As far as I can tell, AdvCiv (i.e. the current release candidate) will crash at launch when the main menu index in the user profile is 4 or greater. This could occur, in theory, if another mod adds a custom menu background, doesn't remove the original backgrounds, the player selects the bottommost background from the options menu, exits and then tries to launch AdvCiv.i saw you push a menu fix.
though its not really a bug but more of a modality adjustment for modders i guess.
This way, any menu index greater than 0 will crash; so that makes matters worse, but I do think it's also a problem in AdvCiv. And it's not a problem in BtS or in other mods, but something that I've broken. Will be fixed in the proper v0.98 release and, as you've noticed, is already fixed in the Git repo. With the bugfix, it should be fine to remove the original menu backgrounds in DotO.humm, at some point i removed the 3 old main menu's from the menu xml file...
i guess that wasnt smart![]()
I guess in the save that you've attached, the trade has already been made(?). If you had already put research into Iron Working, then that could explain it. The AI also gives tech away cheaper when the receiving side is less advanced and less powerful (militarily). That could be another explanation, seeing that you've lost one of your two cities to the Barbarians in the savegame.bismark - offered iron for meditation to me....yey?
Rheims: The main incentive is apparently to gain access to Iron. France has neither Copper nor Iron at that point. Louis has the Creative trait, so flipping the Iron tile seems like a reasonable expectation (but it would be hopeless if he had settled farther away from your border). I'm attaching a Debug mode screenshot of Hastings. I guess Elizabeth also lacked Iron (and Stone). I don't think these sites are really objectionable, but it does seem that the AI overvalues strategic resources that unlock numerous units or buildings, i.e. especially Iron and Stone. E.g. for Iron (assuming that no Copper is available), the (BtS/K-Mod) AI looks at each unlocked unit individually without taking into account that e.g. Axeman and Swordsman (or Maceman/ Pikeman/ Crossbowman) are, to an extent, redundant. I'll add a correction factor in v0.99 to smooth that over. And I've noticed a more serious problem that'll be fixed on v0.98 (already fixed on GitHub): It seems that, in multiplayer, the (AdvCiv) AI evaluates resources once at game start and never updates the values throughout the game.ai settle in a strange place...take into account amount of free tiles vs best found value...
Is there a way I can reproduce either of these? Generally, the cancellation and relaunch of outdated popups should be disabled in multiplayer, i.e. should work as in BtS; meaning that, when playing with "Minimize Popups", popups will sometimes show outdated info and redundant popups will sometimes appear, briefly, and then self-destruct.double pop up for city build
during revolution - if click on research, after rev is done - you can study another thing, an see in
the tech tree advance of 2 techs -> seems a visual glitch.
OK, I'll reply there.i reproduced the OOS,
i posted on the sub forum with logs save and screen shot.
hope you can assist there.
If I copy your cache and profile into my AppData\Local... folder, DotO 1.06 (installed into Mods\Doto) still loads without any problems. Can you still reproduce the error (using the files you've attached?). If so, is it the profile that causes the error or really the cache, and, if it's the cache, can we verify that the catalog with the DotO assets is responsible?another update,
i still get a crash after switching to another mod with other settings.
crash is on custom game start.
i need to delete cache...
i already merged in aall from the master.I'll add a correction factor in v0.99 to smooth that over
I agree, and that's how it currently works. Shared or not, if it's a war trade, then a 10-turn peace treaty is implied.Not at all inspired by an ongoing AAR thread, what do you think about establishing a peace treaty after bribing someone into a war, shared or not? It seems like a somewhat cheesy move to draw the AI away to another enemy and then backstab them immediately.
War trades and city trades come with a peace treaty. Unilateral peace treaties exist in Kek-Mod (Git commit), for gifts and tribute. If I had realized earlier that this is easy to implement, then I might have gone down that road too; or maybe I still might ... I've tweaked the AI response to "begging for peace," but I'm still not sure if that stratagem is interesting enough to make up for how counterintuitive it is. For war and city trades, a bilateral peace treaty seems more appropriate than a unilateral one.You have added (even unilateral) peace treaty to deals like that already, if I recall correctly.
Oh, is it already? I must have misread the AAR.I agree, and that's how it currently works. Shared or not, if it's a war trade, then a 10-turn peace treaty is implied.War trades and city trades come with a peace treaty. Unilateral peace treaties exist in Kek-Mod (Git commit), for gifts and tribute. If I had realized earlier that this is easy to implement, then I might have gone down that road too; or maybe I still might ... I've tweaked the AI response to "begging for peace," but I'm still not sure if that stratagem is interesting enough to make up for how counterintuitive it is. For war and city trades, a bilateral peace treaty seems more appropriate than a unilateral one.
I don't think there's any self-preserving behavior implemented for AI attack stacks and city attack stacks – other than refraining from attacks against stacks that are clearly stronger. In the example you describe, I think it's good to err on the side of aggression. That way, at least the city defenders are destroyed and the city gets damaged. Given the overall tactical abilities of the AI, inflicting any serious damage on a human player is already a success. (That is, if we imagine the city owner to be human.) Especially when the human player has this large stack ready – is the AI really going to be able to merge its city attack stack into a stack that will beat the human stack? Or will the city attack stack eventually get destroyed in defense of an AI city (for which the stack may not be well suited)? Will it even succeed in getting away (no road movement in enemy territory)? As a general consideration (also relevant for AI evacuation of untenable cities): It's a good thing when units kill each other off. If they just circled each other until one side is clearly outnumbered and withdraws, then the map would get overcrowded with units (the civs keep producing them) and wars of conquest wouldn't have much of a cost for the victor.what do you think?
ai should carry out attack if there is a nearby threat? (using thresholds of some checks like localstrength and comparestacks)
This is arguably more a game balance issue than an AI issue. City Raider shouldn't make occupying a city this punishing, and, more importantly, initiative shouldn't be so decisive for Siege units (or any units). However, even if one were to, say, change City Raider I to "ignores Fortify defense" and nerf collateral damage (i.e. overhaul the combat system, pretty much), it would still be nice to have an AI that at least makes an effort not to expose its stacks to ambushes.Our stack at the time was about 8 rifles and 10 trebuchets/catapults, and we are forced to abandon Hadrumetum.
Of course, our veterans were mostly double promoted city raider maces, and now get to apply that bonus on the forces now sitting in Hadrumetum. Over the next two turns, we kill about 15 of his units with the loss of only about 3 rifles and 4 trebuchets.
Maybe because the screenshot in the report doesn't show a peace treaty. (In any case, putting the peace treaty on the trade table would make things clearer.)Oh, is it already? I must have misread the AAR.
I've figured out how to do it. I had just forgotten to set a flag "bOffer" that the EXE was obviously going to check before displaying the peace treaty. Works nicely too – the player can try to take the peace treaty off the table, but the DLL gets a chance to put it right back so that, visually, the peace treaty never leaves the table (unless the war trade is taken away). Not included in v0.98b though. Will need to test it a bit more to make sure that peace treaties show up under exactly the right circumstances.Yep can confirm that getting the Zulus into that war created a 10 turn peace. Also agree it'd a helpful reminder of that rule if it popped up on the trade screen.
Testing and bugfixing.its amazing how short is the list and the amount of work you put into it.
Yes, I'm keeping the v0.98x changes on the master branch.hope you can keep adding the criticals for master of 098.
Well, if you hadn't adopted the respective bugfix at the time, then it was probably still because of the backgrounds. Otherwise ... something may still be amiss in the mod, or the EXE indeed can't always tell when the cache outdated. Since the AdvCiv/DotO DLL disables the XML cache, the problem would then have to be the "file" cache. Would be nice to narrow that down more. The catalog file with the DotO assets in the archive you've attached is difficult to compare with the file that gets generated on my end. The paths aren't in the same order. Would only make sense to look into that if it's confirmed that one file makes some version of the mod crash at launch and another doesn't.the caches is also i think has to do with the background.maybe.