Walter Hawkwood
RI Curator
Yes, if possible.But the turn right before the crash, then?Now I’ve added a debug before the problematic line.
Yes, if possible.But the turn right before the crash, then?Now I’ve added a debug before the problematic line.
I can't reproduce it for now, but I'm saving turn by turn so that when it happens I can send you the saveYes, if possible.
Glancing at the list of changed files usually gives you a pretty good idea of which ones, as most unit art is stored relatively logically.When reading "some unit art updates," I always just want to know what was changed, since those fine details are often fascinating.![]()
I have a ton of respect for MatteM and what he does with the unit conversions, but unfortunately a lot of them are much "heavier" than the upper limit of unit file size I stick to in RI to keep the total asset size at least somewhat manageable. I don't know how big Queen Lizzie is - @MatteM if you could send it my way, I'd check if it was proper RI material, at least after some cut downs. It would indeed be nice to have a modern carrier for the UK.On that note, though, I noticed that the English in RI don't currently have a distinctive modern carrier (though the Illustrious certainly lives up to her name, there). MatteM just posted some beautiful carriers for the Russians, US and UK here: https://forums.civfanatics.com/thre...xturing-workshop.637596/page-20#post-16855099. The Queen Elizabeth on the middle-right of the UK set looks great. Might it be a good substitute for the generic carrier that they currently get?
How often does everyone use Craft Guilds? I don't think I've ever adopted it, since it has such a small bonus and Merchant Princes becomes available one technology later.
Glancing at the list of changed files usually gives you a pretty good idea of which ones, as most unit art is stored relatively logically.
I have a ton of respect for MatteM and what he does with the unit conversions, but unfortunately a lot of them are much "heavier" than the upper limit of unit file size I stick to in RI to keep the total asset size at least somewhat manageable. I don't know how big Queen Lizzie is - @MatteM if you could send it my way, I'd check if it was proper RI material, at least after some cut downs. It would indeed be nice to have a modern carrier for the UK.
Thanks, fixed a couple more cases like this along the way too.Quick little report : the Technology "Civil Liberties" requires both "Stock Market" and "Labor Specialization".
But the Stock Market already requires Labor Specialization to be researched.
Indeed, this is the intended "flavour" of the industrial era, as that's when actual technologies (as opposed to inventions, social advances etc) start coming into play in earnest. I was going for a feeling of progress speeding up dramatically.Also, I have finally started to look at the Industrial technologies, and the whole period is massive !
It's easily two ages in one, with the number of tech to discover.
Yeah, I am rather reluctant to use those, as they are quite poorly signposted in the UI (and no, I don't want to rework the tech tree graph!). I feel that adding more of those would simply increase players' confusion.Talking about tech requirements, there's exactly 2 techs (Animal Husbandry and Priesthood) with variable precursors. I remember how that was advertised as a big new thing when Civ4 came out, but in most mods it's cut back nearly all the way, just like here. I wonder if there's potential for a few more such things for later techs as well.
In the few games I managed to get going in the past week, it feels like civs are doing much less war prep and much more expansion and settling. On a large map with 16 starting civs, the AI civs all have between 7 and 12 cities by turn 250, and with no consideration for distance from capital or diplomacy (the latter part isn't new, but I thought distance used to be a factor). Well, all have between 7 and 12 cities except for Seleucus, because the barbs keep taking his cities, because the AI leaders keep thinking that one archer and one militia is enough to defend a city as they mindlessly expand across the map.As I wrote, it might have. Or it might simply be how K-Mod's AI functions, always preparing for the next war. All I know is the exit clause for exiting limited war preparation plan was there, but there was no actual command to discontinue the preparation, and two other similar clauses for other war type plans had those - so I feel that it should fix something, in theory, unless I missed something else in the code (which is not impossible, as war plan AI code is really convoluted).
Here’s the save file right before the crash.Yeah, I need the save with the crash so I can debug it properly.
I don't think so. That's definitely an impact, but comparing to previous games, I felt a definite change in pace and AI behavior. Case in point, Seleucus, a conquerer, was having his cities conquered by barbs. He wasn't even retaking them, it was Baibars who then destroyed the barb city and Seleucus would resettle it.@[Y] Could it depend on the selection of leaders? Some are far more warlike than others, and maybe you got a lot of peaceful ones in that game?
I'm afraid you won't like what I have to say on that, but if it is indeed true (and it feels like my hands-off games show that it is), then it's working exactly as intended and fixes a fundamental problem K-Mod always had, namely, hyper-aggressive AI that builds a ton of units. It feels like a fundamentally broken part of AI has actually been fixed. On barbarians specifically, it might be world-map-specific, if you were playing on that, as they were obviously balanced for an AI that tended to overbuild units - but I haven't seen any AI barbarian woes on random maps in hands-offs.In the few games I managed to get going in the past week, it feels like civs are doing much less war prep and much more expansion and settling. On a large map with 16 starting civs, the AI civs all have between 7 and 12 cities by turn 250, and with no consideration for distance from capital or diplomacy (the latter part isn't new, but I thought distance used to be a factor). Well, all have between 7 and 12 cities except for Seleucus, because the barbs keep taking his cities, because the AI leaders keep thinking that one archer and one militia is enough to defend a city as they mindlessly expand across the map.
The rapid expansion tends to kill the game for me, since it's so aggressive and confrontational, and eliminates the more natural expansion phase of the game, which is one of the funnest parts. And the AI doesn't seem to handle it well, since the cities are so vulnerable. I think the constant war prep may have helped cub this behavior because it meant fewer resources dedicated to building settlers, and AIs choosing to invade other nations instead of expanding, which then encouraged other civs to fortify more instead of expand. Wars have been very few in these past few games.
If only it were that simple.Is there a place in the code with logic for what the AI considers reasonable defenses for a city? I'd be glad to experiment and report.
What's the SVN revision number? I can't open the save on the current one.Here’s the save file right before the crash.
I am happy to hear you say that. The aggressive AI has always been a problem (though various iterations have softened it over the years, and thanks for that). The frustration is that it seems that it's a binary between aggressive military AI and aggressive expansion AI, and that feels like a lose/lose. But of those two, I'd take the aggressive military AI. That one at least lets me feel like I'm able to settle my empire, enjoy the expansion phase, and engage militarily with the AI, which is what lots of the game is built around in the first place. Aggressive expansion, on the other hand, feels suffocating, and there isn't much room to engage with it, since there's no diplomatic options regarding territory disputes.I'm afraid you won't like what I have to say on that, but if it is indeed true (and it feels like my hands-off games show that it is), then it's working exactly as intended and fixes a fundamental problem K-Mod always had, namely, hyper-aggressive AI that builds a ton of units
5509I'm afraid you won't like what I have to say on that, but if it is indeed true (and it feels like my hands-off games show that it is), then it's working exactly as intended and fixes a fundamental problem K-Mod always had, namely, hyper-aggressive AI that builds a ton of units. It feels like a fundamentally broken part of AI has actually been fixed. On barbarians specifically, it might be world-map-specific, if you were playing on that, as they were obviously balanced for an AI that tended to overbuild units - but I haven't seen any AI barbarian woes on random maps in hands-offs.
If only it were that simple.
What's the SVN revision number? I can't open the save on the current one.