1.21 beta

I can't view the crash logs on my phone but it may well be the civil war crash I wasn't sure if I fixed or not. Before it happens, check your dissent levels in the dissent advisor. If you've got Rebellious cities, then it's probably that.
It's on Emperor difficulty, so some of the AI's might have more than one city by that point, but I only had my capital in any of them. I'll try reloading the last one again and open up the world builder to check.

Edit: Checked the world builder, only one civ has two cities (the English), but it appears the Tibetan capital of Lhasa revolted, wiping out that civ and replacing them with the Mongols.
 
Unless xyth changed the codes, revolution will not occur in civs with only one city
 
I've changed the code quite extensively (accumulated dissent, dissent levels, removed some factors, can trigger new civilizations, other tweaks). I meant to have a minimum number of cities check, but I think I forgot to put it in as it was useful to test without it.

I'm not sure why it's causing a crash (assuming Nightstar's crash is the same one I was getting). It's caused by the culture transfer code, and it doesn't happen every time. I thought I solved it by redefining pCity after it changed owner, but seems it still happens, just less than before. Might be something to do with barbarian cities (single city revolts become barbarians, multi-city revolts become new civs) but I didn't get time to investigate further before departing.
 
I've finally got an opportunity to play.
1) Lots of civs have died in the first 101 turns of a game. Some have died several times!
2) Lots of errors in greatPersonBotn event handler. They happen when an AI Great Prohet is born.
3) Can you post some information about Civil Wars in the Concepts?
4) Some capitals are really misplaced on the Earth (Huge) map. I'll try to report them.as soon as I'll check every leader.
 
Reloaded the last game from the most recent auto-save and played about 10 turns before it crashed again. It was an... eventful ten turns, though, with Lhasa revolting twice more (first to the Chinese, then back to the Mongols, but under Genghis instead of Timur this time), and the Ethiopian capital revolting three times in a row, becoming Hittite, Assyrian, and finally Babylonian in rapid sequence.
 

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Now you know why I set it to revolt only to existing civs or barbs?
Chance of revolting continuously is kept low :D
 
1) Lots of civs have died in the first 101 turns of a game. Some have died several times!

With the current settings it seems it's taking around 100 turns for the first civil wars to kick in. As mentioned earlier, I haven't scaled dissent with gamespeed or difficulty yet, so in all but the quickest games you won't get much time to manage your dissent.

I'm afraid this first beta isn't much good for actual games, more for poking around and seeing what works and what doesn't.



2) Lots of errors in greatPersonBotn event handler. They happen when an AI Great Prohet is born.

Looks like I broke something there. Probably means religions aren't getting founded.



3) Can you post some information about Civil Wars in the Concepts?

Absolutely.


4) Some capitals are really misplaced on the Earth (Huge) map. I'll try to report them.as soon as I'll check every leader.


Cheers. With over 150 leaders I'm bound to have messed up the coordinates for some of them.

Getting a repeating crash 5 or so turns after load on this save.


Unable to investigate until I get home, but most probably the aforementioned Civil War crash. Thanks for the save!

Reloaded the last game from the most recent auto-save and played about 10 turns before it crashed again. It was an... eventful ten turns, though, with Lhasa revolting twice more (first to the Chinese, then back to the Mongols, but under Genghis instead of Timur this time), and the Ethiopian capital revolting three times in a row, becoming Hittite, Assyrian, and finally Babylonian in rapid sequence.


Heh, dissent is meant to reset after a civil war, in both the rebel cities and the loyal ones. Don't recall if I got that implemented before departing, but if I did it's clearly not working properly.

Now you know why I set it to revolt only to existing civs or barbs?

Chance of revolting continuously is kept low :D


I noticed you updated the culture transfer mechanic in your Revolutions component. What was causing the crash? Incorrect CyCity instance?

Some leaders have the wromg capitals. For example, Willem van Oranje has Gravenhage instead of Utrecht.


Most likely an incorrect entry in my new Dynamic City Naming code. It was extensively rewritten for 1.21. Let me know if you spot any others.
 
Yes, religions aren't founded by the AI.
Some other wrong capitals that I've noticed so far: Istvan gets Buda instead of Esztergom, Agamemnon and Leonidas get Athenai instead of Mykenai and Sparta respectively, Lorenzo de' Medici gets Rome instead of Florence.
 
Also I got a crash to desktop after selecting "Custom scenario" - "Earth (Huge)" - adding more random AI civs - "Launch".
 
Looking at that selection of leaders, I think the problem with their capitals is that I've set the selection priority for the civilization's default capital the same as these individual leader's capitals. One is being selected randomly. For example, you may find that Lorenzo's capital is Florentia in one game and Rome in another. Easy to fix.

These leader's capitals should be in the correct location on the maps though, even if the name is incorrect.

Does that custom scenario crash happen every time, or just with certain civs?
 
I tried to play as Vercingetorix of Celts. I haven't tried to use "Custom Scenario" anymore because the mod is loading too long. But "Play a Scenario" always works.
 
I noticed you updated the culture transfer mechanic in your Revolutions component. What was causing the crash? Incorrect CyCity instance?

After city changes hands, pCity is no longer pCIty, so I merely shifted the culture codes before it happens.
 
After city changes hands, pCity is no longer pCIty, so I merely shifted the culture codes before it happens.


Culture is retained through acquisitions? Do barbarian cities work any differently?
 
Just wanted to thank you for continuing your work on this mod. I'm super appreciative of someone taking the time to create content for mac users. Thank you so much, Xyth!:D
 
Didn't bother to test the barbs


No worries, I'll test it when I get back.

Just wanted to thank you for continuing your work on this mod. I'm super appreciative of someone taking the time to create content for mac users. Thank you so much, Xyth!:D


You're welcome. Hope you enjoy 1.21 when it's ready :)
 
It appears that the AI, at least on Noble difficulty, does choose to settle their Great Prophets into specialists when by all rights they should be founding a religion.
 
Natural Wonders

I guess it will depend how strong the Natural Wonder bonuses end up being. They can have any bonus that buildings and wonders have. Ultimately though, I don't play the real world maps myself, and if those of you who do want the Natural Wonders on them, I'm happy to oblige. I just don't want to be limited in how I design them or which I add in future because they'll imbalance the real world maps.

I'd prefer not to add NW versions of the maps, doubles the workload.

I just want to say I believe adding Natural Wonders to the real world maps would be amazing, and add a great deal of depth. I understand that for that to work it means that their effects need to be ones that don't lead to imbalances.


1) Civ-wide Benefit when a NW is discovered for the very first time, e.g. wealth, happiness in all cities.

2) Civ-wide benefit when a player/team discovers a NW for the first time (but another player/team has discovered it previously). Currently thinking there doesn't need to be a reward for this, just the splash screen.

3) City specific benefit for when a city claims a NW, i.e. for the first city built in range of it. This can be anything that a building or wonder can do, and can be different for each NW.

My suggestion would be to take a little bit from each idea.

1. When you discover a NW you get a small temporary bonus depending on the wonder, similar to the hunting food bonuses. (Sending an explorer to discover a great wonder would be a coup for any leader. So probably +culture in your capital, or +gold, depending on the wonder)

2. I agree that there should just be splash screen, but no benefit for discovering a wonder that has already been discovered.

3. Once a wonder is within a cities borders I think it should provide a benefit to all City's (of ALL civs) on that continent. Natural Wonders are something there for all mankind to enjoy. (But, perhaps the controlling city could get an additional wonder type effect)

4. And of course in the modern era natural wonders could provide city bonuses to the controlling civ; depending on the type of wonder, a geyser+hotel would provide a cultural bonus, a great waterfall+power plant would provide a manufacturing bonus, that type of thing.
 
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