Bug Reports and Technical Issues

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Also, could this event be modified so Independents/Natives/Barbarians don't count as 'rival civs'?
 
Might be, let me check.
 
How can you have +10 stability and be collapsing?
Collapsing is the stability you were at during the previous check. +10 is how stable you currently are. In other words, they were at negative stability for a long enough time to get to collapsing, and then their stability massively improved.
 
And, playing as the Inka, wouldn't you hate it if early-bird Arabia discovered your home just one turn after your spawn?
Actually, I'm pretty sure that rule only applies to the AI. I remember getting the conqueror event 3 turns after my spawn while I was playing as the Inca before. (yes it was Arabia)
 
Collapsing is the stability you were at during the previous check. +10 is how stable you currently are. In other words, they were at negative stability for a long enough time to get to collapsing, and then their stability massively improved.
Yeah, that happened. Poland's stability was crazy unpredictable around 1700. Is that around the time when it becomes becomes "less stable" in the code? Because I was doing fine then suddenly became unstable due to a small amount of unhappiness and bad relations, Kiev seceded, the Prussians spawned taking Gdansk, I adopted isolationism and got the "only core cities" +10 bonus plus a golden age then back to shaky.
 
Yeah, that happened. Poland's stability was crazy unpredictable around 1700. Is that around the time when it becomes becomes "less stable" in the code? Because I was doing fine then suddenly became unstable due to a small amount of unhappiness and bad relations, Kiev seceded, the Prussians spawned taking Gdansk, I adopted isolationism and got the "only core cities" +10 bonus plus a golden age then back to shaky.
Poland's fall date is 1650 (tFall in consts.py)

After an AI civ's fall date the thresholds for stability levels increase.
 
Wait, does that only apply to AI?
tFall is only directly used for respawns. Specifically within secedeCities and triggerCollapse*. isDecline is used for stability calculations
Code:
def isDecline(iPlayer):
    return utils.getHumanID() != iPlayer and gc.getGame().getGameTurn() >= getTurnForYear(tFall[iPlayer])

*The tFall within triggerCollapse will only be checked for AIs
 
A strange thing with the Combat Odds display: When different units are group selected, the display does not show the survival odds of the unit that is actually attacking.

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This seems to happen usually when siege weapons are involved. I haven't tested with cavalry (who also have retreat chance)
 

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When a group is selected, the survival odds of the units with the highest survival chance is displayed, which is the catapult in this case. I don't know how it is determined which unit is used when attacking with a group.
 
When a group is selected, the survival odds of the units with the highest survival chance is displayed, which is the catapult in this case. I don't know how it is determined which unit is used when attacking with a group.
My suspicion is that is pairs their strongest with your strongest. Like if your heavy cavalry unit is selected from the stack then their spearman is selected. That's why if you are going for a siege you should always separate your siege units from the rest.
 
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Shouldn't National Wonders like the Trading Company be destroyed upon city conquest?'
This was played with the 1700AD Scenario, so perhaps it might have something to do with the TC not having been actually built, but planted there from the start in the map file?
 

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Hi, big fan of the mod! I'm playing as Babylon on 1.16 Release and getting a CTD every time I end the turn that completes my UHV. This is the first UHV I've completed on 1.16 so I can't say whether it's a fluke; I'll try to complete another to find out. Also, and I don't know if this is related, but many times when I try to quit to main menu, I get a CTD, especially on larger savegames. I'm uploading the Babylon save two turns before the crash.
 

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Thanks for the report! Noted. I will get back to addressing bugs and crashes come first.
 
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Minor error: The description in the 'History' box wrongly states that Llanero replaces the Dragoon.
 
Finishing 3rd Chinese UHV crashes game apparently. I played this on 1.16 release, regent, marathon. You can wait for 3 turns until the last golden age ends.
This doesn't happen for me. Anything special in your setup? VD maybe?
 
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