ExtraModMod

There is something strange in these savegames. In all of them, the Kuriotates are closed in the lobby and I cannot access with them as a player. I tried to reproduce the OOS in the second savegame (Malakim immediate) by entering with the other five players and letting a few turns pass but I got no OOS errors.

Kuriotates are closed because they were eliminated before the first save by the clan.

I went on this morning to try and produce some logs for you using the computer/laptop setup we have here, but I also cannot replicate any of the OOSs. The game runs totally smoothly, and I am at a bit of a loss. That suggests it is NOT the kurios that are causing the issue but something player specific.

If another player had not followed the installation correctly (say, had not installed patch O or had installed the balance changes before beta3), could that potentially cause OOS? Or would that just cause a version error when they tried to connect? My only other thought is, could they have messed around with their BUG settings, which is why we can't reproduce it? I remember some change which enforces BUG settings in MP though, right?

I wasn't able to reproduce this issue. Did something special happen right before the disconnection?

Kurio's computer crashed. I also can't reproduce the issue. I can, however, attach the save. Might've just been a freak occurance. Luckily it was on turn 2 so nothing was lost. I have save OCD as host anyway.

Nice find! You are reading the prerrequisites correctly; it seems that Rally has been broken since it was moved from the "Cultural Values" category to the "Membership" category. Besides this, I also saw that Crusade wasn't limiting the building of workers, settlers and certain buildings correctly. Both of these issues have been fixed and a hotfix for your next game is attached to this post.

Awesome, I tested it in-game and it works great!

I thought Kael deliberately removed the building restrictions during crusade to help the AI (who can't cope with them)? Maybe not.

As an aside, Courthouses probably should be buildable in order to facilitiate unbroken expansion. That's neither here nor there though.

I'm sorry about the OOS errors, but I'm also glad that the game is being fun :)

Not a problem :-). OOS is kind of inevitable in FFH once you get together enough people. It's a bit like Murphy's Law. Kael's Law?

Although it is possible that there are more Kuriotate-related OOS errors that I have overlooked, I'm certain that beta3 introduces no new OOS that could be caused only by their presence. I have tested a beta3 multiplayer game with the Kuriotates as human player and I ran it until turn 100 without any OOS errors or differences in the logs, which makes me wonder if some specific conditions are needed to reproduce your issue. The only big change in beta3 that could possibly produce OOS errors is the new spawning code of wilderness but I don't think that could be the cause because Wilderness is very verbose on logs and I would have seen something in the logs of my test game.

Although it originally looked suspiciously like a kurios OOS, I am no longer convinced because I cannot replicate it. I was hoping it was something immediately obvious... but perhaps life is not meant to be that simple. We'll keep on with beta 3 and let you know if we encounter it again.

Those changes are interesting. I like the Chaos Marauder and Mobility changes :)

Cheers! The other changes are just the ones we already discussed in one of these threads - pretty basic melee line and monk buff. Chaos Marauder change is pretty self-explanatory. Mobility change was to slightly nerf mobility synergy and also to encourage cartography early - we found it is an orphan tech that usually gets skipped. I'm also considering making cartography an alternate trade prereq, but haven't given it enough thought at this point. This change saw nilhorn much earlier and considerably more right of passage agreements cropping up.

The other changes seem to work well for us so far. Suddenly boarding parties actually saw use! They're still a little underpowered because they don't get the free promotion, but actually useable instead of completely worthless.

Thanks to your friends and you for the testing and the feedback! It's really appreciated :)

Not a problem. The plan is to keep hosting games when we get the chance so hopefully you'll get a steady stream of feedback each weekend or fortnight.
 
With regard to your recent pedia changes and plans: Did you try Platypedia? I'm not sure if we can transfer changes easily, but the sorting and grouping via a selection box should be not to hard to implement. Also the tech tree is nice for modders who don't want to open up a game to view the tech tree. What do you think?

I'll try to get a bit more organized about system and save-breaking changes in my bitbucket repo :).
There is at least one big change to the wilderness system I'll probably do at some point, but it's not important at the moment. If there are no big problems with the new wilderness and spawning systems, I'll focus on fleshing out the animals and lair outcomes for now (along with bugfixing, of course).
 
Played another game today, got to turn 97 before an OOS. Game is attached, but I'm thinking you won't get an OOS from it. Host is Sidar, all others are players except Luchuirp who had to leave early and were replaced with AI. It happened after a certain player joined the game, who was also in the last game - will keep you updated.

Importantly, there's no kurios in this game which rules them out as the troublemaker. I'm thinking it is something player specific, either settings, an incorrect installation or something that player does as habit.
 
@blackmane:
I like it that your champs has a free promotion ... but not boarding parties, nor mimics :D nice touch.

would you PM me a list of your changes if you have it nearby ?
 
@blackmane:
I like it that your champs has a free promotion ... but not boarding parties, nor mimics :D nice touch.

would you PM me a list of your changes if you have it nearby ?

Hi Calavente,

There should be a list of changes as a readme ('balance changes') in the file I attached earlier. A slightly more professionally arranged changelog can be found in the updated version attached to this post (merge_changelog). Feel free to use either file for whatever you want.

justification for 1.2 changes:

Spoiler :
In the latest version I included the bannor hotfix Terkhen provided and re-enabled diplomacy for bannor during crusade. The crusade change was specific to our gaming group because we have an in-good-spirits rule that wars should be fought with capitulation as a desired endpoint. This is so that wars don't knock out a spouse or partner who must then spend the rest of the evening and potentially the next weekend watching their other half play without them (we have 4 pairs). Crusade was causing issues because the Bannor couldn't reasonably accept a capitulation without losing their entire aggressive force.
 
one of assert failures...

Assert Failed
File: CvGameTextMgr.cpp
Line: 20659
Expression: (iBaseModifier * iBaseProduction) / 100 == city.getYieldRate(eYieldType)
Message: Yield Modifier in setProductionHelp does not agree with actual value
 
[to_xp]Gekko;13014876 said:
master of mana changes crusade to give -50 science instead of blocking stuff, it's much easier for the AI to understand :D

I wasn't aware of how many Crusade features were hardcoded in python until I fixed the issue reported by Blakmane. My first thought was exactly that: the AI will have no clue of where it is getting into after switching to crusade. I like MoM's approach of switching the blocks to stuff to other penalties. That way I could remove the python magic and let the AI take better decisions about it. I don't think anyone will stay in Crusade for long if it penalizes research that much, though. I'd rather switch the blocks for a few smaller but noticeable penalties. What about -10% to commerce, -10% to research, -10% to culture and -25% birthrate of Great People? Since it would penalize slightly nearly all the stuff that is important in peaceful times, the AI would switch to Crusade only to wage war. These penalties may be too big, though.

If another player had not followed the installation correctly (say, had not installed patch O or had installed the balance changes before beta3), could that potentially cause OOS? Or would that just cause a version error when they tried to connect?

I believe ExtraModMod replaces all of the files that could have been different between patch N and patch O (except maybe some art) but having players with different XML files for stuff like units WILL produce OOS errors as XML files are not checked for differences in a multiplayer game. With your balance changes I think that the AI would probably value Axemen differently and that would result in taking different actions in the computers of different players. Eventually, this would cause an OOS error. Even if this does not happen, the game would desync as soon as someone builds an Axeman in a different time on different computers, get a different combat result because units have different combat strengths, and so on.

This gave me an idea, though. ExtraModMod stores its version in the TXT_KEY_VERSION string. If that string could be incorporated into the logic that determines when a game goes OOS (in the calculateSyncChecksum method), ExtraModMod would go OOS as soon as a player with a different game version connects. Once that this change is implemented, you would only need to change the TXT_KEY_VERSION in your balance changes to enforce that all players have installed them. I have created an issue to implement this change: https://bitbucket.org/Terkhen/extramodmod/issue/199/extramodmod-version-check

My only other thought is, could they have messed around with their BUG settings, which is why we can't reproduce it? I remember some change which enforces BUG settings in MP though, right?

Now that you mention it, I vaguely remember a specific option as being able to cause OOS errors if it had different values between different players (prechop forests, I think). I wasn't able to find any information to corroborate this, though.

Kurio's computer crashed. I also can't reproduce the issue. I can, however, attach the save. Might've just been a freak occurance. Luckily it was on turn 2 so nothing was lost. I have save OCD as host anyway.

I debugged the savegame and it crashes because there are no TerrainTypes stored in the savegame. I think this indicates that the game is severely corrupted, in a way I can only attribute to the computer crash.

I thought Kael deliberately removed the building restrictions during crusade to help the AI (who can't cope with them)? Maybe not.

I checked in vanilla FFH2 and MNAI and these restrictions are present there too.

Not a problem :-). OOS is kind of inevitable in FFH once you get together enough people. It's a bit like Murphy's Law. Kael's Law?

There are not that many OOS errors remaining in More Naval AI. Tholal fixed a lot of them already, and ExtraModMod includes all of those fixes. Besides the unreproduceable OOS errors you reported the only one I'm aware of is the one obtained after creating a puppet state. I hope that soon we will be able to enjoy OOS free games :)

Although it originally looked suspiciously like a kurios OOS, I am no longer convinced because I cannot replicate it. I was hoping it was something immediately obvious... but perhaps life is not meant to be that simple. We'll keep on with beta 3 and let you know if we encounter it again.

Great, thank you!

Cheers! The other changes are just the ones we already discussed in one of these threads - pretty basic melee line and monk buff. Chaos Marauder change is pretty self-explanatory. Mobility change was to slightly nerf mobility synergy and also to encourage cartography early - we found it is an orphan tech that usually gets skipped.

Given that the Mobility I change gives Cartograpy some usefulness it direly needs, and I would also like to make Mobility available earlier, I like that change a lot. The Axeman change should also IMO be implemented. I added a note about Chaos Marauder to the Planar gate tweaks issue.

The other changes seem to work well for us so far.

Feel free to propose them here to see what others think :)

Not a problem. The plan is to keep hosting games when we get the chance so hopefully you'll get a steady stream of feedback each weekend or fortnight.

That's awesome, thank you!

With regard to your recent pedia changes and plans: Did you try Platypedia? I'm not sure if we can transfer changes easily, but the sorting and grouping via a selection box should be not to hard to implement. Also the tech tree is nice for modders who don't want to open up a game to view the tech tree. What do you think?

I have not tried Platypedia, but I have used the new Civilopedia included in Realism Invictus 3.2 (which also includes those features) and I thought it was a great improvement over what we have in More Naval AI/ExtraModMod. I thought about adapting it (Platypedia would be fine too if it includes those advanced features, specially since it probably has less mod-specific stuff to remove) but it sounds quite time consuming... I would like to at least have the tech tree, and sorting and specially searching would be great too.

I'll try to get a bit more organized about system and save-breaking changes in my bitbucket repo :).
There is at least one big change to the wilderness system I'll probably do at some point, but it's not important at the moment. If there are no big problems with the new wilderness and spawning systems, I'll focus on fleshing out the animals and lair outcomes for now (along with bugfixing, of course).

Okay :)

0.4.0 will probably be released in two weeks from now. It has gotten a lot of testing and it should be quite stable. My plan is to create a 0.4.0 branch right before release. 0.4.X versions will always be tagged in that branch, in which I will only backport bugfixes from the main branch (which would already lead to 0.5.0). Given the amount of testing 0.4.0 has gotten I hope that it will not need many bugfixing releases, though.

Played another game today, got to turn 97 before an OOS. Game is attached, but I'm thinking you won't get an OOS from it. Host is Sidar, all others are players except Luchuirp who had to leave early and were replaced with AI. It happened after a certain player joined the game, who was also in the last game - will keep you updated.

Importantly, there's no kurios in this game which rules them out as the troublemaker. I'm thinking it is something player specific, either settings, an incorrect installation or something that player does as habit.

I'll test it when I'm back home, but yes, from what you describe it also seems like something player specific to me. We should still learn what is happening to try to prevent it from causing OOS errors again.

one of assert failures...

Thank you, I have added it to my asserts issue. It looks like something related to the game interface. Were you trying to see an specific tooltip when it happened? Did you open a certain window?
 
Hi Terkhen, a couple of bugs:

1) Pretty minor, but Unique feature mana cannot be accessed until the appropriate mana tech has been researched - however, the overlay help displays the resource as correctly accessed.

2) More seriously:

Oghma constellation event gives no clickable results and an asset:

Assert Failed

File: CvDLLButtonPopup.cpp
Line: 2719
Expression: false
Message: EVENT_DEBUG - ABORTED! No available Event.

----------------------------------------------------------


We've actually had a few such issues with events - quite a few of them seem to be broken unfortunately. The other players aren't as diligent in sending me the asserts/specific events but I'll collect more when possible.
 
Played another game today, got to turn 97 before an OOS. Game is attached, but I'm thinking you won't get an OOS from it. Host is Sidar, all others are players except Luchuirp who had to leave early and were replaced with AI. It happened after a certain player joined the game, who was also in the last game - will keep you updated.

Importantly, there's no kurios in this game which rules them out as the troublemaker. I'm thinking it is something player specific, either settings, an incorrect installation or something that player does as habit.

Sorry about the delay. As we suspected, after 10 turns I wasn't able to get an OOS from this savegame.

I tried to open city screen...

The savegame you sent me for the CtD error allows me to reproduce this assert. In fact, it is probably related to the CtD itself (more about that later in this post). Thanks!

Hi Terkhen, a couple of bugs:

1) Pretty minor, but Unique feature mana cannot be accessed until the appropriate mana tech has been researched - however, the overlay help displays the resource as correctly accessed.

Nice catch! I have submitted a fix for More Naval AI here: https://sourceforge.net/p/tholalsffhaimod/bugs/225/

While fixing this I also noticed that certain mana types do not have Knowledge of the Ether as a prerrequisite technology for city trading. As a result, you would only need to wait until Knowledge of the Ether for certain UFs. This has been fixed in ExtraModMod, making all mana types have Knowledge of the Ether as prerrequisite technology for city trading.

2) More seriously:

Oghma constellation event gives no clickable results and an asset:

Thank you for the report! It seems that lfgr already noticed it and fixed the issue :)

We've actually had a few such issues with events - quite a few of them seem to be broken unfortunately.

Indeed. In vanilla FFH2 and MNAI, broken events just didn't appear without giving any errors. As a result, a few events have been broken for a long time. lfgr introduced that assert to allow to detect and fix them. Since events happen randomly, it is very important to report all broken events in order to fix them all :)

crashes on desktop.

I'm using EMM balance changes too...

Wow, that's a pretty big bug! Judging from your BBAILog, it seems that the game crashed after more than 10000 archers were built in a single turn in Cevedes, so it must be a Multiple Production bug. It is very helpful that you sent me a savegame which allows to reproduce the issue. I'll debug it ASAP to fix it.
 
actually I think the "some kinds of mana do not have KotE as prereq" is intended, some of them like fire and death can be accessed immediately from the unique feature ( pyre, sepulcher )
 
[to_xp]Gekko;13021747 said:
actually I think the "some kinds of mana do not have KotE as prereq" is intended, some of them like fire and death can be accessed immediately from the unique feature ( pyre, sepulcher )

Interesting. Currently, the only mana types that are restricted by Knowledge of the Ether are Death Mana and Fire Mana. Perhaps when that was set up the Standing Stones didnt give Earth mana? Does seem to make sense to restrict them all.
 
[to_xp]Gekko;13021747 said:
actually I think the "some kinds of mana do not have KotE as prereq" is intended, some of them like fire and death can be accessed immediately from the unique feature ( pyre, sepulcher )

*edit*

Actually, after some further testing, what tech unlocks the mana varies considerably between each of the unique features. I just tested them all in WB and came up with the following list:

Available at Knowledge of the Ether:
Metamagic from Remnants of Patria
Death from Sepulcher
Fire from Pyre

Available at Divination:
Force from Seven Pines

Available at Necromancy:
Dimensional from Bair of Lacuna

Available immediately:
All others both modded and original.

Clearly things weren't standardised even in vanilla FFH. My preference here would be for access to be available without any techs for all unique feature mana, as this is already the most common and intuitive option. It doesn't make much difference either way as the bonuses they give are pretty minor, but creates some tactically interesting choices (you can skip elementalism and still get fireballs, or gain a slight bonus from the extra force/earth etc without needing to invest in the magic line)
 
[to_xp]Gekko;13021747 said:
actually I think the "some kinds of mana do not have KotE as prereq" is intended, some of them like fire and death can be accessed immediately from the unique feature ( pyre, sepulcher )

Fire and Death are the only mana types which require Knowledge of the Ether in vanilla FFH2 0.41o.

Interesting. Currently, the only mana types that are restricted by Knowledge of the Ether are Death Mana and Fire Mana. Perhaps when that was set up the Standing Stones didnt give Earth mana? Does seem to make sense to restrict them all.

I agree. To me, limiting fire and death makes it seem as if they wanted to limit specifically mana types coming from UFs but that this was forgotten when they added more. IMO it makes sense to limit at least all mana types coming from UFs or, for the sake of uniformity, all mana types.

*edit*

Actually, after some further testing, what tech unlocks the mana varies considerably between each of the unique features. I just tested them all in WB and came up with the following list:

Available at Knowledge of the Ether:
Metamagic from Remnants of Patria
Death from Sepulcher
Fire from Pyre

Available at Divination:
Force from Seven Pines

Available at Necromancy:
Dimensional from Bair of Lacuna

Available immediately:
All others both modded and original.

Clearly things weren't standardised even in vanilla FFH. My preference here would be for access to be available without any techs for all unique feature mana, as this is already the most common and intuitive option. It doesn't make much difference either way as the bonuses they give are pretty minor, but creates some tactically interesting choices (you can skip elementalism and still get fireballs, or gain a slight bonus from the extra force/earth etc without needing to invest in the magic line)

The version of Creation, Dimensional and Force you have been testing was introduced in ExtraModMod. I failed to notice this issue back then and I must have given them the same prerrequisite technology as the one used to build their nodes because I mistakenly thought it was the right one. There was no conscious intention between the prerrequisite of these three mana types.

IMO it does not make much sense to start trading with mana before knowing what it is (Knowledge of the Ether). Having all mana types with this prerrequisite will still allow choices like to skip elementalism and get fireballs if you get access to the Pyre of the Seraphic. For the slight bonuses, KotE is relatively cheap so it should not be a great pain to get it.
 
IMO it does not make much sense to start trading with mana before knowing what it is (Knowledge of the Ether). Having all mana types with this prerrequisite will still allow choices like to skip elementalism and get fireballs if you get access to the Pyre of the Seraphic. For the slight bonuses, KotE is relatively cheap so it should not be a great pain to get it.

Ah, you misunderstand me. I meant that as the game currently stands, you cannot access those mana types -at all- until KotE or their requisite tech, which effects the economic benefits of some types (actually just force mana atm I think). It's not a big deal at all though, and KotE prereq does make sense as you say.

Either way I don't have a strong opinion, other than that in-game should display the correct preqreqs, or you end up with people thinking they have access to these mana types when they don't.
 
I know this isn't directly related to EMM, but has anyone else had trouble with starting locations in the erebus continent and world mapscripts? I was generating a bunch last night to test some tweaks and found that it has a habit of bunching civs far too closely whilst leaving big swathes of inhabitable land empty, and/or putting civs on 1-city sized peninsulas blocked by another civ.

On a more related note, Terhken, what is your justification for growth and then fertility in the creation mana spell list? Growth feels substantially more powerful (1 food + 1 happy means 1 free specialist) than the highly situational fertility, but maybe i'm missing something. Also, for magic missile, air elemental might be a better placeholder texture than fireball.
 
Interesting. Currently, the only mana types that are restricted by Knowledge of the Ether are Death Mana and Fire Mana. Perhaps when that was set up the Standing Stones didnt give Earth mana? Does seem to make sense to restrict them all.

you are correct, I'm pretty sure earth mana got added to the standing stones later in development.

Terkhen, you could consider changing remnants of patria from metamagic to stone, it's a bit weird to see those statues generate mana :lol: was ancient patria really that attuned to Oghma? we'd have to ask MC here :D

Blakmane: yeah it does that. check this thread ( http://forums.civfanatics.com/showthread.php?t=308590&page=31 ) from post #611 onwards, it should help you. let me know if you need more info :)

there might be button art for magic missiles in MoM, I think it does feature a magic missiles spell.
 
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