Single Player bugs and crashes - After the 13th of August 2013

About lore buildings...
Yes, research from them does not shows up in financial advisor in 'Buildings' column. I think it would be much better if financial advisor were updated to clarify sources of research with some new columns - commerce buildngs, science buildings, effect of civics - as in city interface. Now it is very vague at where research points are coming from. There is 'total commerce' column and it is very unclear what exactly we add to it to calculate 'Research' column. I suspect that there is a bug in that calculation.
 

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Combat odds are not updating after unit is promoted.

Update: that only happens when my great commander is around.
And it seems this is not combat odds interface issue - battle calculations does not take new promotion effect into account at all if unit is under great commander aura.
 

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That was very first turn, no extra buildings and ~10 extra beakers. Could you please look into the save? Now I am at turn 383, about 100 beakers per turn and now and then number of beakers changes by +/-10. Maybe it's just me not understanding what's the cause of that change but then again maybe it's bug related to what I described earlier. There is no reason for these extra 10 beakers at first turn, right?

In our multi-play games I've been noticing some variations I'm not able to track down too. I'm sure it all warrants a full system audit and possibly even a thorough restructuring of the yields and commerces system as a whole. Unfortunately, at this time I'm looking elsewhere at other things... designs in the middle of implementation are almost as much a bug as direct errors of this nature.

I do have a project in the future that will require some simplification and streamlining of the yields and commerces mechanisms and I'd REALLY like to make the code a bit more clear there anyhow - its a bit of a patchwork mess of a lot of different programmers writing their own codes in their own ways and yes I'm sure there are some subtle bugs and miscalcs worked in there.

Then again I may not be the BEST guy to take on a task like that... perhaps n47 would like to clean things up there for us ;) Gives her a chance to put some money on the mouth there... :mischief:
 
Turns out that combat calculations with great commanders involved are bugged even if unit in question wasn't promoted on current turn. Here are two more screens. On first screen commander is standing next to unit and on second I just moved him back one square. Result is weird -40% of STR 4 unit (vs STR 3 unit) seemingly don't change resulting strength while changing odds by meagre 2%.
 

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Oh, and that was not all. I reloaded and now numbers are different though unit stats did not change between reloads. Savegame attached.
 

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A lot of subdued animals are missing text in the mouse over pop up (the part that states which building it can make).
-wolverine
-sealion
-walrus
-lots of birds

All bear type animals can make animal mascot (bear) in all cities even though bear trainer wonder is not built.

All deer type animals can not make animal mascot (deer) in any city even though deer trainer wonder is built

I guess this is not news to you, but pointing it out nonetheless.
 
Dont know for sure if this will happen to you or not but the NEXT turn, the Koreans will take over about 20 bunkers type places and the titles remain under my civ color? Or am i missing something and they really are NOT mine??
 
1. Not sure if this is a bug or not, but every game I start with latest svn, number of beakers are always bigger than commerce generated by first city, (sometimes only by 1 beaker, sometimes by more then 10). That is at prehistoric era first turn, default buildings and default civics so I don't understand where extra beakers are coming from. Example and savegame are in attach.

2. There is python exception at Victory Conditions(F8)/Settings. Screenshot also in attach.

The reason for the odd research numbers is no a bug (though one could certainly argue that it's a strange design decision). It stems from the following code in the financial advisor screen Python (and also the main screen Python where it displays the total research output):
Code:
				# Research is subject to modifiers which we want to take account of here
				if (CommerceTypes(eCommerce) == CommerceTypes.COMMERCE_RESEARCH):
					iCommerceRate = player.calculateResearchRate(player.getCurrentResearch())
					szRate = u"<font=3>" + unicode(iCommerceRate) + u"</font>"
				else:
					iCommerceRate = player.getCommerceRate(CommerceTypes(eCommerce))
					szRate = u"<font=3>" + unicode(iCommerceRate) + u"</font>"
What it's doing is adjusting the raw research commerce output by modifiers that you get for researching the current research tech. This is influenced both by the tech being researched (less widely known and future era ones will be modified down) and your player modifiers (chiefly difficulty level).

Why the BTS designers decided to reflect the modifiers in the display of the research output, rather than the cost of the tech I do not know. It seems wrong to me, but it's always been that way so far as I can tell.
 
The reason for the odd research numbers is no a bug (though one could certainly argue that it's a strange design decision). It stems from the following code in the financial advisor screen Python

That's good to know, thanks.

But please take closer look at savegame and screenshots at original message.

http://forums.civfanatics.com/showpost.php?p=12744715&postcount=190

Even with research at 0% there is +10 beakers at the first turn. That is huge difference at start.
Usually it is ony +1.
And every game I started then was exactly the same - same leader, same options. So what gives the difference? And why there is non-zero beakers at all when research is at 0% at the first turn? It vanilla it was zero afair and I can't see any buildings giving flat science income right after first city is built.
 
Code:
				# Research is subject to modifiers which we want to take account of here
				if (CommerceTypes(eCommerce) == CommerceTypes.COMMERCE_RESEARCH):
					iCommerceRate = player.calculateResearchRate(player.getCurrentResearch())
					szRate = u"<font=3>" + unicode(iCommerceRate) + u"</font>"
				else:
					iCommerceRate = player.getCommerceRate(CommerceTypes(eCommerce))
					szRate = u"<font=3>" + unicode(iCommerceRate) + u"</font>"

And by the way that code does not explain why number of beakers per turn changes by random amount in the middle of tech researching, that happens all the time in my latest games.
 
And by the way that code does not explain why number of beakers per turn changes by random amount in the middle of tech researching, that happens all the time in my latest games.

In principal it does, because your modifier depends on what other civs know, so it can vary without you doing anything. However, I agree that it's an unlikely explanation if you see the cost oscillating around as opposed to drifting in one direction.
 
In principal it does, because your modifier depends on what other civs know, so it can vary without you doing anything. However, I agree that it's an unlikely explanation if you see the cost oscillating around as opposed to drifting in one direction.

Yes, beakers per turn rate suddenly goes up, then down.
 
That's good to know, thanks.

But please take closer look at savegame and screenshots at original message.

http://forums.civfanatics.com/showpost.php?p=12744715&postcount=190

Even with research at 0% there is +10 beakers at the first turn. That is huge difference at start.
Usually it is ony +1.
And every game I started then was exactly the same - same leader, same options. So what gives the difference? And why there is non-zero beakers at all when research is at 0% at the first turn? It vanilla it was zero afair and I can't see any buildings giving flat science income right after first city is built.

Ah - I hadn't spotted that research was at 0%. That is indeed very strange. I have verified it reproduces for me in your saved game, so I'll look into it in detail there...
 
Dont know for sure if this will happen to you or not but the NEXT turn, the Koreans will take over about 20 bunkers type places and the titles remain under my civ color? Or am i missing something and they really are NOT mine??

I'm a bit confused here - when I load the game there are no Korean's at all! As far as I can see the game doesn't have a Korean civ in it. Where are the units coming from that claim to be capturing things when yuo run the turn? (it doesn't happen for me when I run it)
 
Ah - I hadn't spotted that research was at 0%. That is indeed very strange. I have verified it reproduces for me in your saved game, so I'll look into it in detail there...

You can also start new game - there is always non zero beakers when research is at 0%.
 
You can also start new game - there is always non zero beakers when research is at 0%.

You have something screwed up in your installation I think. Here i what I found:

1) Your SAVE encodes a current research rate that is 12 higher than it should be for the slider and city settings. Since changes to it are only calculated incrementally, reducing research to 0 correctly removes the right amount, but because the save had the wrong total value in the first place it comes to the wrong number.

2) If I start a new game I get the correct amount (1 for 0% research)

3) If I do a modifier recalc in your game it gets the right amount (a modifier recalc forces a non-incremental recalculation of everything)

If you are getting the wrong value in a new game I cannot explain it, so I suspect something corrupt in the installation, since I also cannot reproduce it.

If you want to work to debug it, I could build a version with some extra logging and provide you a special build. Hopefully that would help us pin down where the extra amount is coming from in your games.
 
If you are getting the wrong value in a new game I cannot explain it, so I suspect something corrupt in the installation, since I also cannot reproduce it.


I thought +1 is extra amount too. Where does it come from? Palace does not give flat science. I almost always get that +1 research bonus at start, but after some turns it could be +2 or +3 then falling to +1 again.

More then +1 at new game start was very rare. Modifier recalc reduces amount of extra research to +1 for me in that save game too.
 
I thought +1 is extra amount too. Where does it come from? Palace does not give flat science. I almost always get that +1 research bonus at start, but after some turns it could be +2 or +3 then falling to +1 again.

More then +1 at new game start was very rare. Modifier recalc reduces amount of extra research to +1 for me in that save game too.

The +1 is correct. It comes from a global define for 'base research' which is what you get if you are unable to put anything at all into research. In Assets/xml/GlobalDefines.xml:
Code:
	<Define>
		<DefineName>BASE_RESEARCH_RATE</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
It is the civilization-wide minimum. I think the original BTS developers probably added it to avoid total stagnation if you got yourself into serious finanicial difficulties, or possibly just to avoid some divide-by-zero issues that might overwise arise.
 
You have something screwed up in your installation I think.

Btw, I wrote about great commander weridness few posts earlier, there is savegame too. Now I wonder if that is also an issue with my installation or is it reproducible.
 
Btw, I wrote about great commander weridness few posts earlier, there is savegame too. Now I wonder if that is also an issue with my installation or is it reproducible.

I have the save in order to try that out, and it's on my list. I'm a little short of time today though, so unlikely to be today.

I have just fixed your unit flickering/audio issue BTW (I think anyway) - see SVN thread
 
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