Hide and seek bug? [SVN-11453 v42.0.6825 - 2022-03-28]

tantoniou

Warlord
Joined
Aug 11, 2010
Messages
111
I haven't played the game for more than a year now, started a C2C_world_remixed map with Hide and Seek, and all the animals are practically invisible! Tried adding some Police Dogs through worldbuilder with full spot promotions and only then I could see the animals. My chasers/trackers/scouts can track nada/zero animals even with the relevant build up!
Is it now supposed to work this way?
 
Animal size veil has been enhanced.
Try giving your hunters more size spotting promos A lone pigeon, or tarantula is very hard to spot if it is not on the same plot as the hunter for example.

Idea is to make military units less aware of animals in general, specialized units with lots of spotting quality is needed to effectively hunt down the smaller animals or animals that doesn't congregate in numbers.
 
Dunno, works fine for me.
Or maybe there are still more animals that I simply don't pay enough attention to, lol.
But my hunters do provide a rather steady flow of captured animals even without much specialization.
Now, ships actually should have at least one level of unveiling, if I want them to be somewhat effective in fishing, though.
I'm much more frustrated with the sneaky Rogues that decimate my improvements all the time even with me running several dogs around my cities, ugh.
 
I'm much more frustrated with the sneaky Rogues that decimate my improvements all the time even with me running several dogs around my cities, ugh.
Don't neglect having a LE spotting specialist in the Disguise veil. The dogs aren't enough on their own against Criminals, only Strike Teams. But then, nor are LE Disguise spotting specialists enough on their own against Criminals since criminals can opt to master either type of veil.
 
Animal size veil has been enhanced.
Try giving your hunters more size spotting promos A lone pigeon, or tarantula is very hard to spot if it is not on the same plot as the hunter for example.

Idea is to make military units less aware of animals in general, specialized units with lots of spotting quality is needed to effectively hunt down the smaller animals or animals that doesn't congregate in numbers.
Interesting to note - I take it this was basically adjusted for Animals by an additional size veil level recently? I can agree with this but I just need to know when I get back to mapping out the final amounts I can expect things to be at with these veil types as I get back to the unit review.
 
Animal size veil has been enhanced.
Try giving your hunters more size spotting promos A lone pigeon, or tarantula is very hard to spot if it is not on the same plot as the hunter for example.

Idea is to make military units less aware of animals in general, specialized units with lots of spotting quality is needed to effectively hunt down the smaller animals or animals that doesn't congregate in numbers.
Well, I'm not playing with Size Matters, it's off, maybe that's why they are all hidden and only appear when you are in the same tile (for easily spottable ones).
I get the idea, sounds good, but at early stages when hunters are born with 1-2 xp, they cannot see no animal at all! How will they ever reach a decent xp to track stuff?
 
Tried a new game with same options (different map though and ultra fast). A hawk-eyes lvl3 hunter cannot see a thing. Nada.
A scout has to be on the same tile for this hunter to see an animal on tile, not on adjacent ones. If the scout moves, the hunter again cannot see a thing even on the same tile.
 
And I confirm that this happens with Size Matters off, if you have it on you can definitely see animals.
That's unfortunate for me because I play without it, in my experience it the AI behave much more on a defensive way, while without it I've seen the AI wage offensive wars (even in the crappy way it does so)
 
And I confirm that this happens with Size Matters off, if you have it on you can definitely see animals.
That's unfortunate for me because I play without it, in my experience it the AI behave much more on a defensive way, while without it I've seen the AI wage offensive wars (even in the crappy way it does so)
Well, it's sad to hear.
I always play with ALL new features ON (otherwise what's the point of having them, lol), and I do see AI being way too "shy" to do much action, indeed.
Even on Ultrafast, when it's not a matter of "too slowly building to notice anything".
Let's hope it's gonna be fixed eventually.
 
Well, I'm not playing with Size Matters, it's off, maybe that's why they are all hidden and only appear when you are in the same tile (for easily spottable ones).
I get the idea, sounds good, but at early stages when hunters are born with 1-2 xp, they cannot see no animal at all! How will they ever reach a decent xp to track stuff?
Hmm, size veil/spot should be irrelevant if size matter option is off, I'll have to investigate if there's some odd bug for H&S without SM.
And I confirm that this happens with Size Matters off, if you have it on you can definitely see animals.
That's unfortunate for me because I play without it, in my experience it the AI behave much more on a defensive way, while without it I've seen the AI wage offensive wars (even in the crappy way it does so)
Ok, probably a technical bug, will look into it on Monday.
 
And I confirm that this happens with Size Matters off, if you have it on you can definitely see animals.
That's unfortunate for me because I play without it, in my experience it the AI behave much more on a defensive way, while without it I've seen the AI wage offensive wars (even in the crappy way it does so)
The ai is better with size matters now than they used to be. At first the ai did not seem to use it at all meaning I could just take anything I wanted by combining units. Not so anymore. They use size matters to great effect now, at least with defensive units like archers and bowmen. I have not gotten far enough to see how they handle gunpowder units yet.
 
I have a similar problem. I cant find a rogue pillaging my lands with an enforcer (3x promoted to spot disguise) paired with a trained dog (2x promoted to spot camouflage) even if the rogue is on adjacent tile. My rogues also seem to be untouchable in opponents lands.

Furthermore I am losing 2K science everytime that rogue kills a stone axemen. ( I am producing 500 beakers /turn)

Settings: SVN-11459, hide and seek, without size matters

View media item 6847
 
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My above mentioned problem seems to be caused due to not propagating the spot values on adjacent tiles. I have an enforcer and a trained dog on the hill with spot values +9 camuoflage +8 disguise. However on the tile below the re is only +8 camouflage, and no spot for disguise. As I understand both units have +1 spot range.

onTile2.jpg
Inkedbelow_LI.jpg
 

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My above mentioned problem seems to be caused due to not propagating the spot values on adjacent tiles. I have an enforcer and a trained dog on the hill with spot values +9 camuoflage +8 disguise. However on the tile below the re is only +8 camouflage, and no spot for disguise. As I understand both units have +1 spot range.

View attachment 624961 View attachment 624962
upload save
 
Here it is. Might not be the exact turn as in the screenshots.
 

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My above mentioned problem seems to be caused due to not propagating the spot values on adjacent tiles. I have an enforcer and a trained dog on the hill with spot values +9 camuoflage +8 disguise. However on the tile below the re is only +8 camouflage, and no spot for disguise. As I understand both units have +1 spot range.

View attachment 624961 View attachment 624962
Interesting, looks very much like a bug. Will investigate.... tomorrow.
 
Thank you. I messed up with the file upload in my first post. Here is another bug with the rogues. I am losing 4> turns of research every time a rogue kills my units. My rogues gets only a dozen beakers with each kill. In the screenshot I am researching a technology worth of ~8 turns research.
Inked20220417185110_1_LI.jpg
 
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