Pre-v36 Bugfix List

They are contracting out defenders to other cities. I often see lone barbarian units heading off to where their new city was.

Contracting out for more defenders is OK but they should have spawned with some to start with. This is not the same as teh AI sending out settlers without escorts as the barbarians don't do that. They don't use settlers at all as far as I can see.
 
The areas it happens in are areas that is surrounded by my culture and the ocean that has no barbarian units or cities except for the spawning empty cities. yesterday I played for 2-3 hours and my hunter that patrols a 20x20 -ish area right north of my nation was constantly razing barb cities at the point that there were ruins everywhere. Every 10 turns I would check the area and see that 3 new barb cities had spawn just to manually control my hunter at them.

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If the cities did spawn with units they must have been immediately disbanded as they never left the cities, I would have known about it in this case.
 
Maybe the Barbarians should have a Tribal Guardian, too.

I thought they did at one time. But it was removed because (at that time) the normal units you had early game could not take out the Guardian to destroy or capture the Barb city. Especially if you waited till the Barb City reached pop 2 so you "could" capture instead of raze. I think we've come full circle on this one.

JosEPh
 
Also it is currently set up that only the first city of a nation gets the tribal guardian not every city. I suspect the "real" problem stems from the changes made that make the barbarians a nation rather than a bunch of cities.
 
There could be a special version of tribal barbarian guardian, that would not be so strong, and some prehistoric axe- or mace- units would defeat them.

How about a separate mechanism that in case of barbarians would put such barbarian tribal guardian in every city?
 
In the SVN at least, The ignore terrain cost units (in my case, the thief unit) do not gain movement bonuses from terrain promotions that double speed.

Not sure if intended, an oversight or something not fixable.

An amazing mod always worth coming back to every few months.:king:

Cheers!
-Liquidated
 
I thought they did at one time. But it was removed because (at that time) the normal units you had early game could not take out the Guardian to destroy or capture the Barb city. Especially if you waited till the Barb City reached pop 2 so you "could" capture instead of raze. I think we've come full circle on this one.

JosEPh

Another fine lesson why it is sensible to think twice before meddling with the code. Especially now that size matters works, this definitely has come a full circle.
 
In the SVN at least, The ignore terrain cost units (in my case, the thief unit) do not gain movement bonuses from terrain promotions that double speed.

Not sure if intended, an oversight or something not fixable.

An amazing mod always worth coming back to every few months.:king:

Cheers!
-Liquidated

Found the issue here and fixed. Pending next SVN update.
 
Thanks for fixing one of the items on this list I really didn't want to look into myself Alberts2!

@the Team:
If there's any others here that are fixed, let me know. If there's any that are still outstanding that we know about, post them here so we can add it to the list. I just fixed about 4 or 5 items today and after that and Al's fix, I think we're nearly ready for v36. (finally! - this thread was begun on Feb!)
 
31 may be the CivilizationInfos XML if it is barbarians doing this. I have not seen it happen. I think a major review of the barbarians is needed to get them back to being barbarians and attacking and pillaging rather than building their nation. leave until after release

32 should be fixed with the World Tech function being applied leave until after releae

42 is actually two totally different errors!

42 is still there - I have looked in the unit naming python and can't see where the duplicate is. I will look again but another pair of eyes may help.

42 a) and b) appear to be fixed.
 
38 all kinds of ranged attacks aren't included in any danger evaluation it looks like this was simply forgotten. To really fix this not a simple task so it should wait.
 
I don't believe this bug has been fixed. There is no way past it, so I can't play that save on SVN 8573 or later (currently playing all saves on 8508 for that reason).

alberts made some commits around that time which he said would not fix existing saves (might make them worse iirc), so maybe it will not be fixed, but I can still hope.
 

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That looks like it may be our Camel Rider bug that did just get fixed over the weekend.

I'd like to note that the withdrawal movement issue is sadly still with us. I'll work on it next weekend.
 
There is a "bug" in the Super Forts merge. If you have a fort or watch tower and it is destroyed the culture on the plot remains. Sometimes this is a good thing but mostly it is not.

If there is no current culture flow into that plot (of the same nation) then the culture should fade quite quickly.

I am ending up with lots of culture plots in the wilderness when I capture (and claim) a barbarian pallisade, watch tower or fort then destroy it with a unit.

edit It may be possible to have the destroyed fort become a "ruined fortification" with a negative culture but I am not sure what would happen when it reached zero. That could be "easily" achieved in just XML.
 
There is a problem with the Resources tab of the Domestic Advisor. It may be because of an upper limit to how many resources it can handle. Anyway when the problem triggers, there is no way to exit the tab without restarting the game. It has been in DH's too-hard basket:)p) I believe for the best part of the year/cycle, maybe more.

Btw if the only/easy solution is to reduce the number of resources, there are literally dozens of silly unnecessary ones (although I really don't think they could be removed during the freeze).

Paved roads and railways are normal, the problem is only with roads (mud paths seem to be fine too). And the cost is not exactly zero, but it's only after about seven tiles that the unit's move entitlement is reduced, and then only by 0.1 or so. NOTE: I need a savegame that shows this issue!

There are already uploaded saves of mine (Aotearoa game) that illustrate this. I will try to find one, but if you do before me, the Ottoman territory in the middle of the map is iirc the place where most of the remaining road is.
 
There is a problem with the Resources tab of the Domestic Advisor. It may be because of an upper limit to how many resources it can handle. Anyway when the problem triggers, there is no way to exit the tab without restarting the game. It has been in DH's too-hard basket:)p) I believe for the best part of the year/cycle, maybe more.

I checked, the merge I did was correct at the time. The problem was that there was a limit to the number of resources in the file I merged in. It was bigger than what we had but not as big as it needed to be later in the game. I think Platyping's latest fixes the issue.

Oh wait that is the Trade Adviser not Domestic Adviser. I did not know there was a resource tab in the Domestic Adviser. I have done nothing to the Domestic Adviser as it is setup to allow you to fully modify columns etc yourself.

The fact that I don't use either makes it difficult for me to work on them as I don't know what they do or don't do.

Btw if the only/easy solution is to reduce the number of resources, there are literally dozens of silly unnecessary ones (although I really don't think they could be removed during the freeze).

The fact that you think they are silly just means you don't understand the need for them. They were done the way they are because there was no other way to achieve what Hydro wanted at the time. Since they were developed we have had many changes to the dll which may mean that what Hydro wanted could be done a different way but changing it is a huge task.
 
Oh wait that is the Trade Adviser not Domestic Adviser. I did not know there was a resource tab in the Domestic Adviser. I have done nothing to the Domestic Adviser as it is setup to allow you to fully modify columns etc yourself.

You're right it's not the Domestic Advisor, and it is the one for seeing what resource trades you have, so I think we are talking about the same thing, especially as you say there is a known issue with an upper limit on resources.

The fact that you think they are silly just means you don't understand the need for them. They were done the way they are because there was no other way to achieve what Hydro wanted at the time. Since they were developed we have had many changes to the dll which may mean that what Hydro wanted could be done a different way but changing it is a huge task.

No I'm talking about (for the most part) incontrovertibly useless and silly resources like Blenders and Vacuums. They are not prereqs for anything, and are of very little value even as trade items. Yet they all have to have their own factory and their own 5 air pollution. There are literally dozens like this (I have a list of more than 70 somewhere).

Nevertheless they do no harm (except to our credibility). I mentioned them as a potential 'quick and dirty' solution if the Resource tab problem can't be fixed any other way.

@TB:
There is an Aotearoa save of mine attached to post #1373 in the SVN bugs thread. Sorry I haven't bothered to work out how to link it. As mentioned above, there should be a small Ottoman territory near the centre of the map that is still only roaded.

And now some other bugs of mine that I found while looking for that save:
1. I have minus 1 billion votes in the Congress of Vienna and Apostolic Palace.
2. The GoTo City button causes CTDs with viewports. Main problem is that, when the unit reaches the city in the initial turn with moves remaining, the unit list for the city comes up for you to give it further orders. But the city may be (is usually) outside the current viewport, so those units don't validly exist from the viewport's 'point of view'.
 
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