Unfortunetly neither are really very helpful in this situation. The best idea is to upload all of the logs, except perhaps MPLog.txt which can get a bit big (the last 50 or so lines from this are useful however).Samuelson said:Here are some logs. I got a runtime eror crash with .33. I uploaded one called GenAIDBG and TGAAIDBG which I thought might have to do with the mod. Oh yea, and thanks to whoever told me about putting them in a zip folder.
After following your instructions and disabling autosiving from the .ini, I don't get crashes anymore and I'm now working on another set.The Great Apple said:Unfortunetly neither are really very helpful in this situation. The best idea is to upload all of the logs, except perhaps MPLog.txt which can get a bit big (the last 50 or so lines from this are useful however).
Have you still got autosave enabled? I tested about 300 autosaves, but I can't test everything.
The Great Apple said:Okies. Big issue - cheating.
The AI cheats. It can see units and cities that it shouldn't be able to. I've confirmed this with tests.
Two options:
1) Leave it as it is. While it may cheat it doesn't cheat much, or in really obvious ways.
2) Try and fix it. This would make the AI worse, but would give us a more pure, and probably fun, game. It would require quite a bit of work and a load of new code to deal with unknown factors.
Personally, while I'd like to say 2... it's alot of work, and it'd probably be me doing it, so I'd like to hear other people's opinion before I dive in. How crucial is a non-cheating AI? IMO Firaxis made a decision to have it cheating for the sake of competance, and perhaps for the sake of simplicity, however I believe it could be fixed without that much of a loss of competance.
The Great Apple said:Okies. Big issue - cheating.
The AI cheats. It can see units and cities that it shouldn't be able to. I've confirmed this with tests.
...IMO Firaxis made a decision to have it cheating for the sake of competance...
http://forums.civfanatics.com/showpost.php?p=4545836&postcount=38DaveMcW said:Do these tests confirm cheating in an unmodded game? I'm interested in exactly how the cheating works.
Arlborn said:Man, its already proved as well but I have no idea where to find the thread back..DO this(or something like), put a strong stack fortified in a part of the map(sorry have no idea of the word in english so i try to explain) that is the easiest and fastest way to somebody pass from 1 part of the world to other(or from 1 CIV to other without pass by enemy territory)..Then declare war with the AI(I would prefer the AI declare war on you and the AI would be better be strong) that is in the other side of this narrow passage that you are fortified in..They CANNOT SEE IN ANY WAY YOUR STACK and still they know its there and they just go by the worse-slowest way to a city of you. Take off the stack and watch the AI changeing its way to go by that narrow trerritoy..Put stack back and see they going again by the slowest way..Do it again and again and have fun and laugh on the AI untill you can ask for peace!![]()
Two options:
1) Leave it as it is. While it may cheat it doesn't cheat much, or in really obvious ways.
2) Try and fix it. This would make the AI worse, but would give us a more pure, and probably fun, game. It would require quite a bit of work and a load of new code to deal with unknown factors.
Aussie_Lurker said:My problem with the AI 'pathfinding' is that in the wrong hands-so to speak-it can make the AI easy to manipulate. I have heard of too many instances where a player has had a stack of enemy units moving back-and-forth, aimlessly, by simply shifting his units in and out of a city. To me, this classes current AI pathfinding as both a Cheat and a player Exploit. As such, it should be replaced with something better.
(Oh, btw, many people said that removing 'resource omniscience' in Civ3 would make things too hard for the AI-yet it WAS removed, for Civ4, with the overall effect of greatly improving the gameplay experience!)