Chronicles of Mankind


Is it possible to do something with Rebel mod? It seems strange to me that a city with a population of 5 people gives an army of 120 power points in the aggregate. This is an army for a regional state, not a separatist rebellion in a mediocre town.
Wow! In my experience usually it doesn't spawn that many rebels.
Do you have a save before the rebellion?
 
I've already manually edited the Revolution txt and now the power of rebellion is more adequate. Thanks
I advise you to do the same. Some modifiers in this file obviously generate monstrous armies on nothing
 
What one considers a bug is often just the result of unusual settings or some random factors. Without a save file it is usually impossible to investigate these issues.
So guys, PLEASE, ALWAYS POST A SAVE FILE WHEN YOU ENCOUNTER A POSSIBLE BUG. THANK YOU!

In fact, in my current rebels are very weak, although I constantly keep sending in spies to 'Aid Rebel Factions'.
 
HEY! I remember answering this post but I can't find it :confused:
So here I go again...
I've been playing and debugging a bit: I've updated the CoM PerfectWorld script to run faster, and some tweaks for better map generation (I'll attach if you'd like to include)

I've also solved the issue of Colonists and Pioneers not generating upgraded cities, see attached RoMEventHandler file. I've tried to create the upgraded cities taking into account the CoM buildings available, feel free to tweak though (all in the def onCityBuilt() function)

Other bugs I'm trying to figure out:
  1. Bridges are backwards: RR bridges for roman roads and vice versa
    - I've found I can swap the nif definitions for the routes and it fixes it, but only sometimes. I can't definitively figure out where it's defining the nif and what art it is using...

  2. Towns don't upgrade to suburbs, just loops the counter, remains town
    - I can't find anywhere that's stopping this, the XML is defined correctly it seems. Maybe something in the dll?

  3. When changing from guilds to another civic, guild halls remain active
    - This one baffles me as well, when switching away from Guilds, all the guild halls remain active. XMLs seem correct though.

  4. Slavery: slaves on 100% of victories, and continue for rest of game (even when slavery not active)
    - another tough one, don't even know where to start. Python handler for slave capture maybe?

  5. City razing/conquering well-known problem

  6. When option for "Hide obsolete worker options" is activated, workboat missions are all messed up (ferry versions aren't always shown, older versions remain later in tech tree, etc)
    - I need to find in the BUG python files where these button displays/hides are handled. The worker options are correct, but the work boat ones need reworking.

  7. Dynamic Civ naming: should be based off "state" civic: Chiefdom, City State, Kingdom (monarchy), Empire, Republic, Commonwealth (maybe? Colonial), Federation. It's odd to have it based on # of cities and have an "empire" in 1000BC with only 3-4 cities. And not see any "Kingdoms" when all the civs are running monarchy.
    - I found the function in the python files, just need to take the time to modify it to match CoM and map sizes, civics, etc.
Yes, these are good points you mentioned. I am aware of several of those issues but also clueless about them :undecide:
But thanks for bringing it up though. If you have any ideas about solving them, you are more than welcome to do so :thumbsup:
 
HEY! I remember answering this post but I can't find it :confused:
So here I go again...

Yes, these are good points you mentioned. I am aware of several of those issues but also clueless about them :undecide:
But thanks for bringing it up though. If you have any ideas about solving them, you are more than welcome to do so :thumbsup:
I've been working on some of them. I'm pretty close to finished on the Dynamic Naming problem, I can update you with the files when I finish them.
 
Hey Nexus, what should I send if I encounter non-persisting, but still quite regular crashes?

Also I'm still to see tech speeding up what it is supposed to speed up instead of INCREASING it's cost slightly. Did you change anything in this regard or is this a general AND problem?
 
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Log files. Enable logging.
It already is. Do you need all of them? RoM_autolog?

Anyway, turned autoplay for almost 350 turns, then suddenly won a cultural victory in 1793. ...A-a-and as I was typing this, game crashed in background on exiting to main menu. Not sure if it's important, but it crashed in a manner like what bothered me before, just closed without throwing a Windows error. But otherwise it was very stable without me making any commands. So looks like the problem is likely in extensive play rather than intensive, which would be very much acceptable for multiplayer.
Spoiler By the way, there was this strange thing on the power graph, where mine dropped to zero for a turn. :
1660923760600.png


Spoiler Also check out how bloated my cities got with food on specialists :
1660924624939.png

Barn is seriously OP, Autocracy even more so, there was never a point where switching to Oligarchy was worth it. Democracy - maybe for it's civic options, but paying maintenance for my glorious 19 hammer Quechuas until the end of time was never contested by anything, even considering priests provide 2 happiness. Maybe you should raise Demacracy's unhappiness multiplier. Also I had no metal and so could keep spamming Quechuas until Arquebusiers, while AIs believed my Stone Age military was too scary to take on. And they could be instantly upgraded to Agressive-level supersoldiers with gold too. Why not obsolete them at some crucial tech?

One more thing, both top AIs never tried to attack other continent, even with total scientific domination and despite ferry "bridge" between them. My AI was at war for 200-250 turns with primitive Mongolia, yet never fought it except for ships and maybe copters capturing one city shortly before end, then never sending any support there.
 

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It already is. Do you need all of them? RoM_autolog?
Honestly... Since I'm no programmer, it is hard for me to make real use of them but I try.
I'll take a look at them, when I'll have some time.
 
Honestly... Since I'm no programmer, it is hard for me to make real use of them but I try.
I'll take a look at them, when I'll have some time.
If that means you didn't change vital parts that could've caused it, then I'll just raise the issue at RoM subforum, since it's likely inherited. Or maybe it could wait until I try playing with more than 2 people to see if it even matters.
 
If that means you didn't change vital parts that could've caused it, then I'll just raise the issue at RoM subforum, since it's likely inherited. Or maybe it could wait until I try playing with more than 2 people to see if it even matters.
Well, I didn't change the dll but it was changed since the latest AND2 release by @Inthegrave 's team. Many bugs fixed and some features were added.
I think @f1rpo was also working on it, so maybe he could say more about your logs.
But you can still ask it in AND2 forum, because it may not be a new bug.
 
If the crash only occurred upon returning to the opening menu, then I don't think there will be anything interesting in the logs. For a crash in between turns, the BBAI log might narrow things down. I would expect such a crash during AI turns to have a different cause than one upon exiting after victory. It could be an issue introduced through Inthegrave's changes (some implemented by me), it could be caused by Nexus's XML changes (possibly in combination with some oversight or corner cut in the DLL) or it might already exist in AND. I guess you could test whether you get similar crashes (semi-frequent but not easily reproducible) with just AND – but it seems like a bit of a long shot that anyone will try or be able to debug that. The only developer I recall seeing post in the AND forum lately is 45°38'N-13°47'E. Anyway, if there's a crash after ending the turn, I can take a look at the BBAI log; maybe we're lucky and it's somehow illuminating. MPLog.txt could also be helpful if MessageLog and RandLog are enabled in CivilizationIV.ini. The game will then log all generated random numbers, which provides pretty good coverage of some parts of the code.

Edit: I think brief drops to 0 in the yield graphs can occur on revolution turns, but, for the power graph, this explanation doesn't really work ...
 
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If the crash only occurred upon returning to the opening menu, then I don't think there will be anything interesting in the logs.
Usually crashes happen during play, it's just this time the only one I got was on exiting. I don't think significant part of them happened during AIs' turns either, would mention it otherwise. Or maybe turn timed-out in the background and then it did, happens sometimes. I tab-alt often, but I could avoid that if it could hurt multiplayer stability (people say it does for basic BTS). Not very enthusiastic about singleplayer on current version

Anyway, thanks for coming.

@<Nexus> any chance you know how to adjust specialists' weights? Population manager thinks artists' culture is as good as raw commerce and I'd also like to make AI aware of priests providing happiness (you should seriously consider this as an alternative to Autocracy).
 
How's the current situation with the AI in this mod? I can't bear to play a New Dawn 2 anymore because the AI refuses to pick a civic other than republic, and the AI is so passive and easy to beat it's a bore to play through to get to the really cool stuff in the post-modern eras, even at Immortal and Deity the AI is a pushover, when base game Civ 4 I struggle playing on Warlord...
I hope that's not the same with this mod or at least it gets fixed soon enough because AND is pratically dead.
 
Well, CoM has a greater variety of civics and I am satisfied with the AI choices (most of the time).
We had some AI related improvements too, so I can confidently say: "You should give it a try. " 🙂
 
Well, CoM has a greater variety of civics and I am satisfied with the AI choices (most of the time).
We had some AI related improvements too, so I can confidently say: "You should give it a try. " 🙂
Fair enough, as long as every nation isn't a republic I'm happy, thanks for the quick reply :cool:
 
Fair enough, as long as every nation isn't a republic I'm happy, thanks for the quick reply :cool:
Hope you will enjoy the mod. Don't forget to give some feedback :)
 
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