Bug Reports and Discussion

Hello,
I've just downloaded 2.5.1 version :goodjob:
just a minor nuisance: vampire lord and elohim horseman units have the art corrupted.

For the first one, I found esvath's original post with the the vampire and vampire lord models, installed them and that fixed it (by the way it would be a good idea to include also esvath's vampire model since it is so cool).
But for the elohim horseman I didn't find anywhere the original unit art.

I solved this mysterious problem that was causing pink units and other missing graphics by chance.
I don't know the reason, but apparently there is a difference between installing with the installer and extracting the files directly with 7zip.
if I extracted the files directly I got the pink units problem, if I used the installer I didn't.

Posted just for reference in case other strange problems of pink units are reported.
 
AI really needs to learn how to DoW balseraphs instead of losing cities to Loki. either that or have him use entertain instead, he's way too effective vs other AIs at the moment, a player would never allow his city to revolt to the clowns :)
 
Hello,

I noticed something strange and common to all my latest games (2.53).
Other civs, with which I have embassy and "right of passage" agreement, ask me for a peace treaty.
If I refuse and immediately check if I can ask them a peace treaty it shows as red (we dont like you enough or other reasons).
So apparently they ask me a peace treaty but dont want to give it to me :rolleyes:
If I accept, almost always, they cancel it after the required 10 turns. This of course means I have no right of passage either.
The feeling is that the AI wanted to cancel the right of passage and the only way it knew was to make peace and then cancel it.

As a side note, I had the feeling that the AI was also very indecisive because ti kept asking for right of passage and peace treaties and then cancelling them. Nothing solid just a feeling. Maybe there were reasons I didnt notice, like to block some of my units inside their territories (nasty AI! :eek:) or something similar.
 
Playing as Lurchuip:

Svaltfar attacked with Alkazan the Assassin and his mirror image (both as barbarian units because we were officially at peace at that time). I killed both units and the black mirror was dropped on the tile. I placed a fortified wood golem over the black mirror tile. When I got Arthendain to the tile, the black mirror was gone!

This may or may not have been the cause but a world spell that transformed the grassland to tundra on that tile may have had something to do with it? Otherwise I'm not sure...
 
Can golems not pick up items?
 
the malakim sit their starting lightbringer in the capitol instead of using it to explore like a scout, even if it starts with mobility.
 
(Playing as Lurchuip) I got the "visions of death haunt you" event and I could only choose the pay gold option - the do nothing option was unavailable which doesn't seem to make sense - what if I didn't have enough gold to pay??

In another game I got the same event but this time it allowed me 2 options - pay gold or subtract research from my current project.
 
Playing as Lurchuip:

Svaltfar attacked with Alkazan the Assassin and his mirror image (both as barbarian units because we were officially at peace at that time). I killed both units and the black mirror was dropped on the tile. I placed a fortified wood golem over the black mirror tile. When I got Arthendain to the tile, the black mirror was gone!

This may or may not have been the cause but a world spell that transformed the grassland to tundra on that tile may have had something to do with it? Otherwise I'm not sure...

If you were at peace with the svarts, they could have moved into the hex with your stack and taken the mirror, perhaps?
 
Back when I sent this patch, I reviewed all calls to getBaseYieldRate in order to prevent errors like this one, but in order to be sure I reviewed them all again. All other calls come from either evaluating building value or city value, and since they do not change the city production around while making calculations, they should be safe.

I had a quick look, and I suspect that there is one place you missed.
In CvCity::setBaseYieldRate, the line
Code:
if (getBaseYieldRate(eIndex) != iNewValue)
should be changed to
Code:
if (getBaseYieldRate(eIndex,false) != iNewValue)

Without that change, the yield rate will not get updated properly when (OldBaseYield+UnhappyProduction) == NewBaseYield.

I have not had time to test with those save-files yet though.
 
I did some quick tests with those save files, and the results are promising. Without the fix, I would get negative production when the Governor's manor was finished. With the fix, production was normal.

If anyone wants to conduct more thorough testing, I have uploaded a 2.53 DLL with the fix applied.
MNAI_CvGameCoreDLL_2.53_fixed.zip

By the way, if you really want to see the bug in action, first trigger it (by loading the "Yesbug" save), go to the city screen for Itos, and then repeatedly click on the mine tile. Watch the city production value go haywire.
The bug triggers when you start working a tile with the the same hammer value as the production bonus for unhappy citizens. The mine tile has a hammer count of 4, and Itos happens to have 4 unhappy citizens, so that is why it happens there.
 
fe79: Awesome! That certainly looks like a source of bugs, and your analysis seems correct to me. I assumed that I had missed a "false" parameter in one of the preexisting calls, but I did not consider checking the ones I created along with my code. Thank you for looking into this :)
 
Were the Warrens mechanic changed in MNAI? the manual mentions it does NOT double Heroes, National Units, Siege and Naval. however, it seems like in MNAI the bonus also doesn't apply to all units which are not alive. is this how it worked in ffh2 already?
 
I did some quick tests with those save files, and the results are promising. Without the fix, I would get negative production when the Governor's manor was finished. With the fix, production was normal.

Excellent! Thanks for your detective work fe79! I hope to test and incorporate your fix soon.

[to_xp]Gekko;13277119 said:
Were the Warrens mechanic changed in MNAI? the manual mentions it does NOT double Heroes, National Units, Siege and Naval. however, it seems like in MNAI the bonus also doesn't apply to all units which are not alive. is this how it worked in ffh2 already?

I'd have to look at the code but I'm pretty sure that the ffh2 code did not work completely as described in the manual. Pretty sure that I added the isAlive() check.
 
If you were at peace with the svarts, they could have moved into the hex with your stack and taken the mirror, perhaps?
If they did then I didn't notice it but having said that I wasn't keeping a close eye on it.z
 
I've got a feeling that the AI doesn't take into account your ability to produce fireballs (from your golems). They lead a stack which could work without me summoning lots of fireballs but then after I fireball their stack it is pretty weak.
 
I'd have to look at the code but I'm pretty sure that the ffh2 code did not work completely as described in the manual. Pretty sure that I added the isAlive() check.

I was wrong. Kael's FFH code did work exactly as described.

[to_xp]Gekko;13279655 said:
is there any particular reason why you decided to add that check?

I dont remember offhand. It was apparently done very early during this mod's existence. Might have been related to something I imported from Wild Mana. I'll look into it when I get a chance.

When I got Arthendain to the tile, the black mirror was gone!

I would need to see a savegame in order to look into this issue.


[to_xp]Gekko;13272835 said:
the malakim sit their starting lightbringer in the capitol instead of using it to explore like a scout, even if it starts with mobility.

It doesnt start with an exploring type of AI.

I've got a feeling that the AI doesn't take into account your ability to produce fireballs (from your golems).

No, they do not. The AI doesn't understand the concept of trying to defend against / avoid ranged spells. I wouldn't even know where to begin to try and code that into the AI.

The AI (IMHO) shouldn't build a fortress/citadel ADJACENT to their city!!! :O Good defence for my troops attacking them, I don't know why they did it...

I'll add your comments to the bug report
 
No, they do not. The AI doesn't understand the concept of trying to defend against / avoid ranged spells. I wouldn't even know where to begin to try and code that into the AI.

Somehow Sephi got this "spells" part working for AI -at least partially - in his mod AI used ranged spells pretty well.... IIRC autocasting was a big part of it...
 
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