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

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.

But when I start game without mod there is always 0 research at 0% (tried that right now), why?
BASE_RESEARCH_RATE is 1 in my installation too.
 
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)

Like i said i kind of figured as much, all because of the Rev On, if you go back one turn the next turn is NEVER the same., and yes the Korean aren't there, but they are in Name, they just POP up all over the place when it happens.
 
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.

Yes making the help text is tedious and I gave up after awhile. Especially as there is code out there somewhere which could generate it as needed.

I will fix the Bear and Deer mascots.

Like i said i kind of figured as much, all because of the Rev On, if you go back one turn the next turn is NEVER the same., and yes the Korean aren't there, but they are in Name, they just POP up all over the place when it happens.

I can't figure out why your city has reached the 100% chance of revolt. I don't think I have ever seen it above 60% chance in my games.
 
I think the same problem applies to the red fox.

Canine units are different in that you get them without building a wonder. The red fox can build some but not all of the canine buildings because they are on the line of canines that were not domesticated where as wolves are.

Edit Foxes produce fur buildings whereas the wolves don't.
 
But when I start game without mod there is always 0 research at 0% (tried that right now), why?
BASE_RESEARCH_RATE is 1 in my installation too.

In plain old BtS you still get the 1 research from the base rate. It just doesn't tell you. If you actually end that first turn when you have 0% research it will still give you 1 RP, which you can see from the the amount of research points you have towards the tech (you can see that by hovering over the tech bar) after the turn has run. It always gives you 1 more than it says you get.
 
In plain old BtS you still get the 1 research from the base rate. It just doesn't tell you. If you actually end that first turn when you have 0% research it will still give you 1 RP, which you can see from the the amount of research points you have towards the tech (you can see that by hovering over the tech bar) after the turn has run. It always gives you 1 more than it says you get.

Ah, that explains it, thanks!
 
@ls612 put the file in the attached into Modules/DancingHoskuld/Captives. In WorldBuilder place a captive-civilian in your capital. You should have the upgrade to immigrant and maybe the upgrade to settler missions. Neither show a cost for the upgrade even though there is a cost in the XML. No cost is taken out when the mission is done either.
 
Military standard (canines) & (Deer) are WW; seems more like NW's to me as they're probably the most underpowered WW's in C2C.

Conclusion: I think somethings wrong here.
 
@ Koshling

Is there a reason why the civ "maintains" its area (pic 1) even if NO city is in reach of it, or is it because of the new fort stuff??(savedgame attached also IF you want to look, i have civ's ALL over the area of MY purple but they have NO nothing in the area?????)
 
@ Koshling

Is there a reason why the civ "maintains" its area (pic 1) even if NO city is in reach of it, or is it because of the new fort stuff??(savedgame attached also IF you want to look, i have civ's ALL over the area of MY purple but they have NO nothing in the area?????)

@ Hydro, (pic 2) was this supposed to happen??

Old bug I think. Seems to happen a lot with realistic culture on (is it in your game?). Do you happen to have save of the turn in which it first shows up (i.e. - where it happens on end turn)? If not can you recall how the culture first got there? Is it from long-ago-demolished/captured cities?
 
Old bug I think. Seems to happen a lot with realistic culture on (is it in your game?). Do you happen to have save of the turn in which it first shows up (i.e. - where it happens on end turn)? If not can you recall how the culture first got there? Is it from long-ago-demolished/captured cities?

This game is so old for me, i really dont remember sorry. This is the first time i have made it this far in 3 yrs, so i really haven't been paying attention that much, as i get bored just after 8 turns of playing for each tech, so i give up, then i forget everything, sorry. I have been playing this game for over 4 months now, about 2 hours a day (on and off).
 
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%.

Fixed in latest SVN. Cache of unit effective combat strength wasn't being flushed correctly on GG moves (and a few other minor cases).

Note - the display (and indeed the calculations) in regard to attack combat type modifiers are a little weird, and (IMO) misleading (and broken in the limit). Specifically they are SUBTRACTED from the defender, NOT added to the attacker. Hence the 5.1 for the defender strength even though it has 50% tile defense and 50% against melee and 10% general bonus - the attacker has 40% against melee so the net result is that the defender gets +50 +50 +10 -40 = 70%, on base of 3 = 5.1

This is not really correct (but will be quite hard to change due to the complexity of the internal calculation code). It doesn't matter TOO much until big numbers are involved, but consider this:

Some super powerful melee unit with base strength 1000 is defending. It has no modifiers

A stone axeman is attacking and has a further +50% against melee via promotions. That's a total of +100% vs melee

Defender str = 1000 with a modifier of -100% = 0
Attacker str = 3 with no modifier

Result - stone axeman beats melee unit with 1000 base strength every time!

Contrast this with the 'correct' (IMO) calculation:

Defender str=1000, no modifier
Attacker str=3, 100% modifier = 6

Stone axeman loses 99.99999999999999% of the time

In practice a unitCombat attack mod close to 100%, while attacking a defender with no bonuses of its own is very unlikely, but clearly some really nasty skews ARE possible.
 
@ Koshling

Is there a reason why the civ "maintains" its area (pic 1) even if NO city is in reach of it, or is it because of the new fort stuff??(savedgame attached also IF you want to look, i have civ's ALL over the area of MY purple but they have NO nothing in the area?????)

Normal with realistic spread and fixed boarders on. Especially the latter.
 
Normal with realistic spread and fixed boarders on. Especially the latter.

Dang i thought as much but it still perplexed me that there are no more building/cities in the whole area, i razed them all. Was hoping they would go back to Barbarian non-usage area's and get animals again etc etc. Also Barb's could start to build cities again, now that would be nice.
 
Python exception which happens very often on map generation when 'culturally linked start' option is on. 30 civs start, some of civs probably do not have what it takes to be culturally linked with others.
 

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