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

Did someone add "Band" to new units available, ??

EDIT: Now i am getting Rogues extra also? Only supposed to be 2 avail but i have 2 already and now the city says i can build 2 more??
Just checked again, now i have 4 Rogues and i can build them AGAIN in the city, something is off on the National Units??


fixed below
 
Yeah I noticed this too. Also on deity with a custom map,the player now starts with two clubmen. Was this intentional?
 
Did someone add "Band" to new units available, ??

EDIT: Now i am getting Rogues extra also? Only supposed to be 2 avail but i have 2 already and now the city says i can build 2 more??
Just checked again, now i have 4 Rogues and i can build them AGAIN in the city, something is off on the National Units??

Sounds like you have Unlimited National Units option turned on. If you have it turned on, as the name suggests you get unlimited national units like Rogues and yes, even Bands of Homo Sapiens.
 
Sounds like you have Unlimited National Units option turned on. If you have it turned on, as the name suggests you get unlimited national units like Rogues and yes, even Bands of Homo Sapiens.

I think that option isn't relevant here. I didn't choose to use it, but I also noticed the error.
 
Did someone add "Band" to new units available, ??

EDIT: Now i am getting Rogues extra also? Only supposed to be 2 avail but i have 2 already and now the city says i can build 2 more??
Just checked again, now i have 4 Rogues and i can build them AGAIN in the city, something is off on the National Units??

Someone post save where they already have the limit, yet can build more please.
 
The band now has a cost of 5. I think it used to be -1 so that you could never build it. No I was wrong it has always had a cost of 5. We must have stopped it being built some other way.
 
How long has there been a Limit on number of Rogues built? And why was a Limit imposed?

JosEPh
 
Sounds like you have Unlimited National Units option turned on. If you have it turned on, as the name suggests you get unlimited national units like Rogues and yes, even Bands of Homo Sapiens.

@Hydro: can you check that the Band unit is using the Unlimited Exception tag? (Or at least just let me know what the 'Band' unit is called in it's Type field so I can more easily go in and check?) That's a unit that shouldn't be unlimited even with the option on.

I often forget that Rogues are limited... don't feel its as necessary as it was soon after they were made because the AI rarely gets time to build Thieves even any more. (Speaking of which, I rarely get time to build Thieves myself. Rogues, some, but not in any sort of decently enjoyable volume.)

Anyhow, simple use of the Unlimited Exception tag SHOULD keep the band from being unlimited. Then again, maybe the use of Team Unit volume is less that perfectly self-explanatory as well and may be part of the issue at hand. I've not been able to figure out what the deal is with that tag and why it's being used. Why use it at all? The Band should be autospawned for players and a tech prereq of that tech that can never be obtained utilized to keep players from being able to ever select to build them. The Team Limit doesn't do exactly what I think it was intended to in this case, particularly in a game where you are part of a team.
 
How long has there been a Limit on number of Rogues built? And why was a Limit imposed?

JosEPh

I often forget that Rogues are limited... don't feel its as necessary as it was soon after they were made because the AI rarely gets time to build Thieves even any more. (Speaking of which, I rarely get time to build Thieves myself. Rogues, some, but not in any sort of decently enjoyable volume.)

There is a limit on the whole Thief/Rogue/Assassin line because it can be mal-used.

I ALWAYS build the Rogues and then upgrade to Assassin, BEST unit in the game till Sniper comes along, IF you promote it the correct way, an Assassin w/GG (str 6) can take out a Mustketman (str 20) NO PROBLEM, when promoted right.



@Koshling here is a savedgame with the Rogues being UNlimited .
EDIT: Now when i got tech Warfare, the rogue and the Band are now gone from the building list?? It might have happened before, i wasn't looking that much CFC screwed up when i tried to upload another part it OVER-RID the other game sorry, but ANY new game will give same result of Unlimited units??
EDIT EDIT: Now the Tribe is in the same situation??
fixed

btw did that info i sent you on SourceForge help, if not let me know why, i have a ticket to respond to about it??
 
Latest SVN. Endless WoC at end of turn. (this happened with this game on yesterday's version of SVN too, so i updated but things didn't change)
 
There is a limit on the whole Thief/Rogue/Assassin line because it can be mal-used.

I ALWAYS build the Rogues and then upgrade to Assassin, BEST unit in the game till Sniper comes along, IF you promote it the correct way, an Assassin w/GG (str 6) can take out a Mustketman (str 20) NO PROBLEM, when promoted right.



see pic NOT set for unlimited units

@Koshling here is a savedgame with the Rogues being UNlimited .
EDIT: Now when i got tech Warfare, the rogue and the Band are now gone from the building list?? It might have happened before, i wasn't looking that much CFC screwed up when i tried to upload another part it OVER-RID the other game sorry, but ANY new game will give same result of Unlimited units??
EDIT EDIT: Now the Tribe is in the same situation??

btw did that info i sent you on SourceForge help, if not let me know why, i have a ticket to respond to about it??

Fix incoming to national unit count bug ASAP to SVN. This is due to a typo (oops) I made yesterday. IT WILL HAVE BROKEN ANY GAME PLAYED WITH YESTERDAY'S BUILD - YOU MUST REVERT TO AN OLDER SAVE once you get the fixed version.
 
The band now has a cost of 5. I think it used to be -1 so that you could never build it. No I was wrong it has always had a cost of 5. We must have stopped it being built some other way.

If I recall correctly they always had a cost but had a national limit of 0, but a team limit of 1. Which ment they could not be made, but if you had unlimited national units on they could be made.

@Hydro: can you check that the Band unit is using the Unlimited Exception tag? (Or at least just let me know what the 'Band' unit is called in it's Type field so I can more easily go in and check?) That's a unit that shouldn't be unlimited even with the option on.

I often forget that Rogues are limited... don't feel its as necessary as it was soon after they were made because the AI rarely gets time to build Thieves even any more. (Speaking of which, I rarely get time to build Thieves myself. Rogues, some, but not in any sort of decently enjoyable volume.)

Anyhow, simple use of the Unlimited Exception tag SHOULD keep the band from being unlimited. Then again, maybe the use of Team Unit volume is less that perfectly self-explanatory as well and may be part of the issue at hand. I've not been able to figure out what the deal is with that tag and why it's being used. Why use it at all? The Band should be autospawned for players and a tech prereq of that tech that can never be obtained utilized to keep players from being able to ever select to build them. The Team Limit doesn't do exactly what I think it was intended to in this case, particularly in a game where you are part of a team.

I do not see an Unlimited Exception tag on the Band of Homo Sapiens unit. Then again I do not know what the tag for that is either.
 
CTD at EoT, not WfoC though. Can usually reload Autosave and proceed. Here is latest Mini, Log from same place as Mini, and Save. SVN5675 new game started yesterday.

JosEPh

Edit: Another set after about 5 or so turns. CTD occurring quicker as this set is the 3rd one in the last hour. Gamespeed is marathon and Prince level, PM map large I think.
 
here the really unimportant and not-gamebreaking python error with logs. It occurs EVERYTIME reliably when AI loses a city, and this error is occurring for very long time, think even back in AND (or ROM) before I got to know C2C, its only in german occurring, never have seen it while playing in english.

It seems to just throw the error and not influence anything further.

The savegame is about 1-2 rounds before an AI loses its city.

BTW: SVN5678 - XML parser doesnt show the öäü etc.
 

Attachments

I just updated to the latest SVN version and when I started a new game, I found that none of the leaders traits were being displayed (see the attached image).
 

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I do not see an Unlimited Exception tag on the Band of Homo Sapiens unit. Then again I do not know what the tag for that is either.
Looked into this further and was reminded by checking the schema that bUnlimitedException is actually in the UnitClass info file. Then, referring to the Band, I find that bUnlimitedException is in use there.

However, the point I made about how we limit the unit to only being assigned to the player using the team limit has also led me to figure out what's happening in our multi-player games. Apparently when you give a team limit of 1 and a national limit of 0 to a unit it won't be buildable by a singular non-teamed player. BUT when you do this you open it up so that when you have established teams, which is how my wife and I play, the team can build and maintain 1 such unit between them at any given time. This means that under the setting where you have grouped civs into teams, those teams have the added and unintentional benefit of being able to train a Band out the gate.

So I'm THINKING that what we need to do is give the UNIT_BAND a tech prereq of TECH_SPECIAL_PROMOTION (I wouldn't worry about the name as the use and implementation is the same basically) and continue to have the game setup to give one free to each starting civ. Then just take away the team limit on the unit.

Now, unless the 'free to start' units are somehow filtered by tech, then we're fine with such a method, but I was reading here the other day that we allow civs to start with a free Clubman long before clubman units can be trained? So though I'm not 100% familiar with how we establish the first units for a civ, this sounds like it could work.

But I've also seen the beginning units vary in Vanilla civ between differing techs those nations are given by default - a Scout will be given if the scouting tech is one of the starting techs for that civ. So this then tells me that perhaps the starting clubman won't actually show up for a civ unless the civ, for whatever reason, perhaps due to a handicap setting, already has the tech necessary to train a clubman unit.

If this is the case, we'd have an inability to simply manipulate the prereq tech for the Band. So I wonder if we could establish the band as 0 national and 0 team limit but give one to them at the beginning of the game anyhow and have it work fine?

If neither solution works, we'll need to do some dll wizardry to give ourselves a 'free at start' unit that bypasses all filter checks by tech and limit counts.
 
I just updated to the latest SVN version and when I started a new game, I found that none of the leaders traits were being displayed (see the attached image).

Probably not an issue. It looks as if you may have played a Start with No Positive Traits/Developing Leader game before this one. The settings on this display don't reset until the game with new option choices has been the last one loaded.
 
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