Single Player bugs and crashes - After the 16th of May

I have actually seen it end up with the culture of the original owner not the more recent owner.

In my case a barbarian city became the Inuit which was then conquered by the barbarians. When I took it it had no base culture.
 
It seems like you only get the culture type of the previous owner of a city, not the original city builder. If that was the barbs you get nothing. The barbs themselves were theoretically getting the ability to build the culture specific things of whoever they took it from - but that is theoretical in as much as I think they are blocked from building any of the relevant buildings.

It might be doing this on purpose. Or it might be a bug. Perhaps barbs are supposed to wipe out the culture of any city they capture. Perhaps they are not.

I'm not sure what happens if the intermediate owner was not the barbarians since in C2C I don't remember taking a city from someone who was not the original owner other than barbs any time recently. It might not be an issue only with them, maybe you always get access to the last owner's culture? Or it could be barb specific. (As a bug source possibility, perhaps when it does the check for barbarians, since they have no native culture and therefore may have special code to deal with them, it is checking the barbarian status of the previous owner instead of the original owner which leads to it setting the uniques for the city to you instead of leaving it as the original non-barb owner's set. Or something like that.)

If barbs don't wipe out the culture base when they take the city, they can build cultures. If barbs build cultures, all the many disparate and separate barb cities would benefit from them which really doesn't make sense as we're attempting to establish the illusion of the uncivilized but also disorganized and not at all distinctly connected barbarian peoples in one big pool.
 
I found two bugs: first one is that I can't build the Pearl Diver building although having researched the tech and the pearls are connected (in city vicinity). No pearls in trade network whatsoever.

Is there another prerequisite for pearl diver that isn't listed? I have a size 6 city and also Nets as a good etc. Really strange. (playing on GEM, all other res works)

Secound one is minor and perhaps due to developing leaders game option.

I picked scientific, idealistic and agricultural traits (creative, too, but it's not part of the bug). When building a granary the production window says I get +100% for sci, ide, agr although only agr gives the "builds faster with" bonus for grenary.

The window says I get 245 hammers but the production bar says only 131 and seems to get it right (or at least ignore the buggy window estimates)

EDIT: Using yesterdays SVN but the bug appeared already before, just reporting it now.
If you like, I can provide a save.
 

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Of course it does! You told the city to manage itself so it should ignore you, shouldn't it?

Actually NO, otherwise there is no way to find out if it will benefit yourself if you use one or the other, and you HAVE to have the "governor on" to test it this way..:p
 
Not sure if this is a bug. When using the worker action button to remove a mangrove it will give me 88:hammers:, but if I build a farm that will remove the mangrove it will give 117:hammers:.

Also on the mangrove front, when burning a mangrove it takes about 13 turns but to chop it only takes 7.

Still on mangroves. Once I remove a mangrove why am I unable to then build a city on the spot?
 

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If barbs don't wipe out the culture base when they take the city, they can build cultures. If barbs build cultures, all the many disparate and separate barb cities would benefit from them which really doesn't make sense as we're attempting to establish the illusion of the uncivilized but also disorganized and not at all distinctly connected barbarian peoples in one big pool.

But it looks like they don't actually wipe out the culture when they capture a city. The city shows the original owning civ name in parenthesis above the city billboard on the map after they take it, just like it does if another civ takes a city.

That text above the city billboard is only getting wiped out when you take the city from the barbarians. So it appears that the culture for building UBs (and UUs, if there were any) is only wiped out when you take the city from the barbs, not when the barbs take it from someone else.

Therefore it appears that the barbs should be able to build the UB culture building of the civ they took the city from, not their own "barbarian" UB version of the human culture building, in cities they capture. Unless it is just a display error, but that doesn't seem likely since the display would be checking the data to see what to display and the thing that determines which UB you can built should be checking that same data. If they are not checking the same data, that is itself a bug.

(By the way, the "barbarian" UB for the human culture building didn't used to exist, it was added sometime after v24 since it is not present in R2R. I thought they were blocked from building one in their civ info, but I checked and in R2R, and therefore v24 of C2C, they can build the default "non-UB" version which does nothing but add 1 culture and is not a prereq for any other culture since it provides no free building. But R2R appears to have the same problem that the original owner culture is wiped out when taking the city from the barbs, not when the barbs take the city, based on the appearance of that bit of text above the city billboard in barbarian cities taken from other civs. So this issue dates back to at least v24 of C2C.)
 
Also on the mangrove front, when burning a mangrove it takes about 13 turns but to chop it only takes 7.
This actually sounds reasonable. It is a tree that is growing in a swamp, generally with a couple of feet of water around it. Burning a forest of them should be hard. (Of course, chopping them should be hard too - it should take longer than a forest or even a jungle.)

Still on mangroves. Once I remove a mangrove why am I unable to then build a city on the spot?
Because it is too close to Avaris? Isn't that plot only 2 away? Cities have to be at least 3 away from each other.


The first thing in yourt post does sound wrong though.
 
With all the changes to terrains and terrain features why would you play a Map like GEM that is dependent upon them. It's Not been updated recently iirc.

JosEPh

With all the cool features of Rev, City Limits etc, why would you play a game without it? ;)

I just like to conquer the world. But next game is going to be a "normal" map.

But thats not the point, the point is the Andean Worker!
 
@strategyonly

There are still 2 long unresolved problems ...

1. Spartan Warrior is still pink and has the wrong icon/button.

2. Urban Horseman still is not showing up.

Please fix.

2, see SVn, 1- Maybe needs a new btn??
 
Moved and hopefully fixed the UrbanHorseman since SlientConfusion seems to be NO longer with C2C?
Simply moving the files from folder SilentConfusion to Units does not solve the problem.
In fact, it does not load without a xml-alert, so i guess you did not even try to load the changes into a game to check if they work.
I have attached a working version which sould be located in the folder SilentConfusion. Otherwise you have to edit the appropriate files to your chosen location.
 
@ Hydro, i get this with the latest SVN?? (pic 3) sr71

Yay! I will get the latest SVN. It just was not showing up before for me. So yeah that's how it should be.

And I have no idea about the sr71. I don't even have units in my mods.

EDIT; Oh i guess I have a reference to it in the test pilot stuff. What happens to the unit then? Was it removed? If so why?

EDIT2: The UNITCLASS_SR71 = Hypersonic Recon Plane. It should still be in the game. If it is not then there is a problem.

EDIT3: I checked the core (CIV4UnitInfos.xml). There is a UNITCLASS_SR71 there. So I have no idea why there is an error.

EDIT4: I found a space in the code of the transport mod. Not sure if its causing the error. I will push to the SVN. Let me know if you still get an error.
 
EDIT4: I found a space in the code of the transport mod. Not sure if its causing the error. I will push to the SVN. Let me know if you still get an error.

It was probably just a "hiccup":dunno:
 
@strategyonly

1. The WWI and WWII Ambulances are broken/missing. They have pink icon/buttons and broken/missing pedia pages.

2. Please go into the pedia and take a screenshot of the Spartan Warrior. Mine is still pink and has the wrong button/icon even after updating my SVN. I am wondering if its me or what.

The ambulances are DH's in the Healthcare area, for some reason they do NOT showup in the pedia area, only as an error??

The warrior had the artdefines completely wrong. Fixed
 
But thats not the point, the point is the Andean Worker!

I have added a tech requirement to the Andean Workers so they don't get chosen as free units at start.

@DH
TXT quoll Help? 1st pic

Adding Help text to the animals is very boring. It will happen in time. I suppose I should add in a missing help text for all animals. I am working on redoing all the animal buildings at the moment anyway. Myths, Enclosures and Military Standards.
 
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