Bug Reports and Technical Issues

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okay, maybe not really a bug, but do the Americans really need to be that aggressive when settling? They placed those 2 cities within 3 turns of each other.
 
I'm experiencing a crash during the AI's turn in my game: SVN revision 838, 600 AD scenario, Heir, Russia, Marathon. I've played from an earlier save and sometimes the crash occurred a turn or two earlier. I would have done more to track down the cause by myself, but I'm not really that familiar with how the game works. :blush:
 

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Two big problems- recently I re-downloaded version 1.12 and installed it by copying the folder into the mods folder, but when I open the game the same problem occurred where the civ spawn flips just didn't happen. Additionally the 600 AD scenario didn't even load, it kept crashing.

Because of these continuing problems I've decided to shelve installing the latest version of DOC for now, at least till I've finished my india story. However, in my first installation effort I installed over the original DOC v 1.11 folder in my PC. I reinstalled my copy of the older version which led to further complications. So I deleted that one and made a fresh installation. Now the problem has occurred that no civ spawn is taking place any more in my DOC games. Nothing else has been impaired, except the civ spawns and the dynamic city names.

What is the solution for me ?
 
I'm experiencing a crash during the AI's turn in my game: SVN revision 838, 600 AD scenario, Heir, Russia, Marathon. I've played from an earlier save and sometimes the crash occurred a turn or two earlier. I would have done more to track down the cause by myself, but I'm not really that familiar with how the game works. :blush:
Okay thanks, I was waiting for a save for this. There isn't much you can do usually, besides trying to erase cities/players to see if that eliminates the problem. This might save me some time tracking down the reason. But let me look at the save first.

Two big problems- recently I re-downloaded version 1.12 and installed it by copying the folder into the mods folder, but when I open the game the same problem occurred where the civ spawn flips just didn't happen. Additionally the 600 AD scenario didn't even load, it kept crashing.

Because of these continuing problems I've decided to shelve installing the latest version of DOC for now, at least till I've finished my india story. However, in my first installation effort I installed over the original DOC v 1.11 folder in my PC. I reinstalled my copy of the older version which led to further complications. So I deleted that one and made a fresh installation. Now the problem has occurred that no civ spawn is taking place any more in my DOC games. Nothing else has been impaired, except the civ spawns and the dynamic city names.

What is the solution for me ?
Sounds like a Python exception, is their display enabled for you?
 
Conquering Paris with the stack next to it and subsequently signing peace while asking tribute triggers a congress where I (Germany) am appointed as the 'loser' of the war and Paris is handed over France again. This is unintended, right?
 

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Loser and winner is determined by AI war score, so you can sometimes be the loser even when you're receiving tribute. So far I don't know a better way to handle this.
 
Loser and winner is determined by AI war score, so you can sometimes be the loser even when you're receiving tribute. So far I don't know a better way to handle this.

Well, whether the AI is demanding tribute or willing to give tribute to get out of the war would be an easily checkable and more intuitive way, I think.
 
Yes, it's only supposed to last a few turns.
 
this is probably something you cant fix because it is a basic civ4-problem but still, I felt like trying, because it just irks me:

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The turn before, all enemy troops were on that tile marked with 1. When I send my troops to attack they will follow the dotted line (even if the tile 1SW from the city were empty). However once they reach the tile from which they can attack, they suddenly notice "oh, dang, there is water between us and the enemy" and my combat success rate gets reduced by 25%. They could have just used the tile 1SW from Pataliputra (now occupied by the enemy) to attack without that crossing-malus...why do they chose the inferior tile? Or will a unit I sent along the dotted line get to fight without the crossing malus (thus as indicated)? That would explain the AIs movement suggestion but at the same time would be really, really weird.

(hope it is understandable what I am talking about^^)
 
Oh, yeah, I know what you're talking about. It comes down to the pathfinding algorithm. Not sure but maybe it is possible to break ties in distance by taking terrain modifiers into account. Everything else in my opinion has to be done manually by the player (the game shouldn't make the decision to spend extra movement on trying to reach a better attack position, that's for you to notice and decide).
 
yeah sure, but it should display the correct modifier/chances and if 2 paths are available that have the same length it could take the one with the better modifier. But as long as it displays the correct battle values everything else is not as important. Its just bad when the game lies to you ;)
 
I think the problem is that the information which path the unit takes is just not available when the combat odds are calculated, and changing it so that is the case might impose further constraints on the pathfinding algorithm, thus slowing it down.
 
okay, slowing down the game is the last thing I want, yeah. But since it already suggests me a path I'd think it should be feasible to get it to look for a path first and then calculate its odds. As you said, it is my job to find the best angle to attack from, but its the games job to tell me when I got it ;)
 
No error message came up when the game crashed. The displays are working normally except for a strange "Indian Empire" in the list of civs when I open load scenario.
Sorry I missed this earlier. That looks a lot like your reinstallation didn't go all the way through somehow.

okay, slowing down the game is the last thing I want, yeah. But since it already suggests me a path I'd think it should be feasible to get it to look for a path first and then calculate its odds. As you said, it is my job to find the best angle to attack from, but its the games job to tell me when I got it ;)
I agree, but the problem is that combat odds calculation and pathfinding are currently two separate aspects of the game. I think rivers are the only situation where the attacking stack's position matters, and the combat odds calculation seems to always use the current position instead of the one the attack will actually happen from.

The correct way to do it would be to first determine the path and modify the pathfinding algorithm to make the next-to-last tile of the best path available for the combat odds calculator to use as the attacking spot. But having them interface in this way might be complicated, could create extra computation time (not something we want in crucial subroutine such as this) and depending on how much of it is exposed to the DLL might even be completely impossible.
 
Danegeld goal appears as failed from the Viking's start.
 
Okay, will check that.
 
culture-expansion still looks a bit weird sometimes:

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the first expansion adds the silver-, the fish- and the circled tile to my culture, so all in all it's more or less fine, but shouldn't the circle be on either the fish or the silver? One of those 2 should be the first tile to added (that 2 other tiles will be added on the same turn seems to throw the prediction off)
 
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