Bug Reports and Discussion

Some questions about events -
  • Why are some units that appear from events set to bGraphicalOnly so they don't show up in the 'Pedia? Examples: Azer, Gaelan


  • Not sure. I'll fix this for the next release.


    I also just discovered that units with <bAlwaysHostile>1 are able to capture Super Forts without war. That probably should not be allowed to happen.

    Why not? alwaysHostile means just what it says.

    Edit2: I just discovered a much bigger problem with the bAlwaysHostile tag. When a rival unit with that tag is in one of your cities

    How did a unit with the <bAlwaysHostile> tag enter a city without capturing it?


    Also, it really seems to me that the AI is functioning under the false assumption that spells that create buildings in cities are useful in Super Forts. In my modmod I keep seeing the AI placing mages with Force II or Creation II in forts and not placing said units in cities where their spells could actually be useful.

    The AI doesn't really pay attention to what spells units have at the moment. Thanks for the report, I've entered it as a bug.


    I inserted at the beginning of the CvCity::chooseProduction() function in CvCity.cpp (about line 1650 in my build), before a CvPopupInfo object is created.

    Thanks! I'll include this in the next release.
 
<bAlwaysHostile> is actually a bit of a misnomer, as units with the tag don't seem to be hostile as far as rival cities are concerned. I was expecting them to attack units in cities the same way that HN units do, but to my surprise they instead entered the city peacefully. I rather like this, as it means my Dragon Fanatics can still spread their religion in rival cities but you can still attack rival dragon fanatics to prevent them from reaching your cities to do so. (In case it is relevant, I'll note that these units have the <bRivalTerritory>1 tag too.)

It seems to me like bAlwaysHostile units should not be able to capture super forts from players whose cities they cannot capture. Note that they still can capture cities while at war, just not while at peace.
 
Why not? alwaysHostile means just what it says.

How did a unit with the <bAlwaysHostile> tag enter a city without capturing it?

The AI doesn't really pay attention to what spells units have at the moment. Thanks for the report, I've entered it as a bug.

<bAlwaysHostile> is actually a bit of a misnomer, as units with the tag don't seem to be hostile as far as rival cities are concerned. I was expecting them to attack units in cities the same way that HN units do, but to my surprise they instead entered the city peacefully. I rather like this, as it means my Dragon Fanatics can still spread their religion in rival cities but you can still attack rival dragon fanatics to prevent them from reaching your cities to do so. (In case it is relevant, I'll note that these units have the <bRivalTerritory>1 tag too.)

It seems to me like bAlwaysHostile units should not be able to capture super forts from players whose cities they cannot capture. Note that they still can capture cities while at war, just not while at peace.

Nevermind what I said earlier. It would be best if Tholal handled this one. Seems to me that it should be considered a bug that the AlwaysHostile units can enter rival cities peacefully, but then that would mess up your dragon fanatics.
 
Seems to me that it should be considered a bug that the AlwaysHostile units can enter rival cities peacefully, but then that would mess up your dragon fanatics.

That's pretty much my thoughts on the matter. Magister, if you want me to look into this issue, both cities and forts will be vulnerable to attacks from <bAlwaysHostile> units.
 
rev1314 has AIs getting a bit more angry at having cities stolen by Loki. shouldn't they just DoW balseraphs instead of letting him do that? there's no way a player would ever have this happen to him.

haven't tested Loki lately, but I'm afraid if you've taught him how to convert cities and other AIs let him do that, he's going to severely cripple neighbours. WM had the same issue :D
 
I've noticed Illian AI building tons of javelin throwers. probably because they don't require a building, but they are piss poor units that should be avoided at all costs: weak and expensive, basically a n00btrap unit.
 
can the council resolutions popup be fixed so that it shows WTH each resolution do?

it used to work fine until some ffh patch years ago and it's been messed up ever since. very annoying to have to know them all by heart. "global civic" global civic what? what does open markets do? etc.

if at all possible, changing the text "choose a UN resolution" to something less immersionbreaking would also be nice, but that's minor really.
 
a couple games ago I managed to capture a luchuirp mud golem, which somehow I got a mud golem with the dwarven racial promo. not sure how it happened, but worth mentioning.
 
While creating a new game with a debug build of More Naval AI r1325, the following assert will be triggered:

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  3699
Expression:  strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type NO_IMPROVEMENT not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

----------------------------------------------------------
 
AI autoplay, very strange settling decision by Sheaim.
 

Attachments

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The savegame I'm attaching to this post will never come out of "Waiting from players" when reaching turn 480 if you set AI Autoplay to run until turn 481 or more. If you set AI Autoplay to end exactly at turn 480 the issue does not happen.

At first this seems like an AI Autoplay issue, but I'm reporting it in case that it isn't. The savegame is made with More Naval AI r1325.
 

Attachments

AI stacks moving back and forth next to a city instead of attacking is still a big issue. I've noticed a big calabim bloodpet stack spend approx 30 turns milling about next to the Kurio capital, and it doesn't seem like it's going to end soon either :/
 
[to_xp]Gekko;12186956 said:
can the council resolutions popup be fixed so that it shows WTH each resolution do?

it used to work fine until some ffh patch years ago and it's been messed up ever since. very annoying to have to know them all by heart. "global civic" global civic what? what does open markets do? etc.

if at all possible, changing the text "choose a UN resolution" to something less immersionbreaking would also be nice, but that's minor really.


I should have been more specific about this :D

each button is supposed to show a brief description of the effect between brackets. it used to work like that, but somehow it got bugged along the way. examples of how it looked like:

Global Civic: Liberty ( liberty effect )
Enlist the Nightwatch ( receive 1 nightwatch )
develop secret codes ( receive 1 great sage, cannot trade techs outside council )
Open Markets ( +1 trade routes )

etc.
 
That's pretty much my thoughts on the matter. Magister, if you want me to look into this issue, both cities and forts will be vulnerable to attacks from <bAlwaysHostile> units.

Eh, it isn't my ideal, but it is better than letting an ALwaysHostile unit keep your own units out of your city.

I guess that fix is fine.

It wouldn't be too hard to change SPELL_EVANGELIZE_DRAGON_CULT so that it works from tiles adjacent to a city rather than needing to be in the city.


(Any ETA on the next release?)
 
Has anyone gotten a bug where they can no longer use Alt+R to have workers autobuild a long road?
 
could infernal and mercurian AI be coded to not pick civics asap so the player can choose for himself 1 turn after rather than 10?
 
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