kiwitt
Road to War Modder
Just started playing 1.8 ... no bugs found, except the generic Civ IV bug, i.e. if you task switch back to windows the game crashes sometimes. I simply save my game now, before actually switching back to Windows.
This seems to be a bug:
The delta rapid construction ship is not in the build list for the red syndicate, it shows the default delta construction ship. Upgrading rapid construction ships to delta is also not possible.
Robbe
I have committed the current version of this file to the SVN (trunk, of course).I just checked something and the CvPlayerAI.cpp source file in CvGameCoreDLL is not the correct version. It is not the version that was used to build the DLL and it does not include most of the changes for evaluating the civics mentioned above. The DLL does seem to be the right one (based entirely on size in bytes, compared to the alst one I built). The modified version of that file does not appear to have made it into the SVN's trunk when the Experimental AI branch was merged back in. I have no idea how it could fail to merge one file back from the branch and get the rest, but it did - the file in the branch is a newer version than the one in the trunk. I also discovered that this one specific file was also one update short of the last version I made even in the branch...
Some more minor and one possible larger bug
- the civics screen says -1for the 6 largest cities for Mechanized workforce, while in fact it does +1
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The Hints inherited a lot of BUG hints when that was merged, some of which are not correct. I do hope to get great generals back into the game at some point (probably renamed as Great Admirals), at which time that particular hint would become less wrong.- when loading a game it sometimes says the military academy increases military production, but can only be built by a great general (their are no great generals in FF)
- for some reason the AI seems to cannibalise their systems to 4, even 1 population, making them practically useless. Even when they have sufficiënt happiness and health to support a larger population.
- in the attached savegame the city Rightcheousness from the Brotherhood has -2 population assigned (it has 8 people on the planets, but only 6 population)
I'm pretty sure the contents of the Art folder do override the FPK. I think BtS overrides a few of the files in the vanilla FPKs this way, although I can't remember what.
The previous version of FFP has those files in the Art folder. Overwriting them is probably easier than removing the ones copied from FF.
The one turn vanishing culture is not, technically, a bug. It always happens when you accept a vassal, and has done so in every version of FFP and plain old ordinary FF too. It may not be entirely desirable, but it is not a bug.
The issue is that the ownership of the plots caused by a starbase is not done in the DLL, it is done in Python each turn. Normally, in the DLL's determination of plot ownership, only plots withing a city's cultural radius can be owned, but some Python code overrides this and manually (so to speak) forces the ownership of the plots near starbases to be set every turn. When you accept a vassal, the DLL recalculates plot ownership which wipes out the forced assignment that was done for the starbase controlled plots. The Python for the starbases is not run again until the next turn is processed, so the ownership of those plots disappears briefly.
There is one exception to the "ownership not assigned in the DLL" statement. In FFP (not in regular FF) on the turn a starbase or sensor station is built the code in the DLL that creates the unit instead of the improvement also immediately assigns the ownership of plots in the range indicated in the unit's iCultureRange setting, which is why building a sensor station temporarily causes ownership of the plot it is built on. On the other hand, the Python that sets the ownership every turn does not actually use this value and only runs the plot ownership code for starbases, not sensor stations. Not using this value from the XML could be considered a bug, or at least a "design issue". Making it use the value from the XML would allow different types to have different ownership ranges.
I can't load the save (protected assets blah blah blah - I have different assets since I have a couple of bugfixes), but have seen this before. It should fix itself when you proceed to the next turn. The population reassignment should happen before the yields are calculated so there should be no extra from the phantom population points. Note the "should" in various places there. It should. But it might not...
It should fix itself when you proceed to the next turn. The population reassignment should happen before the yields are calculated so there should be no extra from the phantom population points. Note the "should" in various places there. It should. But it might not...- in the attached savegame the city Rightcheousness from the Brotherhood has -2 population assigned (it has 8 people on the planets, but only 6 population)
Any idea what causes it? I've not heard of this one (at least, not that I can remember.. it's entirely possible I've seen it too back when I played the mod more often).
if (iUnassigned > 0):
AI.doCityAIUpdate(pCity, iUnassigned)
[COLOR="DarkRed"]elif (iUnassigned < 0):
AI.doCityAIUpdate(pCity)[/COLOR]
Ooooh! what's going to be in the patch?I'm going to fix this now and release it as part of 1.81 (which now looks to be either tomorrow or Monday).
Ooooh! what's going to be in the patch?
Huh, I do not suppose older saves will work with that new actual 1.8 version, do they?
Huh, I do not suppose older saves will work with that new actual 1.8 version, do they?
Well, it looks like there was a reason that I left the culture range code in Python rather than doing it in the DLL, because when I move the code to the DLL it doesn't work. Or, rather, it works for the human player but not for the AI- in fact, this means that AI starbases probably don't have culture around them on the turn when they are first created, and if they do I'm not sure why.
I think the problem related to the fact that all we're doing is setting the "owner" of the plot but not setting the plot's culture. That's probably why plots show up with 0% culture but are nevertheless marked as being owned by a player.