At long last: 1.21 released!

hellou my game crash in next turn. It hapen probali 3 tymes.
So i postet the save for analize, if is a some of the unkov bugs.

This is the 1.21 thread. Are you playing that, or the newer 1.21.1? Easiest way to know is if your game has the Islands terrain or not. If not, please update. If you are, please download and apply the fixes found here.

And second think that is on my mynd:
On the city screnn you have a background sound loop. In that sound loop where is horse cloping...
in that loop is single line ... and what i hear is "You Suck" :twitch:
Its my imagination or what?

It's the regular Civ4 music. I've not noticed that before, I'll have a closer listen next time.
 
Can you answer my question in post #95?

The section you were quoting from kinda answers it already. One Great person doesn't make it harder to get one of another type - they each have their own :gp: pool - but they do still share a threshold. e.g. first great person (of any type) requires 100:gp:, second requires 200:gp:, and so on. You still need to specialise your cities appropriately because if, for example, you are generating very little Spy :gp: compared to other types, it's possible to never generate a Great Spy due to the continually increasing threshold. Other types :gp: types are getting there first each time.

In 1.22 prophets will have their own separate threshold, and resource (faith) which is accumulated civilization-wide instead of in individual cities like :gp:.
 
Why do they share the threshold?

That is a design feature of Civ IV. You would need to ask the builders of that. My guess is that if they didn't then there would be to many Great People in a game and thus they would not be special.

Two reasons.

Firstly, if each Great Person type had it's own threshold there would around 6x as many great people generated in a game. This could be countered by increasing the amount of :gp: required per threshold, but you'd get great people being born in 'clumps' and long periods of time with none at all. To counter this would require a massive amount of rebalancing of everything from specialists to wonders to golden ages.

Secondly, separate thresholds means abandoning the built in code of BTS for new custom code that the AI can't understand. With the separate :gp: pools I was able to 'trick' the AI into valuing things appropriately by using the old single :gp: pool as measure hidden in the background. I can't do that with the threshold very effectively, and trying to do so would undermine the AI's understanding of the separate :gp: pools.

A shared threshold avoids both these problems. Firaxis must have thought about these problems too because for Civ5 they also chose to go with a separate pools + shared threshold solution.
 
Eternal 'Waiting for other civs" is a bug present even in default BTS. It cannot be fixed without breaking Mac compatibility. It's caused by a unit getting stuck in an endless loop of joining and splitting from a group. At this time the only solution is to go into worldbuilder and delete different units until you find the culprit. Most common triggers are naval units passing through other naval units (especially Pirates/Privateers).

I'm investigating methods to 'brute force' out of it.

Hey, just saw this post, your info could be very useful in some other mods
Do you have a solution for this bug? Where is it coded in the C++ files?
 
Hey, just saw this post, your info could be very useful in some other mods
Do you have a solution for this bug? Where is it coded in the C++ files?

Afforess came up with a C++ solution of sorts. See this thread for info. He may have a made a more robust fix since then, would be worth having a look around the RoM:AND subforum.
 
Afforess came up with a C++ solution of sorts. See this thread for info. He may have a made a more robust fix since then, would be worth having a look around the RoM:AND subforum.

Thx, will check the thread :)
 
Back
Top Bottom