes and Horsemen when I was only expecting Spears and Chariots, and Swordsmen when I would have expected Axes before.)
 
Only a little? I got slaughtered in my last test game, they seemed to be at least a full column ahead of what I was expecting, maybe more. (Axes and Horsemen when I was only expecting Spears and Chariots, and Swordsmen when I would have expected Axes before.)

proved

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My game alwais crash on the next turn. no mather if i load a few turns onlder game.
And is the last turn off my 1. Golden Age.

https://mega.co.nz/#!BR9kTAbK!d8r42VE0z-hGQgkadF5VNmKIAvUccXILRy1HTE6826U
 
Only a little? I got slaughtered in my last test game, they seemed to be at least a full column ahead of what I was expecting, maybe more. (Axes and Horsemen when I was only expecting Spears and Chariots, and Swordsmen when I would have expected Axes before.)


I'll put the research rate back as it was. I forget I'd changed it when I made the tweaks to barbarian city, and the effects are probably compounding. Former is not an essential change, the latter is.

My game alwais crash on the next turn. no mather if i load a few turns onlder game.
And is the last turn off my 1. Golden Age.

I've seen this crash a couple of times during my testing but wasn't able to reproduce it reliably enough to try solve it. Your saved game will be immensely helpful, thanks. I think it's related to Natural Wonders, shall investigate.
 
Hmm, not Natural Wonders after all. Something has gone wrong with the former barbarian city of Illyria, now the sole remaining Celtic city. Something in the AI code that determines building and tile working priorities. Can't figure out what yet, but I can't even change the city's owner or delete it without causing that crash. Do you have any earlier saved games?
 
Is the Local Climate Change module supposed to be applying Fallout to affected tiles? Pretty punitive since you can't clean it up until the Future era.
 

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  • Fallout in 710 BC?!.jpg
    Fallout in 710 BC?!.jpg
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Turns out that crash is caused by a bug in the DLL, where Firaxis have failed to check whether a divide by zero is possible. Basically if an AI player's calculated income is exactly 0, it will crash, and this is true in unmodded BTS as well. Unfortunately I can't fix it without modifying the DLL. In theory it should be very rare, but it's likely that some change I've made in 1.21 is making it occur more often. The most likely candidate is 5% increments on the commerce sliders, so I'm going to revert that to 10% for the final release.

I'm afraid I can't fix your saved game, dretnoth. The AI reverts everything I try.


Is the Local Climate Change module supposed to be applying Fallout to affected tiles? Pretty punitive since you can't clean it up until the Future era.

Didn't actually notice it did that. Not essential, removed.
 
When I try to load Beta 3, it's exactly the same as usual BtS. The only difference is that it says "History Rewritten" in the upper right corner.
 
When I try to load Beta 3, it's exactly the same as usual BtS. The only difference is that it says "History Rewritten" in the upper right corner.

It's not installed properly, or there's another version of HR interfering somehow. Check the troubleshooting thread for things to check.
 
I have another version (1.20) but it haven't messed up the 1st beta.


Remove it, at least until you've solved the problem with beta3. Then check folder names, paths, nesting, etc.
 
Can we have a patch for the barb research rate and fallout issues? They're making it difficult for me to test beyond the Classical era.
 
Double-nesting was my problem.
That's what I've noticed so far:
1) "Custom Scenario" still crashes.
2) No Natural Wonders on the Earth map.
3) Some capitals are still wrong. I'll post a list later.
4) Some capital locations are still wrong. I'll post a list later.
 
Can we have a patch for the barb research rate and fallout issues? They're making it difficult for me to test beyond the Classical era.

Attached. One file goes in the Python folder, the other in the XML folder.

1) "Custom Scenario" still crashes.

I just cannot replicate that problem. Works fine for me. There is a mystery crash that happens occasionally during map generation/setup, but it's rare to ever get it twice in a row. Assuming it's not that. Could you post a crash log and the exact path you've installed HR at?

2) No Natural Wonders on the Earth map.

Decided to leave that till after the launch of 1.21. Not an easy task as it involves more than just placing them via world builder, tile yields have to be manually set as well.

3) Some capitals are still wrong. I'll post a list later.
4) Some capital locations are still wrong. I'll post a list later.

Sigh, thought I'd finally sorted them all.

EDIT: Have already discovered Hannibal and Dido's capital was wrong. Fixed, but didn't make it into beta3.
 

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