Post Feb 1st 2013 - bugs - Single Player

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Is anybody else missing the city tile radius when selecting a Settler? The game option is activated and viewports are on.

It's probably a viewport omission - graphical elements like that only work if they have been spotted and explicitly recoded for viewports, and I guess his one wasn't. To clarify - you mean the city cross shading that shows where the boundaries would fall (not that they actually WILL fall there anyway with realistic culture on, but that's another matter)
 
Well, promotion don't get removed after TBrd's fix yesterday. :thumbsup:

I have a hunter promoted to arctic combat III, which includes among several other advantages double movement for tundra, permafrost and ice/snow. :cool:
My hunter did that pretty fine in my session yesterday, now he cannot use the double speed anymore. :(
Pics for illustration and savegame (SVN 5084) for investigation are attached.
 
It's probably a viewport omission - graphical elements like that only work if they have been spotted and explicitly recoded for viewports, and I guess his one wasn't. To clarify - you mean the city cross shading that shows where the boundaries would fall (not that they actually WILL fall there anyway with realistic culture on, but that's another matter)

Correct, more importantly though it shows the other cities fatcross/3-tile radius to look for "unused" specks of land.
 
That's an issue with ls612's promotionlines. I don't know what's quite wrong there but it'd be easily fixed by simply placing the promotionline definitions into the core promotionline file. I may not have it setup quite right for the WoC modular loading in the text reference somehow and that's something I'd have to ask AIAndy to look into at some point if he'd be willing to hunt for that bug.

I took a brief glance at ls612's files and they SEEMED ok but quick check at the reference calls between the promotionline definitions and the text file headers to make sure they are the same could reveal an issue I didn't take the time to analyze yet. But if they do match up right... I'd say to try to put the text and/or promotionline definitions into the core and see if either one clears things up that way.

Does all this make sense to you SC? (I'm a bit pressed for time to directly address this right now, yes, but perhaps over the weekend I can look into it a bit more or ls612 can play around with that a bit to see what he could do to get it to work correctly...)

Nah, that is just a mistake I made with the string called by the DLL for building the Hill Work line. I accidentally misnamed it in the XML, here is what it is in the DLL. I've fixed it in the SVN at any rate, meaning that we are ready to release unless something horrible comes up in the next few hours.
 

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Nah, that is just a mistake I made with the string called by the DLL for building the Hill Work line. I accidentally misnamed it in the XML, here is what it is in the DLL. I've fixed it in the SVN at any rate, meaning that we are ready to release unless something horrible comes up in the next few hours.

Good that you fixed that, thx. I have nothing else for now.:)
 
Well, promotion don't get removed after TBrd's fix yesterday. :thumbsup:

I have a hunter promoted to arctic combat III, which includes among several other advantages double movement for tundra, permafrost and ice/snow. :cool:
My hunter did that pretty fine in my session yesterday, now he cannot use the double speed anymore. :(
Pics for illustration and savegame (SVN 5084) for investigation are attached.

While that is a serious bug I can't explain how anything I would've done would've touched on that at all...

Koshling, if you're on top of the bug fixes right now, this might be best for you as I'm not familiar with movement codes that well.

And I have a bit of a bug list I feel I should address this weekend before we can release (I will come back later and post what they are... what I can't get to is I suppose going to be a necessary evil to ignore it but I should be able to address most if not all this weekend.)

I came here to look into what I thought was another problem with losing a promo that was being reported thanks to a comment in the multi-player thread... are there any more problems I'm not seeing here?
 
While that is a serious bug I can't explain how anything I would've done would've touched on that at all...

Koshling, if you're on top of the bug fixes right now, this might be best for you as I'm not familiar with movement codes that well.

And I have a bit of a bug list I feel I should address this weekend before we can release (I will come back later and post what they are... what I can't get to is I suppose going to be a necessary evil to ignore it but I should be able to address most if not all this weekend.)

I came here to look into what I thought was another problem with losing a promo that was being reported thanks to a comment in the multi-player thread... are there any more problems I'm not seeing here?

I was under e impression that this was a lost (speed) promotion. If it's not promotion related I can take a look, but I'm out most of tomorrow so possibly not until Sunday.
 
I suspect, because the display code for the promo's tag is working properly according to the graphics posted, that we have an issue in the movement calculations not taking the promotion's tag status on the unit into correct consideration. THIS side of it is a side I would not have a lot of familiarity with.

Thank you for your help on that!
 
I found 2 more issues with the late game (have reached Galactic Era now):

1. The Tire Factory goes obsolete with Skyroads but it should not as there is nothing replacing it. Just too many things depend on tires, e.g. all the airports (they require Aircraft which require Aircraft Factory which require Tires). That means I cannot airlift units anymore and although I live in futuristic times I now have to use my transport ships again! So either find buildings that replace the Airports and let you airlift again or at least as a short term solution don´t let the Tire Factory obsolete.

2. When your cities go beyond Legendary Culture (easy to achieve in Galactic Era) they start to behave strange. At 1st you get a target for the next culture level like -318 turns (still called Legendary). Later on when you have reached the next level (I don´t know for sure how and when that happens) you get to the point of the attached screenshot. Now your Culture target is "none". All of this isn´t too critical but what is really bad is the point that your city radius shrinks again! In the screenshot you can see that it is only 9 tiles now (plus tiles coming from culture of other cities).
 
When your cities go beyond Legendary Culture (easy to achieve in Galactic Era) they start to behave strange. At 1st you get a target for the next culture level like -318 turns (still called Legendary). Later on when you have reached the next level (I don´t know for sure how and when that happens) you get to the point of the attached screenshot. Now your Culture target is "none". All of this isn´t too critical but what is really bad is the point that your city radius shrinks again! In the screenshot you can see that it is only 9 tiles now (plus tiles coming from culture of other cities).
ugh... there's that need to convert the integer type for local culture. Ok, so its critical enough to address tomorrow then.
 
I found 2 more issues with the late game (have reached Galactic Era now):

1. The Tire Factory goes obsolete with Skyroads but it should not as there is nothing replacing it. Just too many things depend on tires, e.g. all the airports (they require Aircraft which require Aircraft Factory which require Tires). That means I cannot airlift units anymore and although I live in futuristic times I now have to use my transport ships again! So either find buildings that replace the Airports and let you airlift again or at least as a short term solution don´t let the Tire Factory obsolete.

Thanks for reporting. We defiantly need more feedback for the Trans-Human Era and Galactic Era. I shall fix the Tire Factory.
 
Got a invisible chaser trapped in my borders. see first screenie. I also could build Giraffe, Antelope and Rhino Hunter's Camp without proper ressource (but i never subdue them). At next all Deer and Elephant ressources have immigrate into my lands. think a bit to much in my opinion. I attached my savegame for a better look. I us modbuild 5083. Keep up your fantastic work, guys.

Greetz Odessa
 

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I have just received a Great Spy and can have the unit build Scotland Yard. The message on the left of the screen advises this and also states ( in Red ) that Skyscrapers or Modern Offices are required for this to be built . However I am at 789BC , nowhere near having these requirements for Scotland Yard , yet I can build Scotland Yard.

Presume this is a bug as when I go to the Civilopedia and look at the details for Skyscrapers and Modern Offices there is no mention of Scotland Yard in either of the entries where it lists buildings that Skyscrapers or Modern Offices are required before building can commence.

Can anyone confirm that Scotland Yard can ( or should ) be built so early in the game or whether it should be restricted until much later.

DavidR
 
Thanks for reporting. We defiantly need more feedback for the Trans-Human Era and Galactic Era. I shall fix the Tire Factory.
Somehow it is still not working (SVN 5094). The Tire Factory does not absolete anymore, but now it doesn´t produce tires anymore! In the screenshot you can see that I do have a Tire Factory but no Tires. Can it be that the Tire Ressource obsoletes, too?
 
At next all Deer and Elephant ressources have immigrate into my lands. think a bit to much in my opinion. I attached my savegame for a better look. I us modbuild 5083. Keep up your fantastic work, guys.

Greetz Odessa

These are due to random events. You were just lucky. In theory you can only get the migrations for animals you have in or near your empire so it is not over powered as it gives you access to more of the same not new resources.

I have just received a Great Spy and can have the unit build Scotland Yard. The message on the left of the screen advises this and also states ( in Red ) that Skyscrapers or Modern Offices are required for this to be built . However I am at 789BC , nowhere near having these requirements for Scotland Yard , yet I can build Scotland Yard.

Presume this is a bug as when I go to the Civilopedia and look at the details for Skyscrapers and Modern Offices there is no mention of Scotland Yard in either of the entries where it lists buildings that Skyscrapers or Modern Offices are required before building can commence.

Can anyone confirm that Scotland Yard can ( or should ) be built so early in the game or whether it should be restricted until much later.

DavidR

It turns out that the special buildings that great people can build ignore resource and building requirements. The only one requirement that is not ignored is the tech requirement and Scotland Yard doesn't have one of those.

The reason that this has not been sorted out is philosophical/design disagreement between us modders. It is almost a three way tie between
1) Any building that has a real world name should be a Great Wonder.

2) Buildings should require resources or other buildings to build. Thus better simulating the real world.

3) The Great Spy building should be called something else. Or be a set of buildings through out the ages. The problem is that the idea of spying seems to be a late classic era idea.​
 
Got a invisible chaser trapped in my borders. Keep up your fantastic work, guys.

Greetz Odessa

That is an Ambusher in the screenie. btw Welcome to CFC and trying the great mod, C2C:)
 
Somehow it is still not working (SVN 5094). The Tire Factory does not absolete anymore, but now it doesn´t produce tires anymore! In the screenshot you can see that I do have a Tire Factory but no Tires. Can it be that the Tire Ressource obsoletes, too?

Yeah apparently they go obsolete at teleportation tech. I will just remove the obsolete tech for Tire Resource for now. Thanks again for reporting! :goodjob:
 
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