Bug Report (English)

Next run. New and removed improvements should work now as expected. Made a little mistake when I improved the speed of the code. Skipped an important overall update. :rolleyes:
 

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Should do the same as patch C but the turns should be much faster!!! -> Patch D

If you should have a CTD with CCV 4.29H+ or later please load your last save (optimal is a save from 2 turns back) and open the game config. Disable the IDW options! There seems to be a conflict between the new culture radius and IDW. Please disable both IDW options and try to go on. I'm still searching for the critical code...
 
I found the source of the reported CTD! It's there in H+ and H++. So I offer now two new patches for H+ and H++.

Patch A for H+ includes the isConnectedToTradenetwork-CTD-bugfix and lots of the H++ bugfixes. Especially all important bugfixes. The patch E for H++ includes all changes from patch D and the new isConnectedToTradenetwork-CTD-bugfix. Furthermore some AI improvements. Both patches are important and savegame compatible.

Patch A for CCV 4.29H+

Patch G for CCV 4.29H++


EDIT: Link to patch E (damaged file) deleted. Now link to the current patch G.
 
So wait, I just download this new one (E) instead of D right? And not both one after the other?
 
So wait, I just download this new one (E) instead of D right? And not both one after the other?


The latest patch is enough. Patch E includes all earlier patches. You can upgrade from all versions - basic H++, H++ A/B/C/D.

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Oh, about the map sizes and players. XXS in CCV is the smallest BTS map. And XL is the biggest. New are only the XXL, XXXL and XXXXL maps. Had to rename them to save space.

Plots:
XXL = XL * 1,5
XXXL/XXXXL = XL * 2,6

Default-Players:
XL: 11
XXL: 16
XXXL: 22
XXXXL: 34

And the DLL allows up to 50 Players.
 
Thanks cool.
Also, IDW is that combat changes borders thing right?

I just shut it down if I get CTD's (that I do)?
 
Thanks cool.
Also, IDW is that combat changes borders thing right?

I just shut it down if I get CTD's (that I do)?

Not necessary with patch E. The bug is solved. You can enable all IDW features if you like. But I'm still not sure about the resources. I fear they are still buggy. So if you see a bug please report it. Even it was reported before. I've lost the overview and have no time for intensive tests at the moment. But I want it to work asap...

And please also have a look at the AI. Does the AI research important techs as expected? Or has the AI the impression that copper and iron are not so important? Could be because they are not directly needed for unit training. Maybe we need some new code here. Tell me what you see and I'll produce patches with high speed.
 
I am getting an error regarding the unit art styles.
In essence CivilizationInfo.xml is bugging up. (not yet applied any modifications to it and removed my own modifications from before so this is on your end)

It says that certain art styles do not exist. Like unitartstyle_America.
 
I am getting an error regarding the unit art styles.
In essence CivilizationInfo.xml is bugging up. (not yet applied any modifications to it and removed my own modifications from before so this is on your end)

It says that certain art styles do not exist. Like unitartstyle_America.

Is it possible that you have deleted my folder "Civilization_Art" in .../Community Civ V/Assets/Modules/...? There are all files for the new art styles that seem to be missing now.

EDIT: Ooops. You are right. My mistake. The patch included a new Community Civ V.ini file. And that file is damaged. Please wait some minutes (worst case 2-3 hours) and I'll upload a new patch. Detected a little problem.
 

Attachments

I get it as well:
"Tag: UNIT_ARTSTYLE_AMERICA in Info class was incorrect
Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml"

Same error for celt, china, england, germany, greece, viking and LEADER_HITLER

EDIT: The / and \ in the path look strange... but if that was the problem I'd get the error for every civ....
Happens when Civ is starting up btw... the little loading screen says '[Community Civ V] Init XML (uncached)'
And just upgraded to Patch E from B, didn't change anything (thats what they all say :D ).
 
Also, I did not delete anything other than the PPQ module folder.
I did not mess with your modules, that would be bad modding.
 
Does anyone else get the bug when you try to capture a city and the game just freezes up?
I can't send a save game for obvious reasons (mentioned before) but I tried everything including the go back 2 turns and disable stuff solution.

And nothing works.
 
Building an Offshore Plattform adds Crude Oil to the tradenet and not the processed resources.

And placing barbarian cities with the mapeditor or capturing them sometimes causes processed resources to vanish (I think it happened only for cities near rivers or coast/ocean).

And I can upgrade outdated units in cities that are not connected to my tradenet and thus can't build the upgraded version. (So building a 22procuction Warrior [or hurrying it for 99gold] and then upgrading it for 854gold is cheaper than hurrying a Mechanized Infantry for 1350gold)

Having multiple Forges, Factories and Iron multiplies the number of processed resources for each step in the production chain (for example you have 2 Forges, Factories and Iron, you'll get 4 Rifles, 8 Infantry Equipment and 16 AA/AT Weapons).
But I think you mentioned this or something similar in the known issues....

And many Siege Weapons (I think all but Mobile Artillery) can't get the promotion Combat1 and because of that no Drill2 and so on.

Also Mobile and Missle Artillery are very similar, the latter is a bit weaker, does less collateral damage to more units and can FSA with range 2 (this isn't mentioned in the pedia btw), but costs 30production more and additionally needs Aluminium and Electronic Parts (and can't get so many cool promotions).
 
Okay, my impression was right. The resources were still buggy in patch E (for me it was working) but I found this bug now too. And all tests are fine. Even the mine after road test. :D And patch F is a fast one. But I think I must rewrite the AI.

And I have tested the capture of cities. No trouble. I can raze them. I can keep them. I can examine them before. No delays. No hang up.

Here is patch F.
 
And many Siege Weapons (I think all but Mobile Artillery) can't get the promotion Combat1 and because of that no Drill2 and so on.

Also Mobile and Missle Artillery are very similar, the latter is a bit weaker, does less collateral damage to more units and can FSA with range 2 (this isn't mentioned in the pedia btw), but costs 30production more and additionally needs Aluminium and Electronic Parts (and can't get so many cool promotions).

And Missle Artillery does less damage to city def. (Quoted to make sure my edit isn't overlooked)
So I really think you should pimp up the poor Missle Artillery (with modern guiding systems it can be as precise as tube artillery http://en.wikipedia.org/wiki/Rocket_artillery#Rocket_artillery_vs_tube_artillery).

And thanks again for all the quick patches. :D
 
Building an Offshore Plattform adds Crude Oil to the tradenet and not the processed resources.

:goodjob: The code checks for route types. Forgot to think about water plots. Easy to change.

And placing barbarian cities with the mapeditor or capturing them sometimes causes processed resources to vanish (I think it happened only for cities near rivers or coast/ocean).

No idea at the moment. I'll have to do some tests.

And I can upgrade outdated units in cities that are not connected to my tradenet and thus can't build the upgraded version. (So building a 22procuction Warrior [or hurrying it for 99gold] and then upgrading it for 854gold is cheaper than hurrying a Mechanized Infantry for 1350gold)

I'll check the possibility for the upgrade. Third party code. And the upgrade costs come from BTS. I'll check both. For sure no problem.

Having multiple Forges, Factories and Iron multiplies the number of processed resources for each step in the production chain (for example you have 2 Forges, Factories and Iron, you'll get 4 Rifles, 8 Infantry Equipment and 16 AA/AT Weapons).
But I think you mentioned this or something similar in the known issues....

Right. This is known and okay for the moment. I'll change it when the rest is working fine.

And many Siege Weapons (I think all but Mobile Artillery) can't get the promotion Combat1 and because of that no Drill2 and so on.

I'll think about it. But I think it is just missing in the XML list.

Also Mobile and Missle Artillery are very similar, the latter is a bit weaker, does less collateral damage to more units and can FSA with range 2 (this isn't mentioned in the pedia btw), but costs 30production more and additionally needs Aluminium and Electronic Parts (and can't get so many cool promotions).

I see your point. I'll think about changes. And good link. :goodjob: And I'll add a hint in the pedia for the real weapon range. Maybe not with the next patch but soon.
 
And I can upgrade outdated units in cities that are not connected to my tradenet and thus can't build the upgraded version. (So building a 22procuction Warrior [or hurrying it for 99gold] and then upgrading it for 854gold is cheaper than hurrying a Mechanized Infantry for 1350gold)

Both is intentional by the code. I think it is coming from RevDCM. But I don't like it too. There is a gold offset for each unit upgrade. And there is a massive malus of 50% (?) if the unit to hurry isn't already in progress. That's the main reason for the difference. And there are also other modifiers but they are not so important.
So I'll remove this malus and the offset although I understand why those were created.

And the result of the upgrade possibilities is okay too. There is a city near that could train the upgrade unit. Right? The idea is not bad. Especially this upgrade mechanic is good for the AI. But it's also a little bit crazy as you noticed.

We really should discuss this in the other thread!!! Where and how can units be upgraded? What conditions must be met? And what is the effect for the AI? If we have a good solution I'll write the new code for it.
 
Combat 1 and 2 will become available for siege units. So they can get all drill promotions.

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Mobile Artillery:
15% -> 20% withdraw chance

Missile Artillery:
15% -> 25% withdraw chance
12 bombard -> 16 bombard

And don't forget that the missile artillery has a real weapon range of 2 and that it can do collateral damage to 6 units! The mobile artillery has only a range of 1 and can just do collateral damage to 4 units.

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And placing barbarian cities with the mapeditor or capturing them sometimes causes processed resources to vanish (I think it happened only for cities near rivers or coast/ocean).

I've been playing around with some scenarios but nothing happend. So if you can please upload a save and give me instructions how to reproduce the error.
 
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