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Bug Reports and Discussion

It shouldn't really be possible though; if Rathus' shade is great-specialisting in a city, how can he also be sitting around somewhere else getting xp in preparation to wane again?
 
Two bugs - OOS everytime human hyborem captures a city and

conquered cities won't have "infernal citizen" building - making mane adding essentially pointless ( by adding manes you add only unhappy citizens)

Settled hyborem cities are ok
 
In my current game as Keelyn, I got the revolution event where my people wanted me to turn control over to Perpentach for a while. I decided to say yes (because I actually hadn't read it carefully, and assumed it was he event where I would be setting free a couple of rebellious cities under daddy's control), and got 15 turns where the AI played for me.


After that, I noticed that I was no longer playing as Keelyn but as Perpentach. Is this the way it is supposed to work? I had assumed that the leader type would go back to normal after the autoplay was over.

Also rather strange was the fact that the event changed the leader type (picture and all), but did not change my traits. This crazy scenario resulted in a Perpentach who is not insane, but sticks permanently with his daughter's usual traits.


This also remined me of that time in a previous version where I was playing as Cassiel of the Grigori and turned over control to a different copy of Cassiel. That would be odd by itself, but even stranger this caused me to be able to adopt a state religion. (Since this is my modmod, Cassiel did not have the agnostic trait Agnostic, just a -100 weighting towards all religions to stop him from adopting one.) This may have already been addressed, but if not you should probably do something about the religion weightings being changed like this.
 
Fair enough. Would have been good info to have with the initial report...

Does the player get all the other free Infernal buildings (ie, Forge, Obsidian Gate, etc)?

No. Only settling infernal cities in MP do.
 
Removing a religion from a city (at least in worldbuilder) seems to also remove the holy city status of that religion's holy city.
 
It isn't exactly a bug, but the diplomacy still seems a bit off in my current game (of Magister Modmod with the less psychotic AI alternate DLL). Cassiel just declared war on me (Varn of the Malakim), only a single turn after I agreed to his request to join his war against Decius of the Calabim. He relations with me remained Friendly even during the war. He is still at war with Decius, so it couldn't have been part of a peace treaty. It could not be caused by a Council resolution, as we are both members of the Overcouncil. (I was actually able to end the Grigori-Malakim war after just a couple of turns, thanks to an Overcouncil resolution.)
 
the random map generation code that adds bonus resources to bad starting locations needs to be tweaked to not use Pearls ( since only Lanun can see them ) .

an easier alternative would be to make pearls visible to every civ, and add +1 happy with pearls to Sea Havens ( I'd prefer the code fix though :D )
 
I have tested that just checking for IsPermanentSummon() at the canGift() method of CvUnit.cpp is enough to prevent gifting infinite tigers and skeletons. The code with which I tested this change can be seen below.

This fix will be included in 2.42

[to_xp]Gekko;12129797 said:
the "governor builds boats" player option now reads "Modplayeroption1"

Fixed in 2.42

Upgrading a unit which is the avatar of you leader still causes you to loose your traits.

Fixed in 2.42 (using Magister's suggested code)


[to_xp]Gekko;12132383 said:
issue with the code that places goblin archers on goblin forts at gamestart: take a look at this start ( small pangea ) ... ouch that settler is toast

Entered as a bug. Not sure which comes first, placing goblin forts of choosing starting locations.

[to_xp]Gekko;12133936 said:
bug: centaur archers can be upgraded to from warriors, only centaurs should be able to ( no changing races via upgrade allowed in ffh ) . I guess the issue is archers need to be blocked from upgrading to centaur archers.

[to_xp]Gekko;12134042 said:
it seems the same is true for scouts as well, I guess they can also upgrade to regular centaurs too..

Will be fixed in 2.42

getting sons of the inferno from the worldspell would be way OP :D

This was fixed in MNAI long ago.

In my last few games I've noticed Flauros casing River of Blood in the first few turns of the game. It makes sense to cast it when civs have more cities and population.

If you let your city grow instead of buidling a worker rivers of blood when you get to size 3 is devastating. It is like loosing 20 turns.

The AI generally isn't very smart about when to use their World Spells. On my to-do list to improve that someday.

In that post I have a save game where the ljosalfar has two mages as part of a naval invasion. They only have nature 1 and air 1. Does not seems like a good promotion path. Air 2 and nature 2 would both help them.

Unit promotion choice is one of those things that I'm constantly tweaking. Thanks for the report.

[to_xp]Gekko;12138998 said:
ToD should be a team wonder so you can't build it more than once, this likely also applies to the infernal grimoire.

Infernal Grimoire is a World Wonder. I'll consider making the towers a team-shared wonder. Hopefully doing that wont have any unforeseen repercussions.

I'm attaching a rework of the random civilization/leader assignment code in CvGame::init. Besides fixing this issue, it also allows to select a specific civilization and an alignment by choosing the civilization you want and one of the "random alignment" leaders.

Thanks for the code. I'll try to review this and get it into the 2.42 release.


I agree with you, it is hardly a gamebreaking exploit. But being able to resurrect a unit which has not been killed and get a gameplay profit from it feels wrong to me.

That is a strange situation but I dont know that the solution would be very easy.

After that, I noticed that I was no longer playing as Keelyn but as Perpentach. Is this the way it is supposed to work? I had assumed that the leader type would go back to normal after the autoplay was over.

Yes. It should go back. I'll enter a bug for this issue.


[to_xp]Gekko;12145470 said:
conquered cities don't have the "avoid unhappy" button activated like settled cities do.

OK. Will enter a bug.

Removing a religion from a city (at least in worldbuilder) seems to also remove the holy city status of that religion's holy city.

Makes sense to me.

It isn't exactly a bug, but the diplomacy still seems a bit off in my current game (of Magister Modmod with the less psychotic AI alternate DLL). Cassiel just declared war on me (Varn of the Malakim), only a single turn after I agreed to his request to join his war against Decius of the Calabim. He relations with me remained Friendly even during the war. He is still at war with Decius, so it couldn't have been part of a peace treaty. It could not be caused by a Council resolution, as we are both members of the Overcouncil. (I was actually able to end the Grigori-Malakim war after just a couple of turns, thanks to an Overcouncil resolution.)

The BBAI.log file should have an entry explaining why war was declared.


[to_xp]Gekko;12152506 said:
the random map generation code that adds bonus resources to bad starting locations needs to be tweaked to not use Pearls ( since only Lanun can see them )

Where do you get this report from? Code looks good to me and I ran a bunch of tests and never once had the map generator place pearls to balance a starting location.
 
Makes sense to me.

Perhaps I was not clear.

It would make enough sense for removing a religion from that religion's holy city to remove the holy city status. My complaint was not about that.

What seems wrong is that removing a religion (at least through world builder) from one city which was not the holy city is causing that religion's holy city status to be removed from a different city which was.


I'm afraid it might also be happening sometimes when a religion is removed through python, such as when the Mercurians take a city that had the Ashen Veil. Long before I noticed this happening in world builder I had noticed the AV Holy city mysteriously disappearing from Dis in the Lord of the Balor's scenario.
 
Where do you get this report from? Code looks good to me and I ran a bunch of tests and never once had the map generator place pearls to balance a starting location.

it's been an issue for a long time, seems like it has been fixed at some point though then :)
 
My current game ist still Version 2.3 so i can't be sure it's in 2.4 too: Hawks aren't allowed to use obsidian gates? Feels like a bug bug but might be intended.
 
two screenshots, one is the Svartalfar starting location and the other where they moved the starting settler... ouch!
 

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