Post Feb 1st 2013 - bugs - Single Player

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I went back the the original gold levels I had before Joe had me reduce them all. I really want to keep them at these levels so people will build some more gold related buildings. Especially the ones people pass over because of :yuck:, :mad: or even crime. Who knows someone might build a Gambling Den for once.

That reminds me. I need to fix the Brothel to provide some $.

Get rid of the -3 hammers and they just might build a gambling den. Gambling doesn't destroy labor/production it only squanders it's fruits. And with a Plus 10 Crime attached forget it. You can try to force me to build one but you can't and won't succeed.

JosEPh
 
Get rid of the -3 hammers and they just might build a gambling den. Gambling doesn't destroy labor/production it only squanders it's fruits. And with a Plus 10 Crime attached forget it. You can try to force me to build one but you can't and won't succeed.

JosEPh

I think you will like the new tweaks I made to the Gambling Den, Gambling Hall, Casino, Brothel and Gentleman's Club.

Gambling Buildings
- Removed the - :hammers:
- Change to +1 :) instead of +1:mad:
- Still gives Crime
- Casino still gives :culture:

Brothel/Gentleman's Club
- Removed Crime and :yuck:
- Reduced +%:espionage:
- Added +% :gold:
- Still gives :) and :culture: and Disease
 
Here's a question for you Hydro. If you use the control-A feature to destroy one of your Universities in your test game, can you bump up the research percentage and keep the amount of gold income you have about the same as it was before destroying it? If so, how much? 5%? So, after bumping it up, if you can, how many research points are you making? Is this more or less than with the university? It might take more than one being removed to be able to permanently move the research slider up, or it might not. But the question is, once you have removed enough universities to do so do you end up getting more research per turn without the universities than you do with them? If you do then building them is detrimental to your research rate, which is silly.

Depends upon how many cities I have. If I have a HUGE empire then having the university or not is not much of an impact. However if I have like 5 cities or less then its much greater gold impact.
 
In my game there seems to be some problems with the Barbarian civilizations. The Portuguese have 3 cities but 1 is so far away that it is costing nearly 30 :gold: a round in distance to palace to the point that they have 0% :science: and negative :gold: every round.

And the Maori's are building so many scouts that they also have 0% :science: and negative :gold: a round. The saved game will show the Maori's continue to build scouts.

Playing ahead both of these nations go into STRIKE.



 

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Depends upon how many cities I have. If I have a HUGE empire then having the university or not is not much of an impact. However if I have like 5 cities or less then its much greater gold impact.
God-Emperor posted a test that will show if it was worth it to build the universities or not. It does not matter if the good or bad decision has a large impact or not.

Increasing the science slider comes at no opportunity cost and no hammer cost. So if the action that does cost opportunity and hammers is worse than increasing the science slider, then why do it?
So take your game with the many universities and sell universities until you can increase the science slider by one notch. Then compare your science income before all that and after. If after is better, then it is better not to build universities at all unless you are consistently at 100% research.
 
God-Emperor posted a test that will show if it was worth it to build the universities or not. It does not matter if the good or bad decision has a large impact or not.

Increasing the science slider comes at no opportunity cost and no hammer cost. So if the action that does cost opportunity and hammers is worse than increasing the science slider, then why do it?
So take your game with the many universities and sell universities until you can increase the science slider by one notch. Then compare your science income before all that and after. If after is better, then it is better not to build universities at all unless you are consistently at 100% research.

I already reduced the gold from -100 to -50 on the SVN today.
 
Increasing the science slider comes at no opportunity cost and no hammer cost. So if the action that does cost opportunity and hammers is worse than increasing the science slider, then why do it?

I know that Hydro has already reduced the gold for University from -100 to -50 (strangely enough showing in all my cities`building list as -60) but still would like to comment:

The University is important beyond its research increase: It gives some hammers and food later on and it opens up a long list of other buildings including military buildings, Patent Office, Police Academy and many Wonders. And if you don´t build a University then you won´t build all those labs and that will hurt your science definitively.
I think -50 is ok.

PS: Didn´t see Hydro´s last reply when I wrote this.
 
I know that Hydro has already reduced the gold for University from -100 to -50 (strangely enough showing in all my cities`building list as -60)
<snip>
You might keep in mind that the values are the basic ones without factoring game speed and world size.
 
In my game there seems to be some problems with the Barbarian civilizations. The Portuguese have 3 cities but 1 is so far away that it is costing nearly 30 :gold: a round in distance to palace to the point that they have 0% :science: and negative :gold: every round.

And the Maori's are building so many scouts that they also have 0% :science: and negative :gold: a round. The saved game will show the Maori's continue to build scouts.

Playing ahead both of these nations go into STRIKE.




@ls612 - I suspect the maintenance issue is due to your changes about what cities get incorporated into a barb civ when I emerges - if you were being too aggressive there (with the above result) all you'd have accomplished would be creating larger barb civs than before, at he cost of them not being viable. You may need to add code to the barb civ formation to asses the maintenance costs of adding a city (you know its distance and the number of cities, which are the only factors), and inhibit doing so if it goes over some threshold amount for any given city.

The scout building looks a little odd, so I'll look into the scout case you specifically have here later today.

Edit - good catch! I've pinned this one down - it was due to some buggy great general code whereby the GC requested a hunter to join up with (best the Maori can produce is s scout), but then (due to the bug) the requested hunter never joins the general so it asks for another...

Fix will be on the SVN soonish
 
Here is a mini-dump from the same game I posted the bombard problem. But only like 1 turn later. It just gave me a CTD with no error or anything when I pressed enter for the next turn. Its SVN v5127 I think.

This is a crash in the main game-engine, not the DLL, so most likely a graphics issue. I'll see if I can reproduce it however if you an provide a save game that crashes on continue (one turn earlier is no that useful - a turn takes about 45 minutes on debug)

Edit - I played the next 3 turns (non-debug just to see if I could reproduce the issue first) from your bombard save. It didn't crash for me, so I'm definitely going to need your save where pressing end turn causes a crash in order to look at this further.
 
I know that Hydro has already reduced the gold for University from -100 to -50 (strangely enough showing in all my cities`building list as -60) but still would like to comment:

The University is important beyond its research increase: It gives some hammers and food later on and it opens up a long list of other buildings including military buildings, Patent Office, Police Academy and many Wonders. And if you don´t build a University then you won´t build all those labs and that will hurt your science definitively.
I think -50 is ok.

PS: Didn´t see Hydro´s last reply when I wrote this.

I tend to agree that -50 is probably ok, though I would also request a tweak to the increases hat come with later techs, just because a tech changing soothing from -50 to -49 really might as well no be there (so make it plus 5 with economics is all I'm asking for).

I think the high cost (low cost/science efficiency) is fine at the point (early Renaissance) when universities first appear (they were very rare prestige institutions at that time), so long as they eventually become more mainstream (which is achieved through the boosts with later techs, provided they scale a bit, and with later dependent buildings).

@Snorfu1 - it's -60 for you (and the original -100 was -150 for me) due to difficulty level I think (which impacts base maintenance modifiers)
 
The Python Error popup that won't go away came back last night (even with the Python screen display turned off in BUG) . Again it was my outrigger vs Turk's Dragon ship. And the problem has a deeper level. Since the screen is only partially frozen (some animation is still working as is the Message scrolls at the top for builds completed) but you can not advance the turn you have to Ctrl/Alt/Del to get out. In Win 7 this brings up the Win 7 screen for opening Task mngr, Logging Off, etc.. If you select Task manager the screen pops up But as soon as you try to click on Civ IV to "End Task" you get thrown back to the game with a black screen. I had to Manually turn the computer off to get out.

Sidenote: This morning I have a msg and a blue screen on start up say windows encountered a problem and it could not start properly. I let it do its repair thing. After repair finished (incomplete) this is the error code: 0x490, in System Files Integrity check and repair. All else was error free.

So, what do I do? Start a new game? Re-install the Mod. Or just revert back to s Save point thru system restore?

JosEPh
 
The Python Error popup that won't go away came back last night (even with the Python screen display turned off in BUG) . Again it was my outrigger vs Turk's Dragon ship. And the problem has a deeper level. Since the screen is only partially frozen (some animation is still working as is the Message scrolls at the top for builds completed) but you can not advance the turn you have to Ctrl/Alt/Del to get out. In Win 7 this brings up the Win 7 screen for opening Task mngr, Logging Off, etc.. If you select Task manager the screen pops up But as soon as you try to click on Civ IV to "End Task" you get thrown back to the game with a black screen. I had to Manually turn the computer off to get out.

Sidenote: This morning I have a msg and a blue screen on start up say windows encountered a problem and it could not start properly. I let it do its repair thing. After repair finished (incomplete) this is the error code: 0x490, in System Files Integrity check and repair. All else was error free.

So, what do I do? Start a new game? Re-install the Mod. Or just revert back to s Save point thru system restore?

JosEPh

Right click in task manager to kill Civ in those circumstances
 
<delete> Moved to Discussion thread.

JosEPh
 
The Python Error popup that won't go away came back last night (even with the Python screen display turned off in BUG) . Again it was my outrigger vs Turk's Dragon ship. And the problem has a deeper level. Since the screen is only partially frozen (some animation is still working as is the Message scrolls at the top for builds completed) but you can not advance the turn you have to Ctrl/Alt/Del to get out. In Win 7 this brings up the Win 7 screen for opening Task mngr, Logging Off, etc.. If you select Task manager the screen pops up But as soon as you try to click on Civ IV to "End Task" you get thrown back to the game with a black screen. I had to Manually turn the computer off to get out.

Sidenote: This morning I have a msg and a blue screen on start up say windows encountered a problem and it could not start properly. I let it do its repair thing. After repair finished (incomplete) this is the error code: 0x490, in System Files Integrity check and repair. All else was error free.

So, what do I do? Start a new game? Re-install the Mod. Or just revert back to s Save point thru system restore?

JosEPh

iirc the Python pop-ups have nothing to do with the BUG options it is turned on/of in your INI file HidePythonExceptions should be 1. The BUG options control what goes to the logs.
 
Found the civic_slavery one in Project_Hades. Will fix.

Edit The other two are in CivPlayer8's Buildings folder and I can't see anything wrong. Perhaps someone who is not dyslexic could have a look.

Haven't been tracking this - what am I looking for exactly?
 
Found the civic_slavery one in Project_Hades. Will fix.

Edit The other two are in CivPlayer8's Buildings folder and I can't see anything wrong. Perhaps someone who is not dyslexic could have a look.
I fixed it. There was a too early closing tag so the building definitions were not actually read.
 
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