RFCE 1.3 Playtest Feedback

Question to mechanics of Novgorodian UHV2 (The Fur Trade: Control twelve sources of fur by 1397).

How the algorithm works? As I can see, it is not a simple count of:
- culturally controlled bare sources,
- culturally controlled & worker-upgraded sources,

I.e. i control 4 sources, and have 4-5 sources nearby my cultural borders and cities.. Counter says "=7" :)

I use the last stable version from SVN.
 
The victory screen uses pPlayer.countOwnedBonuses(). I don't know exactly how it works, because it's a custom python function for this mod.

However, this is the same function used in the victory module. So the counter should give you the value the victory takes into account while determining if you have enough or not.
 
The victory screen uses pPlayer.countOwnedBonuses(). I don't know exactly how it works, because it's a custom python function for this mod.
However, this is the same function used in the victory module. So the counter should give you the value the victory takes into account while determining if you have enough or not.
Counter vs goal idea is clear for me. But I clearly see that counter shows different number of Fur than I control. OK - so we have to wait for the comment from the author of this function.

Another issues from the gameplay as Novgorodians:

1) Fur goal was checked 2-3 turns after the turn suggested in the goal description.

2) I think that Russian spawn zone should be limited from the north side, because it currently overlaps with Novgorodian solid core province area (unless it was planned by author, but then maybe it this overlap should be separated from Novgorod province).

3) I think that cities adjacent to "Fresh Water Lakes" should be also able to build "Harbour", regardless of the fact they are adjacent to "Coast" tiles. Currently sea-coastal cities with Harbour gain also +1 food bonus on inland lakes tiles in their city range.

4) The idea of changing the province attitude toward particular Civ during the gameplay seems not logical for me (i.e. Finland area). I think that if particular Civ colonized particular Province which was "Potentially stable area", it shouldn't automatically change in a pre-scheduled year to "Border/Contested" without other Civ counter-activities (invasion / settler activity / etc). I real history probably it has changed as an outcome of particular Civ's activities and wars. We should be able to rewrite the history, this module should not over-control players.

5) Money. Novgorodians can easily generate lots of money. In real history, money was (and still is) a really useful thing. But the CIV (and CIV-EUROPE) mechanics it is hard to convert Your wealth in something useful. You cannot pay for production of buildings & units for the most of the gameplay (requires Limited Monarchy). Mercenaries / unit upgrades are OK, but infrastructure investments should be possible regardless of civics. Gold is gold :)
 
Counter vs goal idea is clear for me. But I clearly see that counter shows different number of Fur than I control. OK - so we have to wait for the comment from the author of this function.
It's simple and convenient: You settle a city near a fur resource so that its 1st cultural expansion can eventually cover it --> fur counted.
 
It's simple and convenient: You settle a city near a fur resource so that its 1st cultural expansion can eventually cover it --> fur counted.

In other words, Fur resource must be in potential range of city resource fields (20 fields)? An what if such resource is already culturally controlled by another Civ? Still counts?

It would be a good idea to add such information to Civilopedia (in final release ;)
 
Hi all,

Just uploading another crashing savegame. It is the latest svn. Unfortunately, every time I start a new game in the latest svn, it crashes at some point (haven't played for a while, so didn't try other recent svns).

Looking back through the thread, it looks like there might be something about a city-conquering event that is causing the ctds? Seeing that, I went into world builder and deleted the only thing that looked likely to conquer a city, an Arab horse in southern anatolia. Still crashed tho.

Would love to know if there has been any progress, would also suggest having a sticky up front saying that this is going on, and what to do about it. People may not have the patience to read through dozens of pages of comments.

Thanks as always for all your hard work!
 

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Last stable version (1148)
CTD after turn 1464 AD, playing Novgorodians, during plague spread.

One remark about game start: if player did not set capital city (Novgorod) during first turn, he will not receive free Workers in the following turn. I remember from other RFC games, that player had two turn to set up a capital city. Was this limit changed globally for all Civs in this mod?
 

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I did some brief debugging of this issue today. I don't know whether this information is useful or not, but here goes:

It appears as if the crashes consistently (small sample size, beware!) happen in CvLandscapeInfo::getHeightMap. This is pretty odd, for a number of reasons:

  • This method is very small, it only returns a member.
  • From a quick check of a diff between an older known good version and current-ish SVN nothing has changed appreciably with regards to this function.

The crash is a garden variety page fault. Can this member be uninitialised somehow?
 
I did some brief debugging of this issue today. I don't know whether this information is useful or not, but here goes:

It appears as if the crashes consistently (small sample size, beware!) happen in CvLandscapeInfo::getHeightMap. This is pretty odd, for a number of reasons:

  • This method is very small, it only returns a member.
  • From a quick check of a diff between an older known good version and current-ish SVN nothing has changed appreciably with regards to this function.

The crash is a garden variety page fault. Can this member be uninitialised somehow?

Thanks for checking
Indeed it is very odd
I can confirm that nothing was changed in those functions in the last couple years
Will try to investigate it further though

Last month I ended up with way less free time than I expected
But the next 2-3 weeks seems to be much more loose, so will get back into RFCE too
 
Another instance of the city conquest crash - this time it's Denmark (me) capturing London. Interestingly enough, I seem to already have culture in London even though I've never owned it or anything close to it (except Norwich, which I captured earlier that turn).

I did some testing with a similar setting. A CTD will only happen the following conditions (all 3) are met:

1. The attacking unit has a positive city attack modifier.
(City attack from CR promotions don't cause a CTD)
2. The attacking unit doesn't have the <bIgnoreBuildingDefense>.
3. The defending city has a Wall or another defense raising building.

If one of the conditions isn't met, you don't get a CTD.



I've attached a test file. Unzip it in the Assets/XML/Units folder of the mod. Can someone check if you still get CTD with this file? (Latest SVN)
 
Have unzipped it now and running a Dutch autoplay to see if it CTDs. Will let you know!
 
Still going strong in 1257AD

The Cordobans have just launched a crusade to conquer the Independent city of Jerusalem in the name of their god! :lol:
 
Ah, so near and yet so far - CTD in 1548. Still, that's great progress compared to before, so great work merjin!

Will try another Dutch span and see how this one goes.
 

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  • CTD.png
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I did some testing with a similar setting. A CTD will only happen the following conditions are met:

1. The attacking unit has a positive city attack modifier.
2. The attacking unit doesn't have the <bIgnoreBuildingDefense>.
3. The defending city has a Wall or another defense raising building.

If one of the conditions isn't met, you don't get a CTD.



I've attached a test file. Unzip it in the Assets/XML/Units folder of the mod. Can someone check if you still get CTD with this file? (Latest SVN)

Well, it seems to fix that CTD I had with that savegame. :) Thanks!
 
1482 for me this on this pass. Still a massive improvement over previous games :)

I wonder if the late game crashes mean there is still an issue with gunpowder units? Or a late game promotion or unit which affects city attack - the grenadier has an inbuilt city attack bonus which may trigger the first condition?

EDIT: And Star Forts have permanent defence bonuses which may cause the third condition?
 

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  • CTD2.png
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Success! One more CTD in 1570, then a full Dutch autoplay, all the way through with no CTD. Great work merijn, the issue isn't 100% fixed, but definitely good enough to work on the other aspects of the mod and look towards 1.3 imo.
 

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