Patch 7.5x Bugs

Playing as the Scions, I wanted to build an adventurer's guild.

My level 7 Honored Band (28xp) can not build it, but my Gaelan (hero, I got it through an event) level 8 (58xp) who stands in the same city can build one.

is it because the honored band unit is undead, is it a bug or is it supposed to be like this?
 

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I've noticed that when using Advanced Start, I can't buy any techs. The tree opens just fine, but the "Add tech" button never appears. Noticed this in 5+ games.
 
yes currently only living units can build adventurers guild, i don't know if this is intended though.
 
I've noticed that when using Advanced Start, I can't buy any techs. The tree opens just fine, but the "Add tech" button never appears. Noticed this in 5+ games.

The "add tech" button is there. I'm using it in every game. Just click a tech and the "add tech button will appear. It should be on the left side, but not at the bottom if you are using a high resolution.
 
Playing as the Scions, I wanted to build an adventurer's guild.

My level 7 Honored Band (28xp) can not build it, but my Gaelan (hero, I got it through an event) level 8 (58xp) who stands in the same city can build one.

is it because the honored band unit is undead, is it a bug or is it supposed to be like this?

Werewolves cannot build those guilds, too.
 
Religions can still be founded by random acolytes found in forts in the like: this can lead to Emp being founded before Philosophy has been researched, for instance (not to mention trade). Emp seemed to be the biggest offender for this, but Forests and Octopus were doable, too.

Only living units (and only certain living units) can fund adventurers guilds was a problem I ran in to, too.

'Our close borders spark tensions -1' seems to have expanded the range of their borders: there could be even two civilizations between myself and the 'our borders are too close!' cats with nothing even close to touching, and my borders were still too close. If necessary, I'll screen-shot some maps to outline the distance, but it happened with every new game I started.

The bandit lord event, where you have the option to get a semi-nice cavalry unit or, I believe, hang him, seems to be happening a bit too often- not to one player, but to the world at large. That's subjective, though.
 
By default no item is selected in the "civ specific civics" column. This would be just a polish issue for players but it seems to be hurting the AI:

civ4screenshot0038.jpg


(The switch to "none" incurs an anarchy cost just like any other civic.)

Actually I suspect the default choice for "civ specific civics" is somehow despotism because when I select "none", it deselects despotism in the first column (at least visually). I haven't checked whether the despotism effects are applied twice though.
 
Edit: And the capitulation code is definitely broken. Opponents will offer techs and cities for peace, but if you beat them down far enough ( e.g. to one city), they will flat out refuse not only
capitulation, but also peace for techs! I would volunteer to look into this, if the dll code is available somewhere.

The Wildmana dll code is available at sourceforge:
http://ffhbetterai.svn.sourceforge.net/

the code for this is (same as BTS)
Spoiler :

Code:
int CvTeamAI::AI_makePeaceTradeVal(TeamTypes ePeaceTeam, TeamTypes eTeam) const
{
	int iModifier;
	int iValue;

	FAssertMsg(eTeam != getID(), "shouldn't call this function on ourselves");
	FAssertMsg(ePeaceTeam != getID(), "shouldn't call this function on ourselves");
	FAssertMsg(GET_TEAM(ePeaceTeam).isAlive(), "GET_TEAM(ePeaceTeam).isAlive is expected to be true");
	FAssertMsg(atWar(ePeaceTeam, eTeam), "eTeam should be at war with ePeaceTeam");

	iValue = (50 + GC.getGameINLINE().getGameTurn());
	iValue += ((GET_TEAM(eTeam).getNumCities() + GET_TEAM(ePeaceTeam).getNumCities()) * 8);

	iModifier = 0;

	switch ((GET_TEAM(eTeam).AI_getAttitude(ePeaceTeam) + GET_TEAM(ePeaceTeam).AI_getAttitude(eTeam)) / 2)
	{
	case ATTITUDE_FURIOUS:
		iModifier += 400;
		break;

	case ATTITUDE_ANNOYED:
		iModifier += 200;
		break;

	case ATTITUDE_CAUTIOUS:
		iModifier += 100;
		break;

	case ATTITUDE_PLEASED:
		iModifier += 50;
		break;

	case ATTITUDE_FRIENDLY:
		break;

	default:
		FAssert(false);
		break;
	}

	iValue *= std::max(0, (iModifier + 100));
	iValue /= 100;

	iValue *= 40;
	iValue /= (GET_TEAM(eTeam).AI_getAtWarCounter(ePeaceTeam) + 10);

	iValue -= (iValue % GC.getDefineINT("DIPLOMACY_VALUE_REMAINDER"));

	if (isHuman())
	{
		return std::max(iValue, GC.getDefineINT("DIPLOMACY_VALUE_REMAINDER"));
	}
	else
	{
		return iValue;
	}
}
 
Malakim workers don't seem to be able to build roads. I do have the Exploration tech. Feature or bug?
 
The Wildmana dll code is available at sourceforge:
http://ffhbetterai.svn.sourceforge.net/

the code for this is (same as BTS)
Spoiler :

Code:
int CvTeamAI::AI_makePeaceTradeVal(TeamTypes ePeaceTeam, TeamTypes eTeam) const
{
	int iModifier;
	int iValue;

	FAssertMsg(eTeam != getID(), "shouldn't call this function on ourselves");
	FAssertMsg(ePeaceTeam != getID(), "shouldn't call this function on ourselves");
	FAssertMsg(GET_TEAM(ePeaceTeam).isAlive(), "GET_TEAM(ePeaceTeam).isAlive is expected to be true");
	FAssertMsg(atWar(ePeaceTeam, eTeam), "eTeam should be at war with ePeaceTeam");

	iValue = (50 + GC.getGameINLINE().getGameTurn());
	iValue += ((GET_TEAM(eTeam).getNumCities() + GET_TEAM(ePeaceTeam).getNumCities()) * 8);

	iModifier = 0;

	switch ((GET_TEAM(eTeam).AI_getAttitude(ePeaceTeam) + GET_TEAM(ePeaceTeam).AI_getAttitude(eTeam)) / 2)
	{
	case ATTITUDE_FURIOUS:
		iModifier += 400;
		break;

	case ATTITUDE_ANNOYED:
		iModifier += 200;
		break;

	case ATTITUDE_CAUTIOUS:
		iModifier += 100;
		break;

	case ATTITUDE_PLEASED:
		iModifier += 50;
		break;

	case ATTITUDE_FRIENDLY:
		break;

	default:
		FAssert(false);
		break;
	}

	iValue *= std::max(0, (iModifier + 100));
	iValue /= 100;

	iValue *= 40;
	iValue /= (GET_TEAM(eTeam).AI_getAtWarCounter(ePeaceTeam) + 10);

	iValue -= (iValue % GC.getDefineINT("DIPLOMACY_VALUE_REMAINDER"));

	if (isHuman())
	{
		return std::max(iValue, GC.getDefineINT("DIPLOMACY_VALUE_REMAINDER"));
	}
	else
	{
		return iValue;
	}
}

Thanks; maybe it's an issue with the warscore. I'll see if i can figure it out.
 
Sephi,

Sorry I have been out of touch over the past few days, my DSL went blink last Friday.

I have been testing as the Doviello though in the evenings.

A couple of things I could not fix while I have been testing.


1. The Slavery Pedia entry is missing which is causing a "Slavery Quote" text bug when the Slavery Tech is discovered (turn two as the Doviello).
I dug around and couldnt find the pedia file anywhere.

2. The Elder_Death 2 Event is fixed in the XML file, but ingame i think the Python is not reflecting the change I made in the xml. The change was for their to be ten turns of happiness instead of one turn. (forgot to write down which option this was)

DSL is back up and running, so Im back in the saddle now.
 
Genesis fails with python exception. Screenshot and savegame (7.56) are attached.

Edit: old attachment pruned
 
Not sure if that one is actually a feature. In that case it might need to be addressed anyway.
The Seven Pines feature seems to allow the Babarian faction to make peace with everyone (happend in my recent game). After 10 turns, I declared war on them again - all AI civs however didn't and lived in peace with the Barbs for the rest of the game. Made for quite a different game ^^
If that is allowed for the Barbs, maybe they should declare war again after some time.
 
1) under-council has one voting option that raises problems:
if you vote for employing the night watch you get a unit that can spread council of esus even if you did not research deception, thus gaining the holy city very fast.


2) should not deception be enabled for agnostic civilizations since the cult of esus is rather a secret society then a religion (maybe remove gibbon goetia for agnostic civs)?
or create an alternative tech that enables to join the cult of esus without allowing the building of the hero, but it would be available for agnostic civs.
 
I had a strange issue with joining Esus. It could be that I'm mistaken, but here's how it went.

I joined Esus, I'm order, and I already had Sphener. However, the next turn, not only did Sphener die, but so did the units that were grouped with him.

Most of them actually re-appeared in my capital though (I had just completed blood of the phoenix a few turns before).

I'm going to try to replicate this to be sure.
 
[to_xp]Gekko;9102538 said:
oopsy :D deserts act as roads :D

Ah, that clarifies it! :) Thanks, Danke, Spasiba, etc etc
 
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