Post Feb 1st 2013 - bugs - Single Player

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Playing SVN 4998

Re screenshot - added an immigrant to size 1 city and the immigrant text appeared

After examining city and hitting "escape" to return , the immigrant text box is still in existence and I cannot remove it. Examine city - hit escape - examine city - hit escape etc.

DavidR

PS. Please ignore post - sorted and can now move on.
 

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There appears to be a CTD upon starting a game (without notice) in SVN 5014.
 
In the attached pic, i have three units (enemy) that are just sitting OUTSIDE of the city (in a forest) and will NOT go back into the city even though it is getting raided? Is it because they are in a defensive area (forest)?
 
In the attached pic, i have three units (enemy) that are just sitting OUTSIDE of the city (in a forest) and will NOT go back into the city even though it is getting raided? Is it because they are in a defensive area (forest)?

It's because it thinks it has adequate in-city defenders and given that, wants to use excess defenders to deny you the better defensive terrain (and as a side-effect gain the possibility of S&D bonuses). If (I haven't looked at your save yet, and won't unless your answer to this next bit is indicative of an issue) you thin it's NOT true that there are adequate in-city defenders (for this turn) then it's a mistaken evaluation and a bug, but if not then it's doing what I intended
 
In the attached pic, i have three units (enemy) that are just sitting OUTSIDE of the city (in a forest) and will NOT go back into the city even though it is getting raided? Is it because they are in a defensive area (forest)?

It's because it thinks it has adequate in-city defenders and given that, wants to use excess defenders to deny you the better defensive terrain (and as a side-effect gain the possibility of S&D bonuses). If (I haven't looked at your save yet, and won't unless your answer to this next bit is indicative of an issue) you thin it's NOT true that there are adequate in-city defenders (for this turn) then it's a mistaken evaluation and a bug, but if not then it's doing what I intended

Looks like the reason it may feel that it has reason to think its going to be fine is perhaps due to not being able to see the assassins that make up the bulk of SO's small but powerful force.

Either way, SO won't be able to break through it in one round, perhaps, no, but then again, even if the AI can't see the 2 assassins there, it seems to be in honest danger of being whittled down so unless it figures its going to launch an attack to eradicate this intrusion, or realizes it has plenty of defenders on the way to bolster the forces long enough to get a counterattack force to the scene, I'd think it'd want to get those defenders in the city so that the fortification defense value can build to maximum before they are absolutely needed after the whittling takes place.

So much to evaluate I suppose. How much of the considerations mentioned would the ai be taking into account?
 
Looks like the reason it may feel that it has reason to think its going to be fine is perhaps due to not being able to see the assassins that make up the bulk of SO's small but powerful force.

Actually one turn is easy, with the Assassin (1), Ranger (1), Pericles (3), and Arslan (3), thats 8 in one turn taken out. Poof, city is mine!!:p
 
Actually one turn is easy, with the Assassin (1), Ranger (1), Pericles (3), and Arslan (3), thats 8 in one turn taken out. Poof, city is mine!!:p

It doesn't include ability to attack multiple times in the evaluation, so that would probably be it.
 
If only I could lose my negative traits so easily!

SVN 5024.

1. Have selected Developing Leaders, Focused Traits, Start without Positive Traits.
2. Have not selected No Negative Traits or Pure Traits.

3. Save game is the turn before I acquire my first negative trait.
4. End turn, select any positive trait, and Megalomaniac as your negative trait.
5. F4 Foreign Advisor shows all 3 traits when you hover over Frederick. Exit.
4. Press Ctrl-Sh-T to recalc modifiers. Wait a while, press F4 to know when it's done.
5. Frederick now only shows two traits, having lost Megalomaniac.
6. I tested a few other negative traits and the symptom thus far appears to only affect Megalomaniac.

(apologies for the Ultimate map, but it's only 40,000 bc so it does load quickly. But you will need Viewports. )
 
Interesting. That recalc area for hasTrait is rather complex and I'd suspected there could be an issue with it somewhere but I'd never seen that one. Anyhow, thanks for the bug report. I'll check it out over the freeze.
 
@DH

Can you Pls check this out WHY its not working?, looks like everything is correct??:crazyeye:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_SEA_WORKER not found in mod UnitNaming
 
Excuse me, why are Canals Systems required in order to gather grains?! :eek: How do I fix this?
 
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