Single Player bugs and crashes - After the 24th of February 2014

Quick question...

SVN 7250
I just went from gatherers to workers and can now NOT build plant picking camps, but also cannot build plantations either so half the resources are now not improvable for some time. eg I have 1 incense with a plant picker and 1 incense yet to be connected, this 2nd one now CANNOT be utilized until i get plantations.....

Is this working as intended?

Oh is it also correct that i can do nothing with silk at all until sericulture?

Deceti
 
That's always been the case.

Are you playing with the debug dll on purpose or is it sitting in as the core dll on the SVN right now??

I was doing some final checking with the debug before releasing the new Route Pedia page.

Zapotec

@ TB

I have ON automated worker leaves old improvements, but he is still building forts??? I believe thats all he is building on the resources now, I dont like the forts in the industrial era. It drive me crazy :dubious: when ALL these forts are taken over by the enemy, and like 6 every turn with these sound takeovers.

It is a resource outside your city work area therefore it builds forts so that you can protect it. This is normal.

Quick question...

SVN 7250
I just went from gatherers to workers and can now NOT build plant picking camps, but also cannot build plantations either so half the resources are now not improvable for some time. eg I have 1 incense with a plant picker and 1 incense yet to be connected, this 2nd one now CANNOT be utilized until i get plantations.....

Is this working as intended?

We had that problem with plant pickers for awhile but it went away possibly when we cleared the cache folder after the SVN update. I have not had the problem in my last two games.


Oh is it also correct that i can do nothing with silk at all until sericulture?

Deceti

Yes
 
After you build the new the new salt buildings you can build the Salt Quarry building. Perhaps if you have any of those buildings you should not be able to build the quarry building even if you do have a salt quarry improvement in the vicinity.
 
Zapotec

@ TB

I have ON automated worker leaves old improvements, but he is still building forts??? I believe thats all he is building on the resources now, I dont like the forts in the industrial era. It drive me crazy :dubious: when ALL these forts are taken over by the enemy, and like 6 every turn with these sound takeovers.

It is a resource outside your city work area therefore it builds forts so that you can protect it. This is normal.
Actually... it looks like it IS inside city radius. Assuming the city has reached the third rung anyhow.

So a few things could be creating this.
1) It's possible that automation and AI worker actions follow different reasoning and if that's the case I've done nothing for automation (and probably won't bother since I loathe the idea of automating units with the exception of missionaries and wish it was not allowed at all for players.)

2) Assuming it does follow the same AI: Cause 1 would be that fort values have improved to the point where they are getting competitive even if your city isn't under any perceived threat. Particularly competitive with the crappy bonuses given by prime timber lumber camps which I notice your worker is replacing.

3) Cause 2 would be if the city felt itself under threat for any reason. This is one big reason why I'd not be automating my workers ever. If they are going to react the way the AI is compelled to react to things then it will rarely be optimal for a human player because it'll force you to follow their rationale rather than directing them to follow yours. This rationale is sensible for the AI who will be just as quick to recognize the need to staff the new fort but not so great for players who may not realize they suddenly have some forts popping up that can now be as much a liability as it could've been a benefit.


Honestly... have workers EVER made wise decisions on ANY version of Civ EVER? Even in vanilla I could not STAND their choices as they'd happily go about eradicating all traces of forests as quickly as they could.

Anyhow... I might eventually be compelled to work on worker automations to optimize them for human players as opposed to AI players once all other mod tasks are done for C2C. Don't mean to be a jerk it's just how I feel about them.

Now... not to be hasty... you stated that you have an option to 'leave all improvements'... that would be worth supporting. But that means I'd have to figure out if automation and AI processing utilized the same routines and I don't recall seeing any trace of such an option switch in use in the worker AI I was manipulating so if it's supposed to be there that may be rather easy to add.
 
Now... not to be hasty... you stated that you have an option to 'leave all improvements'... that would be worth supporting. But that means I'd have to figure out if automation and AI processing utilized the same routines and I don't recall seeing any trace of such an option switch in use in the worker AI I was manipulating so if it's supposed to be there that may be rather easy to add.

Cntrl-O has two or three worker options. I usually have the "don't chop forest" and the "leave existing improvements" selected. I don't automate my units until after I have connected all my cities with paved roads. I usually turn off both options about the time hybred forest becomes available. At that point they usually don't do any damage.
 
7234: The Congolese are not having much luck with their civ colour. They were the same colour as the Yangshao, that was fixed but now they're the same colour as their other neighbour the Hittites.
 
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture WarElephant_Carthage_gloss.dds failed to load
RESMGR: Texture Eurasian_Jav_Thrower_GLOSS.dds failed to load
RESMGR: Texture Eurasian_Jav_Thrower_128.dds failed to load
RESMGR: Texture bag.dds failed to load
RESMGR: Texture hatshepsut_diff_gloss.dds failed to load
 
Little thing. This is 7234 but it's probably been there forever. My Assassin is on a ship in a 'friendly' port. Not only can he attack adjacent squares without disembarking first, but in fact if he is still in the city after attacking, he is still on the ship ie. he has carried out the attack without disembarking at all.

Of course, although I've only experienced this with HN units, I would guess it's the case across the board.

Sounds easy to fix...:mischief:
 
Assert Failed

File: CvPlayer.cpp
Line: 6799
SVN-Rev: 7239
Expression: getNumSelectionGroups() <= getNumUnits()
Message: The number of Units is expected not to exceed the number of Selection Groups

Assert Failed

File: CvGlobals.cpp
Line: 2184
SVN-Rev: 7239
Expression: eUnitNum > -1
Message:

----------------------------------------------------------

Assert Failed

File: CvArtFileMgr.cpp
Line: 101
SVN-Rev: 7239
Expression: false
Message: ArtInfo: 'ART_DEF_UNIT_GENERAL_MAYAN' was not found

----------------------------------------------------------
it is defined in : Modules\Custom_Civilizations\Polynesia\Polynesia_CIV4UnitArtStyleTypeInfos.xml
<StyleUnit>
<UnitType>UNIT_GREAT_GENERAL</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_GENERAL_MAYAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_GENERAL_MODERN_AZTEC</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_GENERAL_MAYAN</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
 
Assert Failed

File: CvUnit.cpp
Line: 18881
SVN-Rev: 7239
Expression: getExtraWithdrawal() >= 0
Message:

----------------------------------------------------------
Assert Failed

File: CvPathGenerator.cpp
Line: 2911
SVN-Rev: 7239
Expression: !newNode->m_bIsKnownRoute || node->m_iCostTo + iEdgeCost == newNode->m_iCostTo
Message:

----------------------------------------------------------
 
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