K-Mod: Far Beyond the Sword

I've just uploaded v1.14. It isn't a big update, but there are a couple of good things in there.

@Highwayhoss, v1.14 should fix the problems you were experiencing with the BUG options. Let me know if it doesn't.
 
Ofc its in mods folder ;). The problem is if your civ installation is in c:\program files\... or c:\program files (x86)...
There is a third option. Turn of UAC in user settings in control panel. But problem with UAC disabling can be harmful to your system unless u know what u are doing.
You can also change the security settings of the mods folder and its subfolders and allow your standard user writing access.
 
1.14

2 Big problems I ran into and two observations:

(Uped my difficulty to emperor, playing on earth2 terrain map)

1. Attacking Dutch stack glitched out- stood 2 spaces away from my main border city for 4 turns in a row now. They couldve have pressured the city for 1 or 2 turns when another civs stack was attacking the city but now they cant endanger the city, but they are still standing there and dont move forward or away, they are on grassland so its not a very good camping point either

2. Impressed that Montezuma raced towards a cultural victory VERY quickly after achieving dominance around their land. They couldve actually won (easily?) except for some things. I sent my 40 unit cannon-redcoat stack (even technology level with Montezuma) on a suicide mission to kill just one of their 3 main cultural cities before they win. I killed their main border city and realized I didnt have enough to slowly conquer them. So I walked past their next 2 parallel heavily defended border cities (each with 11 cannons and alot of defenders) and killed one of their oldest cities right next to their capital. 22 Cannons wouldve stopped my advance dead in tracks, if they had decided to use them. They randomly attacked me with 2 or 3 elephants and a rifleman on the way there but thats it. At the seige itself they did use around 12 cannons the turn right before I razed the city.

After I razed the city I made peace to save my heavily weakened invading army and they paid me for it :D

3. I have two cities with the two main religion holy shrines in it. I have stock exchanges, wall street, huge population, largest land mass controlled, large number of towns, 3 former enemy capitals, large number of wonders and super specialists. But Montezuma is 2 techs up on me and has one corporation...and he has more than 2400gnp compared to my 1300gnp. Seems a bit unrealistic unless hes building wealth in most cities (I have enough espionage to know he isnt). And no, no golden age either. I havent let his corporation into my cities either. Serfdom would bump me up about 200-250...trying to figure it out.

Maybe free speech, free religion, representation, and state property are way better than my choices...hmmm. I like heriditary rule (I occassionally draft alot in golden ages), buerocracy (lots of wonders, super specialists and food/resources in cap), slavery for rushing buildings (recently doubled my empire size), free market, and organized religion (rushing even more buildings/wonders). I do eventually switch those later on but I make most economic builings very fast. I also am christain and have the apostolic palace so I dont want to go free religion and lose the production bonus in my cities with christain buildings.

4. Montezumas (3200 civ points) destroyed and bullied at least 4 civs around it and did it quickly, and vassaled them all. The germans (1542 civ points) have been at war with them for at least 80 turns and lost only one city. I wonder why they didnt destroy the germans...it is possible the germans got rifling way earlier than Montezuma but Monte got machine guns about the same time. The germans fighting 4 decent sized civs under the banner of Montezuma, alone, for 80 turns....they must have a ton of great generals. I am giving them like 6 resources to keep them afloat, but still...

Edit: Germans lost 3 cities 40 turns later

Late edit: O wow I think I registered a threat that wasnt there LOL. I thought cultural win was 3 cities with 30,000 culture, but its 75,000on this map, I think lol. Guess Montezuma wasnt that close to a culture win after all. (He had one city with 35,000 culture, one with 32,000, and one with 26,000) I killed the 26,000 culture city, destroying the kremlin in the act.


Late edit 2: Germans have a city with 2 lake squares and all its ocean access blocked by ice caps, but they have 16 galleons in the city...that can never leave...
 
I have liked the mod otherwise so far but I don't understand why the AI civilizations declare war without anything to gain at all. I had two games in a row that AI declared war just on me because some couple minus relation and would have nothing to gain. In the last game Peter declared war on me in huge pangaea so far away that it probably too an era to just move the units in my borders and I was the second power in military propably even stronger than Peter. I didn't choose religion even, no arrogant demands just little -3 relation.

It really takes fun out of the game when somebody without any strategical advantage just declares war and spoils all other preparations of them.
 
@Cruel, it's just a 1 line change. Here is the relevant code:
Code:
// CvUnit::canPillage
// ...
if (pPlot->isOwned())
{
	if (!potentialWarAction(pPlot))
	{
		// K-Mod enable the pillaging of own roads
		/* original bts code
		if ((pPlot->getImprovementType() == NO_IMPROVEMENT) || (pPlot->getOwnerINLINE() != getOwnerINLINE()))
		*/
		if (pPlot->getOwnerINLINE() != getOwnerINLINE() || (pPlot->getImprovementType() == NO_IMPROVEMENT && !pPlot->isRoute()))
		// K-Mod end
		{
			return false;
		}
	}
}

@Gamer999, I agree that the AI doesn't really use much strategy when deciding who to go to war with. I just haven't changed that part of the code yet. (It's the same system they always used.) I don't think the currently system works very well, but I wouldn't say it takes the fun out. In fact, I'm kind of worried that if I made it so that they always chose the best strategic target - that would take the fun out because it would be predictable and repetitive. I think it's ok when the AI does something a bit weird. They don't always play to win; sometimes they just roleplay their leader. :crazyeye:

That said, I do expect that I'll change it one day. I just have to wait for inspiration & motivation to strike, at the same time. :)

@Charles555nc, since uploading v1.14, I've spent some time trying to improve the AI's use of defensive collateral. I think it will be a bit better in the next version.

I remember when they AI use to be completely hopeless with their defensive collateral units. They'd have big bunches of catapults that would just run around doing nothing - and they'd keep building more and more. Those were the days... Anyway. I've basically just relaxed some of the conditions used by my new collateral defensive stuff. When I put it something new like that I usually put tight conditions on it to make sure it doesn't completely screw things up - so I'm not surprised it needed to be relaxed a bit.

About the doing-nothing-for-four-turns thing.. I'm not really sure about that one. My guess is that they could see your city, and see that they weren't strong enough to take it - so they didn't want to advance on it any further. However, usually if that's the case, they either pick a different city or just start pillaging everything. I'm not sure why they'd stand still on open land. Maybe they were healing, or waiting for reinforcements, or maybe they couldn't see anything worth pillaging. :confused: But I have made some changes which may prevent this from happening again.
 
I noticed that Montezuma had 4 cruisers in a northern city whose ocean is blocked by ice caps so they shuffle around its 3 lake squares....and there was that german city Dortumund with 16 gallleons (later became transports) in its city with 2 lakes and its ocean squares are blocked by ice caps. Check Dortmund, Germany

Karadoc, no one has put half the effort you have into civ4, even the better ai mod was easy before you started your work. Me pointing out the ai misbehavior in your mod is my job as a tester but always remember the crazy respect I have for you :D

I too remember how dumb the ai used to be lol. Its why I stopped civ4 entirely for years.
 

Attachments

Game update 1.14

Monte finally crunched the germans with a huge stack and declared war on me at the same time (I was gonna invade him anyway) held me off kinda while their main army was away (they lost 2 cities).

Now I used transports to bring back my invading army to reposition and invade his coastal cities better, as his vassals are actually a threat to my stacks via land route. The vassal's cruisers are threatening my ocean resources and are an oddly interesting component to the war.

He got flight first so he is bombing the crap out of me in my northernmost city. Got a triple upgraded interception anti tank to deal with it.

His main army turned around and invaded me. I used about 16 artillery units on it and took out about 25 units from it the first turn it entered my territory. Lets see if they stay or run (they can run safely).

(Next turn) they move forward towards the city with 6 triple upgraded machine guns with about 30-35 near death units. I reuse alot of artillery and mop up.

(Montezuma seems to not value the artillery tech as much as I do, hes researched 5 other tech and still hasnt gotten it)
 
@Gamer999, I agree that the AI doesn't really use much strategy when deciding who to go to war with. I just haven't changed that part of the code yet. (It's the same system they always used.) I don't think the currently system works very well, but I wouldn't say it takes the fun out. In fact, I'm kind of worried that if I made it so that they always chose the best strategic target - that would take the fun out because it would be predictable and repetitive. I think it's ok when the AI does something a bit weird. They don't always play to win; sometimes they just roleplay their leader. :crazyeye:

That said, I do expect that I'll change it one day. I just have to wait for inspiration & motivation to strike, at the same time. :)

Ok, sorry for unjustified criticism then. I just saw it little strange that AI declared war so "sensitively". :D
 
Im getting a game freeze when loading K-Mod. Followed the instruction given for installation. Game runs perfectly without mods.
This is under wine (linux).

Extract of the error codes, if any help :)
Code:
fixme:win:EnumDisplayDevicesW ((null),0,0x33eeec,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f424,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f430,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:win:EnumDisplayDevicesW ((null),0,0x33ef78,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:wined3d_buffer_preload Too many declaration changes or converting dynamic buffer, stopping converting
fixme:d3d:state_lastpixel Last Pixel Drawing Disabled, not handled yet
wine: Unhandled page fault on read access to 0x241ce000 at address 0x7c3428fa (thread 0027), starting debugger...
couldn't load main module (2)
Process of pid=000c has terminated
No process loaded, cannot execute 'echo Modules:'
Cannot get info on module while no process is loaded
No process loaded, cannot execute 'echo Threads:'
process  tid      prio (all id:s are in hex)
0000000e services.exe
        00000025    0
        00000024    0
        0000001e    0
        00000015    0
        00000010    0
        0000000f    0
00000012 winedevice.exe
        0000001c    0
        00000019    0
        00000014    0
        00000013    0
0000001a plugplay.exe
        00000020    0
        0000001d    0
        0000001b    0
00000021 winedevice.exe
        00000026    0
        00000023    0
        00000022    0
00000030 explorer.exe
        0000002f    0
You must be attached to a process to run this command.
No process loaded, cannot execute 'detach'
 
@gabrielbyrnei I have no idea what the problem is. But if you would like to help me work it out, then try running the game with the debug dll that I've attached to this post. It almost certainly won't fix the problem, but if the problem is something related to K-Mod then hopefully it will report some kind of meaningful error message or warning before it crashes.

Do other mods with custom dlls etc. work with wine?

@Gamer999 I don't mind the criticism. I appreciate the feedback. Besides, according to Charles555nc every version I release has major problems. ;)

Speaking of which... @Charles555nc, I think I know what is causing the AI to build boats in those useless areas - but I can't think of an easy way to fix it at the moment. Well actually, I can think of a way to fix it, but I'm worried that it will create a whole heap of other new problems - so I'm going to give it a bit more thought first.


[edit]
By the way, the debug version of the dll is much slower than the 'release' version.
 
Thanks for the swift response !!
Im attaching the full log, from launch to freeze (clicking on single player)

Code:
gabriel@linux-a7dy:~/.wine/drive_c/Archivos de programa/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword> wine "Civ4BeyondSword.exe" -mod= K-Mod
fixme:system:SystemParametersInfoW Unimplemented action: 55 (SPI_SETMOUSEKEYS)
fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)
fixme:gameux:GameExplorerImpl_VerifyAccess (0x166a70, L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Civ4BeyondSword.exe", 0x33fb18)
fixme:ntdll:find_reg_tz_info Can't find matching timezone information in the registry for bias 240, std (d/m/y): 11/03/2012, dlt (d/m/y): 14/10/2012
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Logs.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Logs.lnk"
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Saves.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Saves.lnk"
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\CivilizationIV.ini.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\CivilizationIV.ini.lnk"
fixme:wtsapi:WTSRegisterSessionNotification Stub 0x100f0 0x00000000
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
'import site' failed; use -v for traceback
fixme:win:EnumDisplayDevicesW ((null),0,0x33eeec,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f424,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f430,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:win:EnumDisplayDevicesW ((null),0,0x33ef78,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:wined3d_buffer_preload Too many declaration changes or converting dynamic buffer, stopping converting
fixme:d3d:state_lastpixel Last Pixel Drawing Disabled, not handled yet
wine: Unhandled page fault on read access to 0x26fce000 at address 0x7c3428fa (thread 0009), starting debugger...
fixme:keyboard:X11DRV_ActivateKeyboardLayout 0x40a040a, 0000: semi-stub!
fixme:keyboard:X11DRV_ActivateKeyboardLayout 0x40a040a, 0000: semi-stub!
Terminado
gabriel@linux-a7dy:~/.wine/drive_c/Archivos de programa/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword> couldn't load main module (2)
Process of pid=0008 has terminated
No process loaded, cannot execute 'echo Modules:'
Cannot get info on module while no process is loaded
No process loaded, cannot execute 'echo Threads:'
process  tid      prio (all id:s are in hex)
0000000e services.exe
        00000025    0
        00000024    0
        0000001d    0
        00000015    0
        00000010    0
        0000000f    0
00000012 winedevice.exe
        0000001b    0
        00000018    0
        00000014    0
        00000013    0
00000019 plugplay.exe
        00000020    0
        0000001c    0
        0000001a    0
00000021 winedevice.exe
        00000026    0
        00000023    0
        00000022    0
00000027 explorer.exe
        00000028    0
 
I get a problem occasionally when trying to select a unit, it selects it for a second then goes off it, only way to wake the unit up is using a hotkey before it deselects again
 
hi again,

so ive began to add stuff to the mod from my old one,
i wonder, is k-mod multilayer friendly?

anyone played with it online? and if so - in what version did u play and didn't get oos errors?

ty in advance,

and karadoc,
perhaps u can include ur source code in the full mod package? that would be great, cause u probably as i see now not always updating you source codes page ...
hope im not bugging you too much. your work is awesome.
 
I make a mad push for the Aztec Capital...my war weariness is +13 unhappiness in most cities, I still dont want emancipation (anarchy for 2 turns would maybe lose me the game), Aztecs finally get artillery tech, and my cultural slider is already at 20%, and my tech drops to 20%.. My huge stack attacks their capital but fails, they still have at least 12 defenders left inside. I didnt know paratroopers were so good until this game (Aztecs have them I dont). 15 city attackers survive but are heavily wounded and have no more artillery.

I abandon Maastricht and send the 35 units inside into transports to group up with the capital assault survivors. The main stack of the Aztecs burns Maastricht and instead of going for my stacks outside their capital, goes on the offense towards my main border town.

I have 2, 4 level upgraded machine gunners keeping my troops healed between fights in my assault stack.

3 artillery hits my reinforcing stack before the grouping but doesnt slow them down. The 50 unit combined stack pushes back towards the capital.

Im building machine gunners in cities to keep the unhappiness down. My Roman vassals die to the Dutch vassals of the Aztecs, so I lose
my connection to gold.

Dutch Cruisers pour in and start pillaging my sea resources. But apparently just defending in a cruiser vs cruiser fight gives u decent odds.

Next turn I take their capital with christo redentor, and broadway. I switch civics to nation hood and start drafting in anticipation of their main stack (65+ units) pushing my main border town next turn (they are one square away).

Such a close game....got the impulse to want to give up several times but stuck with it...

SO FUN
 
Replaced the dll with the debug one you posted, here is the complete log from launching the game, to freezing while clicking on single player.


Code:
gabriel@linux-a7dy:~/.wine/drive_c/Archivos de programa/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword> wine "Civ4BeyondSword.exe" -mod= K-Mod
fixme:system:SystemParametersInfoW Unimplemented action: 55 (SPI_SETMOUSEKEYS)
fixme:system:SystemParametersInfoW Unimplemented action: 59 (SPI_SETSTICKYKEYS)
fixme:gameux:GameExplorerImpl_VerifyAccess (0x166a70, L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Civ4BeyondSword.exe", 0x33fb18)
fixme:ntdll:find_reg_tz_info Can't find matching timezone information in the registry for bias 240, std (d/m/y): 11/03/2012, dlt (d/m/y): 14/10/2012
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Logs.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Logs.lnk"
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Saves.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\Saves.lnk"
err:menubuilder:Process_Link unable to load L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\CivilizationIV.ini.lnk"
err:menubuilder:wWinMain failed to build menu item for L"C:\\Archivos de programa\\Firaxis Games\\Sid Meier's Civilization 4\\Beyond the Sword\\CivilizationIV.ini.lnk"
fixme:wtsapi:WTSRegisterSessionNotification Stub 0x100f0 0x00000000
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
fixme:alsa:AudioClient_GetMixFormat Don't know what to do with 10000 channels, pretending there's only 2 channels
'import site' failed; use -v for traceback
fixme:win:EnumDisplayDevicesW ((null),0,0x33eeec,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f424,0x00000000), stub!
fixme:win:EnumDisplayDevicesW ((null),0,0x33f430,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:win:EnumDisplayDevicesW ((null),0,0x33ef78,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:wined3d_buffer_preload Too many declaration changes or converting dynamic buffer, stopping converting
fixme:d3d:state_lastpixel Last Pixel Drawing Disabled, not handled yet
wine: Unhandled page fault on read access to 0x26fce000 at address 0x7c3428fa (thread 0009), starting debugger...
fixme:keyboard:X11DRV_ActivateKeyboardLayout 0x40a040a, 0000: semi-stub!
fixme:keyboard:X11DRV_ActivateKeyboardLayout 0x40a040a, 0000: semi-stub!
Terminado
gabriel@linux-a7dy:~/.wine/drive_c/Archivos de programa/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword> couldn't load main module (2)
Process of pid=0008 has terminated
No process loaded, cannot execute 'echo Modules:'
Cannot get info on module while no process is loaded
No process loaded, cannot execute 'echo Threads:'
process  tid      prio (all id:s are in hex)
0000000e services.exe
        00000025    0
        00000024    0
        0000001d    0
        00000015    0
        00000010    0
        0000000f    0
00000012 winedevice.exe
        0000001b    0
        00000018    0
        00000014    0
        00000013    0
00000019 plugplay.exe
        00000020    0
        0000001c    0
        0000001a    0
00000021 winedevice.exe
        00000026    0
        00000023    0
        00000022    0
00000027 explorer.exe
        00000028    0
 
@keldath I haven't played multiplayer over the internet, but I play a LAN multiplayer game at my house every weekend and it works fine. We haven't seen any OOS errors for a long time. I would say that all OOS bugs have been fixed, but awhile back someone posted that they were getting OOS - and I'm not certain the problem was ever nailed down.

In any case, I would say that K-Mod is multiplayer friendly.

By the way, the source-code on github is up-to-date.


Minor issue (Ill be less dramatic), ai stack glitched outside Maastricht.
(I assume you're talking about the group with ~10 units, 2 steps west and 1 south of the city.)
I looked at the save; and I've decided that the stack is not glitched. There's probably something better they could be doing, but I think what they are doing is good enough. The stack is intending to capture Maastricht, but it has estimated that it isn't quite strong enough to take the city. (It estimates that its attack power is 15914 and the cities defence power is 16200. One more cannon would probably be enough for them to attack.) Anyway, it doesn't think it's strong enough, so instead, it's just trying to "choke" the city until reinforcements arrive -- and there are reinforcements on the way. There is one thing that's a bit silly about it though, and that is that the city is in revolt - and so it can't actually work any tiles anyway. The tile the stack is standing on is complete junk, but it happens to be the best tile that city could work. They aren't considering the uranium mine because the mine is not inside the borders. Obviously, the mine soon will be inside the borders when the city comes out of revolt, but they haven't thought of that. I guess I could teach them to estimate whether or not the tile will be owned in the near future; but I don't want them to bother doing that if is going to take up precious processing time. :p

@gabrielbyrnei. That looks like a wine log rather than a civ4 log. Is that right? In any case, I was hoping that the debug dll will cause a warning message to open in a separate window just before the game crashed. Apparently that didn't happen. -- I'm still don't really know what the problem might be.

Hold on a sec... did you say that it crashes just when you press single player? ie. before you've chosen a map type or anything like that? If that's the case, then perhaps the problem actually in the map script that I included with the latest version. I don't see how a map script could cause a crash, but the dll isn't doing anything at that point, and I don't know what else it could be.

So try this: delete the K-Mod/PublicMaps folder (which contains just one file); and then just try it again.

@IrishDragon, it sounds like you are experiencing a problem similar to what Highwayhoss mentioned. I still haven't seen anything like that myself, so I think I need more clues. Do you have Rapid Unit Cycling turned on? Are you able to reproduce the problem with some particular sequence of actions, or a save game or something? Does it happen when the unit has run out of moves, or at full moves? Do you have units automated? Does it happen with groups of units, or just single units? Do you have "minimize popups" turned on?

(you don't have to answer all these questions if you done want to, or don't know the answer or whatever. I'm just trying to brainstorm ideas for where the problem might be coming from.)
 
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