latest svn
After i build wherehouse that replaces storage pit i was unable to build
buildings like fleatchers hut that have storage pit as required. It makes no sense
Workers again not working correctly. (Automated)
I have had 5 now workers(all one by one) just walk out into OPEN tiles and then the animals just devour them.
SVN 4734, No viewports,
Logs if needed here: Includes the Random Logger ones.
http://www.gamefront.com/files/22922909/Logs.zip
EDIT: Workers are still lagging waay behind on building improvements?? See attached of the cities they have?(All screenies) Some have some but some not so much??
If there is worker in the save that is about to walk out and b devoured I'll find out why (if it's no in the save though I doubt there is enough info here - I need the save from the turn the worker decides (in that turn) to walk out into dangerous territory alone).
As to improvements, that's (largely) because the AI (until it has larger established cities anyway) does not build workers beyond what is needed to improve enough tiles for the city's current population to work (i.e. - it won't build workers to make improvements it cannot use yet, at least until it is a more established civ). Also, bear in mind that you're looking in WB and seeing resources the AI cannot yet see (it doesn't have the tech) in many cases. Of course, if it's losing workers a lot to animals for some other reason (your first point) that will obviously also be contributing.
Workers again not working correctly. (Automated)
I have had 5 now workers(all one by one) just walk out into OPEN tiles and then the animals just devour them.
SVN 4734, No viewports,
Logs if needed here: Includes the Random Logger ones.
http://www.gamefront.com/files/22922909/Logs.zip
EDIT: Workers are still lagging waay behind on building improvements?? See attached of the cities they have?(All screenies) Some have some but some not so much??
Ok, the worker suicide is easy to explain, and it only effects the human player's automated workers (not AI workers). What we should do about it (if anything - penalty of automation!) is open for debate.
Basically the workers that do this have decided the best thing they can do is build a route between your cities - in this save game you somehow have 2 cities on opposite sides of the continent! When the AI processes such a routing mission it checks for danger and requests an escort, since it has control over all the other units too. The human automation cannot do this, because automating one unit doesn't give it the right to take control of other units to act as escorts, so it currently just uses much weaker safety criteria (no enemy territory), which leaves it VERY vulnerable in neutral territory.
The options we have here are:
Personally I suspect option (2) is best (for automated human workers). What do you think?
- Too bad. Leave it as it is.
- Change the human automation to stick only to owned territory (so it will never try to join your cities up unless their cultural boundaries overlap).
- Leave in one of the safety checks, which is to validate before making a move that it isn't moving into obvious (visible) danger (which usually means a visible animal). The problems with this are two-fold - firstly it will happily strand itself deep in neutral territory and then have no way out when it finally notices an animal. Secondly, when it does abort due to seeing danger it has to re-evaluate what to do from scratch, and since it will be in the middle of (probably quit hostile) neutral territory it will probably try to return to the nearest city (and likely not make it anyway). If it does make it, it will then (probably) promptly decide it likes the idea of building the route it was trying to build before and just go again.
Quantonium Crystals still produce a little too much happiness... (This is current SVN).
Nope, I am just in the middle of a game, and out of this I have made the screenshot. Another game that was much further advanced showed the same thing. Other parameters seem to be fine, as far as I have checked them. You don´t see this huge amount of happiness in your Sevopedia?That sort of value usually shows up if you look at the pedia before you start a game and it has all the parameters like game speed to work with. Was this the case?
I'd cynically support #1, as it would get people to actually manage their workers!
I'd cynically support #1, as it would get people to actually manage their workers!
for (int iI = 0; iI < iNumTradeRoutes; ++iI)
{
CvCity* pTradeCity = getTradeCity(iI);
if (pTradeCity && pTradeCity->getOwnerINLINE() >= 0 && (NO_PLAYER == eWithPlayer || pTradeCity->getOwnerINLINE() == eWithPlayer))
{
int iTradeYield;
if (bBase)
{
iTradeYield = getBaseTradeProfit(pTradeCity);
}
else
{
// BUG - Fractional Trade Routes - start
#ifdef _MOD_FRACTRADE
int iTradeProfit = calculateTradeProfitTimes100(pTradeCity);
#else
int iTradeProfit = calculateTradeProfit(pTradeCity);
#endif
// BUG - Fractional Trade Routes - end
iTradeYield = calculateTradeYield(YIELD_COMMERCE, iTradeProfit);
}
if (pTradeCity->getOwnerINLINE() == ePlayer)
{
iCityDomesticYield += iTradeYield;
iCityDomesticRoutes++;
}
else
{
iCityForeignYield += iTradeYield;
iCityForeignRoutes++;
}
}
}
// BUG - Fractional Trade Routes - start
#ifdef _MOD_FRACTRADE
if (bRound)
{
iDomesticYield += iCityDomesticYield / 100;
iDomesticRoutes += iCityDomesticRoutes / 100;
iForeignYield += iCityForeignYield / 100;
iForeignRoutes += iCityForeignRoutes / 100;
}
else
#endif
// BUG - Fractional Trade Routes - end
{
iDomesticYield += iCityDomesticYield;
iDomesticRoutes += iCityDomesticRoutes;
iForeignYield += iCityForeignYield;
iForeignRoutes += iCityForeignRoutes;
}
}
}
if (pTradeCity && pTradeCity->getOwnerINLINE() >= 0 && (NO_PLAYER == eWithPlayer || pTradeCity->getOwnerINLINE() == eWithPlayer))
I would also prefer option 2). I generally micromanage my workers until I have improved all of my city tiles, and after that send them to auto-build trade networks. Which does make them build improvements and forts as well (which I have to disable for each new game, as this setting is not saved), but also makes them suiciding into animals.The options we have here are:
- Too bad. Leave it as it is.
- Change the human automation to stick only to owned territory (so it will never try to join your cities up unless their cultural boundaries overlap).
- Leave in one of the safety checks, which is to validate before making a move that it isn't moving into obvious (visible) danger (which usually means a visible animal). The problems with this are two-fold - firstly it will happily strand itself deep in neutral territory and then have no way out when it finally notices an animal. Secondly, when it does abort due to seeing danger it has to re-evaluate what to do from scratch, and since it will be in the middle of (probably quit hostile) neutral territory it will probably try to return to the nearest city (and likely not make it anyway). If it does make it, it will then (probably) promptly decide it likes the idea of building the route it was trying to build before and just go again.
latest svn
After i build wherehouse that replaces storage pit i was unable to build
buildings like fleatchers hut that have storage pit as required. It makes no sense