RFC Europe: Small bugs/fixes

I think the AI is generally ******** and wants to do that, I've noticed that too you just have to check every once in a while to make sure theyre on the right track


I don't really know how to put it but I've been watching that situation for some time now :)
The AI doesn't seem to look at the amount of :commerce: being generated as the indicator whether or not to work a tile. The time it takes for a cottage to upgrade seems to be more important.

food > time to upgrade > commerce would seem to be the priorities imo
excluding player set priorities for the city like production etc.
food is furthermore only at the top of the list as long as the health/happiness limit of the city hasn't been reached, then it gets complicated

Generally the AI prioritizes a cottage until it's stage 2, then they'll start working water tiles(if they give 2 :food: as well)
A cottage (just built, no river 2 :food: 1 :commerce: 10 turn to upgrade) is preferred by the AI over a coastal tile 2 :food: 2 :commerce:
Once the cottage grows the coastal tile is preferred even if it's a town with 2 :food: 5 :commerce:
or another cottage at stage 1 if there is one

I'm not sure but with free peasantry (100% cottage growth) I think the AI switches from the cottage to coastal after stage 2 (once it takes 20 turns to grow)
rivers/wharfs etc. bringing extra commerce might be leading me to a false conclusion though

the problem would be that a coastal tile shouldn't have a 'time to upgrade/upgrade stage indicator'
only 2 ways around that, don't build a harbor (only really an option in very few cases)
or
manual city production, I do that because of the GP management anyway

but since I've been using guilds/apprenticeship (or serfdom/manorialism)with pretty much every civ I've played so far I don't really build cottages anymore(beta 9)
 
@Allan79: Are you sure none of the other buildings is giving +10% bonus. Do you have a savegame?

@Daffy: the AI tile working priority is bad. I have noticed it, but haven't been able to work on it. There seems to be a problem when considering the future growth of the improvements.
 
no i dont. sry. I'll see to it if I come across it again.

There is a txt_key with filip the bold as GG.
 
I am having some difficulty with the 3rd UHV for Burgandy. In my game I have accomplished the first 2 but in 1473 I have the top score by 230 points. The qualification says to have a higher score than England France or Germany. France is my vassal at this point and I have a much higher score than the other two. What could be the problem.

I have been reading some things online about Burgany UHV bugs regarding Crusades but I am not sure what those are reffering to because I don't have a UHV condition referring to crusades or Jerusalem in my game.

Same with me. I didnt get the 3rd Burgundy UHV, Germany and England are my vassals. Maybe the vassals are the problem?
 
Reg: Cottages.
You get the same behaviour in RFC and Vanilla Civ4 as far as I know. If a cottage is at the start of of an "upgrade cycle" it is ignored for some reason if there is water available, it goes so far as to move to water when a cottage upgrades (since it is then at start of cycle) ..
Very annoying but somehow doubt there is anything to do about it .. like the governors insane love of spy specialists :D
 
I think the AI is generally ******** and wants to do that, I've noticed that too you just have to check every once in a while to make sure theyre on the right track

My latest game AI preferred a 2 food 1 trade tile, river grassland, over a 2 food 4 trade grassland tile with a cottage improvement of a kind. It wasn't only dumb, it was absolutely meaningless - there's clearly something wrong here, and yeah, I've only noticed it in RFC:E aswell, as someone else also said.
 
I found another bug in stability.py. It should be xml.iCivicVassalage instead of iCivicColonialism

Code:
def recalcEpansion( self, pPlayer ):
    [...]
    if ( iCivic5 == [B]xml.iCivicColonialism[/B] ):
        iExpStability += 3*pPlayer.countVassals()
    else:
        iExpStability += pPlayer.countVassals()
 
I found another bug in stability.py. It should be xml.iCivicVassalage instead of iCivicColonialism

Code:
def recalcEpansion( self, pPlayer ):
    [...]
    if ( iCivic5 == [B]xml.iCivicColonialism[/B] ):
        iExpStability += 3*pPlayer.countVassals()
    else:
        iExpStability += pPlayer.countVassals()

:goodjob: Thanks, will fix that.
 
My latest game AI preferred a 2 food 1 trade tile, river grassland, over a 2 food 4 trade grassland tile with a cottage improvement of a kind. It wasn't only dumb, it was absolutely meaningless - there's clearly something wrong here, and yeah, I've only noticed it in RFC:E aswell, as someone else also said.

Maybe a too simple idea but it would also prevent something I don't like seeing.
How about giving saltwater tiles 0 :food: without a resource and 1 :food: with a harbor.
That way these huge island towns with no :food: resources simply won't grow that large.
Thinking about size 18 cities on the falklands etc. Ragusa's freshwater lakes also look suspicious to me. (3 :food:)
When I think about the mass of the population in the middle ages it seems farmers/peasants > fishermen
Wherever the people relied on the sea to feed them 'small fishing villages' pops into mind (emphasis being on small)
The reasoning being that during the time of the mod and actually even now.. well water isn't our natural habitat :)
land :food: > water :food: imo (excluding special resources like fish, crab etc.)
Maybe even going as far as removing work boats(I don't like building them, waste of time, have to be rebuilt if resource pillaged etc. used by tha AI for scouting etc.) instead get the food bonus automatically if not blocked by enemies, but requiring a harbor to work water tiles at all(or a tech?)

That way the AI would also usually work the land tiles(don't build a harbor and AI works those cottages)
 
Bug in the Hungarian UHV

Victory.py, Line821
Code:
        def checkHungary( self, iGameTurn ):
                if ( iGameTurn == xml.i1491AD and pHungary.getUHV( [B][COLOR="Red"]1[/COLOR][/B] ) == -1 ):
                        if ( gc.controlMostTeritory( iHungary, tOLDHungarianControl[0], tOLDHungarianControl[1], tOLDHungarianControl[2], tOLDHungarianControl[3] ) ):
                                pHungary.setUHV( 0, 1 )
                        else:
                                pHungary.setUHV( 0, 0 )

Should be 0 instead of 1.
 
Bug in the Hungarian UHV

Victory.py, Line821
Code:
        def checkHungary( self, iGameTurn ):
                if ( iGameTurn == xml.i1491AD and pHungary.getUHV( [B][COLOR="Red"]1[/COLOR][/B] ) == -1 ):
                        if ( gc.controlMostTeritory( iHungary, tOLDHungarianControl[0], tOLDHungarianControl[1], tOLDHungarianControl[2], tOLDHungarianControl[3] ) ):
                                pHungary.setUHV( 0, 1 )
                        else:
                                pHungary.setUHV( 0, 0 )

Should be 0 instead of 1.

Thanks, I will check that
 
Bug in the Hungarian UHV

Victory.py, Line821
Code:
        def checkHungary( self, iGameTurn ):
                if ( iGameTurn == xml.i1491AD and pHungary.getUHV( [B][COLOR="Red"]1[/COLOR][/B] ) == -1 ):
                        if ( gc.controlMostTeritory( iHungary, tOLDHungarianControl[0], tOLDHungarianControl[1], tOLDHungarianControl[2], tOLDHungarianControl[3] ) ):
                                pHungary.setUHV( 0, 1 )
                        else:
                                pHungary.setUHV( 0, 0 )

Should be 0 instead of 1.

Yep, thanks for finding it!
 
The first Catholic player that captures Jerusalem (with or without a crusade) receives a golden age as well as boost of stability and faith.
 
Gibraltar Atlantic Access does not appear for Swedes after researching Astronomy, most civs have Astro already done.
 
Had you killed the portuguese? I think it will only appear if the Portuguese are still alive and they have Astronomy.
 
superduper minornonimportant small bug that's just annoying :P

When I played as Arabia and founded a city.. 2 squares away from damascus, I somehow founded "Tarabulus", which of course is Libya (triopoli). Just wanted to report this :)
 

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When playing France I got two golden ages out of my UHV completion. When I first took Jerusalem (having already completed Empire of the West condition) I got a golden age. Then, in 1291 I got another golden age.

As Zaanzie said, you got the first GA from being the first catholic civ to capture Jerusalem. You probably got the other GA because you managed to get 2 UHVs.
 
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