Bug Reports and Discussion

Barbs do not seem to build TumTum with the Trade Tech.
Nice job on making the Ai use the moroi spell properly, btw.
 
As pointed out by a new player(EvaND), the action button graphics have somehow lost their flavor differences from the base game.

I'm not sure what you mean by 'action button'.

also infernal units have default icons when selected

All the units were showing default icons rather than the civ-specific art. Not sure if this is what Kiech was trying to point out as well, but i just fixed it for my next release.

in addition infernal assassin, if upgrade from hellhound, has normal assassin unit art; but if built directly or upgraded from scout, has infernal assassin art correctly.

Barbs do not seem to build TumTum with the Trade Tech.
Nice job on making the Ai use the moroi spell properly, btw.

I'll look into these two issues. Thanks for the reports, everyone!
 
I think thats what EvaND meant.
 
I'm not sure what you mean by 'action button'.

All the units were showing default icons rather than the civ-specific art. Not sure if this is what Kiech was trying to point out as well, but i just fixed it for my next release.

I'll look into these two issues. Thanks for the reports, everyone!

I was just relaying a message and not sure what the buttons are called, but that sounds like the right fix!
 
I've uncovered what I believe to be a bug in how the governor evaluates tiles.

This is the configuration the governer wants me to have:
civ4screenshot0082o.jpg


While this is clearly a more optimal configuration (2/1/2 is clearly superior to 1/2/0 when building a worker):
civ4screenshot0083q.jpg

Now I am playing Falamar who is EXP/CHA.
My (uninformed) theory is that this is a holdover from BTS where EXP gives a bonus to workers rather then Settlers, and that the governer has not been adapted for this change.
 

Attachments

I got this error when trying to attack a mud golem.
selected rosier the fallen, while right mouse bt was pressed I hovered over the golem, as soon as the pointer was over the golem the popup appeared.

that popup is really an undefinited numer of popups, all with the same error. they keep replicating as long as the golem is on screen. I managed to close all of them by moving away the screen (by chance I did not know it would have been helpful ;) ).
the game animations and music are not frozen, but nothing is clickable because of the popup, indeed I can continue playing after closing all of the popps, but as soon as I try to attack the mud golem.
it does not happen with all mud golems only some of them.
I tought to attach the autologs, but there is no log file, so I have only a screenshot.

After additional testing, the error is displayed only when advanced combat odds are enabled, in particular the option "total defense modifiers".
 

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    error screen.jpg
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Qgqqqq, it's because the AI gets one more hammer for production in the first setup (and you're using god king right?). True, it's not the best setup.
 
I've uncovered what I believe to be a bug in how the governor evaluates tiles.

Thanks for the screenshot and savegame. I suspect the issue is that the AI is overvaluing hammers and/or doesn't account properly for food being added to the production. I'll poke around at it when I get a chance.

I got this error when trying to attack a mud golem.
selected rosier the fallen, while right mouse bt was pressed I hovered over the golem, as soon as the pointer was over the golem the popup appeared

....

After additional testing, the error is displayed only when advanced combat odds are enabled, in particular the option "total defense modifiers".

Thanks for the additional info. I probably wouldnt have been able to track down the issue otherwise. Should have it fixed for version 2.5
 
yeah, when building workers/settlers the governor tries to get them built ASAP so it doesn't consider commerce. indeed losing 8 commerce for 1 hammer is suboptimal :D
 
[to_xp]Gekko;12330028 said:
yeah, when building workers/settlers the governor tries to get them built ASAP so it doesn't consider commerce. indeed losing 8 commerce for 1 hammer is suboptimal :D
Actually it's two hammers (4 more food and 4 fewer hammers... presumaby Qqqq is running God King, so +2 hammers for the 50% bonus).

Ideally, IMO, the AI would optimize on the edge by figuring out how much commerce it can squeeze out and still finish the worker in the same number of turns. But that's probably too tricky to code.
 
I don't mind the commerce bit as much, but it would be nice if it devalued food after hitting the happy cap if I have the "don't grow to unhappiness" button clicked.
 
Actually it's two hammers (4 more food and 4 fewer hammers... presumaby Qqqq is running God King, so +2 hammers for the 50% bonus).

Ideally, IMO, the AI would optimize on the edge by figuring out how much commerce it can squeeze out and still finish the worker in the same number of turns. But that's probably too tricky to code.
actually, one doesn't have to make those calculus.
the screens show that in one case the AI gets 40 F+H (7+33) while Qgqqqqq would get 38 F+H (11+27).
are 2hammers/turn a bonus worth 8commerce? I don't think so. However it might. Especially if those 4 hammers can make a 1turn difference on next building/unit after overflowing, or the one after that.
 
I made a post in the other thread, but I should probably have done so here.

Is the AI being so aggressive and powerful a known issue? For example, in my current game on Immortal difficulty, Mahala declares on me on turn 42 and enters my borders on turn 48 with 12 beastmen plus Lucien. Eleven of those beastmen have two promotions in addition to Raiders. Also 15 Wolf Packs.

This cant be right, can it? As far as I can tell it makes the game impossible.

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I am also noticing that there are not enough barbarians spawning. Since I play with no lairs there should be hordes of barbs, but there are only a few. I think this might be because the AI have far too many units early on and they are fog busting.
 
I made a post in the other thread, but I should probably have done so here.

Is the AI being so aggressive and powerful a known issue? For example, in my current game on Immortal difficulty, Mahala declares on me on turn 42 and enters my borders on turn 48 with 12 beastmen plus Lucien. Eleven of those beastmen have two promotions in addition to Raiders. Also 15 Wolf Packs.

This cant be right, can it? As far as I can tell it makes the game impossible.

Everybody notices this. Tholal wants us to play at lower diff settings. Or maybe he wants simply to make the AI play like in an agressive MP. AI declares if you're too weak no matter the diplo (pretty much), and you're always weak at higher difficulties in the early game.

Seems proper for the Doviello to declare early anyway, but typically everyone tends to declare, yeah...

Too bad that warrior rushes from the AI at lower diffs are laughable though and it cripples them. Why declare early when you have room for 5 more cities or so? A middle game war would've then been more effective, easier and faster. I doubt that Kael wanted the game to have much early warfare the way it is. It would be better and more fun if the AI became more efficient later and they don't. So, this sort of warrior rushes are just desguising the AI later weaknesses.

The AI still struggles when there's magic involved, no matter what. AI stacks should have a few defenders with magic resistance promos and know not to stop and heal in range of mages with Air2, Fire2, etc.

It would be interesting to see Tholal's AI in BTS, it would kickass - assuming it knows how to use siege....
 
Tholal, I had a diety game where the AI teched everything in 340 turns, so this is the best version yet (abnormal though and you can guess that it was the Lanun of course). I also saw the AI win a tower victory for the first time (I noticed that in the next version the AI will know to rush the tower, that's nice).

Any plans to improve the inquisition code and make inquisitors use the spell in foreign cities? The AI would've won a few religious victories if they knew to do that.
 
for me 3 AI declared wars with stacks of warriors that stayed from turn 50 to turn 100 (when I crushed the 3 stacks) not doing anything : didn't attack my hill city as too many warriors, stayed in territory. I'm pretty sure it crippled them as much as me.
I was top dog until the rushes, all three "rushers" stayed bellow in term of score.
only one that rose beyond me is the only one at peace: sheaim. they currently have 4 well developped cities while the other are at 1 (and me at 2, after I crushed the 3stacks).
(the 3 stacks were each reinforced 3 times)

currently I'm confronting the second wave : 3promo horsemens from calabim, 2promo warriors from dov.

I won somthing like 5 Great General by crushing the stacks, So I consider it currently a win, just waiting to get the copper in line to get those str4+1 warriors (or 5+1 axes) and raze everybody. well I'll just have to survive the horses.
 
I just got this python error when playing my momdod:
Code:
Traceback (most recent call last):

  File "CvEventInterface", line 34, in applyEvent

  File "CvEventManager", line 233, in applyEvent

  File "Revolution", line 6179, in joinHumanHandler

KeyError: 1
ERR: Python function applyEvent failed, module CvEventInterface

(Note that line 6179 in my modmod is equivalent to line 6175 in base MNAI, since I added a few lines much higher up in order treat civs with a -100 weightng towards a religion the same as an agnostic civ. I don't think that code is relevant to this big though.)


I was playing as Sabathiel of the Bannor, and Flauros of the Calabim had recently declared war on me. I got an event in which I chose to welcome "back" a city that he controlled. (I had never actually owned the city, but its culture was 2/3 Bannor.) The city did not change hands, due to the python error.
 
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