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Bug Reports and Technical Issues

Is brazilian spawn conditional? Because in my games they never spawn, or they spawn strangely (i.e. they control only Cayenne).
 
Leoreth, take a look at this abuse of the new spy/espionage system.



It takes one turn for my spy to reach Lisbon. For next to nothing he can perform the Spread Culture misson. Most likely he'll succeed and return to the nearest city. With the avoid detection promotion it'll be impossible for him to fail soon.

Also notice the spy points required for the next Great Spy is 24.



Then I just mass produce spies and have them do the same. Soon my 1st GS is born.

Notice the spy points requirement only goes up to 36.



Then only 3 turns later, my 2nd GS is born. And I only need 48 more spy points for the next GS.

I didn't invent this, but this is what game abusers do. I'm just trying a Spain game and this is naturally the way to play, obviously it quickly gets boring. I know it's common to get a ~100 exp super spy a while into the game and that doesn't sound right.

And another thing, right now for most of the cases, the best strat for Euro civs is to rush each other on spawn. It's best because it's possible. To(partly) fix that, I suggest giving the human player the minimum of units(like 3 archers for 3 cities, not even longbows) on spawn, and with little to no starting gold(so no mercenaries). Especially no knights for civs like human Spain. Holy Rome can have some units because they need to capture Roma to win their UHV.
 
Thanks for the constructive and detailed report. I think the cost or difficulty of a mission needs to have a greater impact on spy experience.

I agree about the early rushes. I'll think of a solution.
 
Is it intended that on collapse all of the Indus Valley civ's cities autoraze? And if so, should that also happen to a holy city if they have one? I founded Buddhism as them and then switched to another civ. Later saw that all cities, including the holy city, were gone.
 
I agree that spies are now very strong.

Some suggestions to nerf them:
The Great Spies should more expensive after the first.
Only Improvise I, II and III. No IV and V.
Making Spread Culture and Bribe Worker missions more expensive.

Also got this out of the box idea:
When you got enough experience to get the Great Spy, your spy with most experience is transformed to the Great Spy. This would prevent endgame spies with 200+ exp.

About Harappans. Maybe it should be written ability of the City Builders, that the cities are automatically destroyed when control is lost.

Also there still exist this bug in Congress, that if you try and fail to influence decision of another civ, they will get permanent Refuses to Talk Syndrome.
 
To keep everyone updated, the last couple of days I've been trying to address the never-ending AI turn bug. There's been some headway to the point that I've found it's related to unit or selection group AI. I think I can eventually fix the problem or find a workaround.
 
To keep everyone updated, the last couple of days I've been trying to address the never-ending AI turn bug. There's been some headway to the point that I've found it's related to unit or selection group AI. I think I can eventually fix the problem or find a workaround.

Good luck.

An other bug to report:

Not a big deal or urgent. AI diplo music and communist city names (or is this fixed) are enabled by human's civics and era, instead of AI's.
 
Code:
self.createResource(37, 14, iCow) # Argentina
self.createResource(35, 10, iCow) # Pampas
The 1600 AD cow resources are missing in the 1700 AD scenario.

Also, there's no UHV turn number reminders for Brazil in the 1700 AD scenario.
 
To keep everyone updated, the last couple of days I've been trying to address the never-ending AI turn bug. There's been some headway to the point that I've found it's related to unit or selection group AI. I think I can eventually fix the problem or find a workaround.
If anyone cares, the AI is stuck in a loop constantly reassigning units to new selection groups and then disbanding them again. Not sure if I can find the underlying cause, but maybe it's possible to force the loop to break instead.
 
I care in that you can only fix other bugs after dealing with this one. :D
 
Yeah I know they're piling up, but I won't let go of this now.
 
If anyone cares, the AI is stuck in a loop constantly reassigning units to new selection groups and then disbanding them again. Not sure if I can find the underlying cause, but maybe it's possible to force the loop to break instead.
That's funny because a similar bug was in History Rewritten.
 
If anyone cares, the AI is stuck in a loop constantly reassigning units to new selection groups and then disbanding them again. Not sure if I can find the underlying cause, but maybe it's possible to force the loop to break instead.

Probably there are some different strategy functions that dictate different things. Aren't these functions finite and tracable? Well, I haven't seen the code, thus it might be something more complex.
 
The problem is that there are apparently configurations where the AI thinks a group should be split, but when considering the individual units it decides they need to be grouped again. That's what happens when your AI is just a bunch of heuristics.
 
The problem is that there are apparently configurations where the AI thinks a group should be split, but when considering the individual units it decides they need to be grouped again. That's what happens when your AI is just a bunch of heuristics.

The obvious solution is giving priorities in configurations, somehow. However, I don't know the code, so I can't help you how these priorities should be assinged (specific for all AIs, each AI has its own, every turn recalculate, random etc.)
 
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