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

Explosive(Tech) is needed for Mountain Mine. IIRC, nothing was changed about Quarry on mountain, though.
 
Couple bugs. One was that my workers could no longer build factories when they researched manufacturing. Also sent my workers to auto-route and they started building command posts...
 
Explosive(Tech) is needed for Mountain Mine. IIRC, nothing was changed about Quarry on mountain, though.

I am able to build mines on other peaks.

@DH Thanks. I have started only using standard workers because it was so annoying trying to find the right animal worker to build what I wanted.

A couple of other bugs, a couple of TXT_KEY errors and also what I think is a zone of control issue. I was unable to move a boat into a space in front of one of my cities and also later I was not able to move missionaries onto a boat in a different space in front of my city.
 

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Is anyone else having a problem with workers not being able to build a mine or quarry on a peak? The attached picture shows only have a watchtower and a tree nursery as the only options. This is not the only peak that I am having trouble with, there is one in another city also.

Please don't tell me the solution to the problem is to upgrade my workers to animal workers, because if that is the case I am done with C2C.

There are some improvements that earlier workers can't build that later ones can this is to be expected. However there are no differences between workers and the various animal workers as far as I remember. Except that the normal worker can do some hang over stuff the gatherer could do.

<check unit XML>Yep a normal worker can do 8 improvements more than an animal worker. The mountain mine is there for both so you should be able to build a mountain mine.

I can't see anything in the terrain XML either. Just leaves the build XML - no nothing I can see wrong there either.

I'll check it all again.

Explosive(Tech) is needed for Mountain Mine. IIRC, nothing was changed about Quarry on mountain, though.
At the moment, my only going theory is this:
1) a resource allows the construction of a mine or quarry before it can otherwise be built on a peak
2) both mines and quarries can't be built on mountains unless there's a resource there - or in the case of mines if the explosive tech is obtained (she doesn't have that)
3) resources, both HIDDEN (not exposed yet but there in the plot definition) and unhidden will act the same way for filling in for the prereq of a mine or quarry
4) In her picture, where she's been able to place mines and a quarry must have a resource but the one she's on with her workers there doesn't.


This is about all I can think would be the issue there.

@DH: Now do ALL animal workers have the same builds defined at this point? A few weeks ago there were builds one animal could do that another couldn't and there were missing builds from a number of animals. I think the problem she had was that some of those 8 missing builds from animal workers weren't completely obsoleted in the need to be able to build them - she mentions the 'pickers' as one that was still needed, presumably because this would be before plantations were unlocked.



About the Explosives requirement - apparently the explosives hover doesn't show that it allows the building of mountain mines (?) but the mountain mine shows the explosives tech as a prerequisite if you go into the pedia... something may be wrong with the hover and additional techs. I'll have to look into that. But why do we need explosives to build a mine on a peak in the first place? The Mountaineering tech does show that it allows the building of mountain mines while the Explosives tech only shows it allows mines to upgrade to shaft mines and gives +1 production to mountain mines. (Does this mean a mountain mine is also supposed to upgrade to a shaft mine at that point?) Very confusing.
 
Also sent my workers to auto-route and they started building command posts...

Building a command post (or fort) on resources not inside the work radius of a city is part of the auto-trade network function. The function is about getting your trade network to all your cities, improving all plots with resources inside your city work area and defensive structures on resource plots outside the work area. Hence getting all resources in your cultural borders available to you.

I am able to build mines on other peaks.

@DH Thanks. I have started only using standard workers because it was so annoying trying to find the right animal worker to build what I wanted.

I must agree with Whisperr that they are more trouble than help now that there are so many different types. When there were just three it was easy to keep in mind which were best.

The worker promotions are not intuitive either. I just built a road in grassland so I am now better at building stuff in jungles? I really think that the promotions should have more to do with what is being built road, cottage, fort, encampment, hunting camp, farm or animal thingy; and that the promotion should be automatic in most cases. So I finish a road and thus become better at building routes. To me the climate model is just not right.

3) resources, both HIDDEN (not exposed yet but there in the plot definition) and unhidden will act the same way for filling in for the prereq of a mine or quarry

If you can't see it then it has no affect. That is why you don't get the option to build a mine on the flat grass land plot with uranium in it until you discover the right tech.

@DH: Now do ALL animal workers have the same builds defined at this point?

As far as I know the answer is yes. I am going to move all the workers into core as it is just too hard to keep them updated otherwise. Although I am tempted to put all but the base animal worker in a mod which can be turned off at the moment. (see above)

she mentions the 'pickers' as one that was still needed, presumably because this would be before plantations were unlocked.

I am having no trouble with the "pickers" at all.

The mountain mine is new, it is not a mine. 0100010 would be better placed to answer this.
 
I am having no trouble with the "pickers" at all.

I gave up on a game I was playing a few weeks ago because I was getting annoyed at not being able to build improvements with elephant workers, and then the problem with the camel workers not building desert camps. That is why I have kept all standard workers this game. My next game I will try animal workers again.

If you can't see it then it has no affect. That is why you don't get the option to build a mine on the flat grass land plot with uranium in it until you discover the right tech.

This was just a theory since I was able to build mines and quarries on some peaks where there were no resources showing.
 
I must agree with Whisperr that they are more trouble than help now that there are so many different types. When there were just three it was easy to keep in mind which were best.

As far as I know the answer is yes. I am going to move all the workers into core as it is just too hard to keep them updated otherwise. Although I am tempted to put all but the base animal worker in a mod which can be turned off at the moment. (see above)
Well, they're frustrating because development stopped in the middle of the project. They should all be able to accomplish all the builds for their age (and I THINK from this conversation that they may be all setup right at this point so thank you for that DH) but they should vary as to what they are good at doing.

This would take a short evaluation process to define what terrains and features and even specific builds each one excels at and which ones they aren't so good with. This will make them meaningful while at the present moment the differences aren't really except for showing a variety of means to access.

This was something I wanted to clean up and complete soon but I've been pulled in a lot of directions here...

The worker promotions are not intuitive either. I just built a road in grassland so I am now better at building stuff in jungles? I really think that the promotions should have more to do with what is being built road, cottage, fort, encampment, hunting camp, farm or animal thingy; and that the promotion should be automatic in most cases. So I finish a road and thus become better at building routes. To me the climate model is just not right.
lol... this was exactly what I stated before we setup the worker promotion mechanism - that the terrains, features and builds that builds have been performed on should compile into qualifying for auto-promoting with promos that add to the skills of the workers for further performing those tasks. But the decision to move forward with xp earning and standard promotion mechanics was made quickly and implemented just as quickly.

I'd be happy to make a change to this in the next cycle if you're in agreement this is how it should go.

If you can't see it then it has no affect. That is why you don't get the option to build a mine on the flat grass land plot with uranium in it until you discover the right tech.
Yeah, I would've thought so but I can't figure out what's then qualifying the mine and quarry to be built on some peaks and not others. The mines she's built are NOT mountain mines. So I'll really have to figure out what the deal is with those somehow.


I am having no trouble with the "pickers" at all.
Might be an old issue you fixed already a while back after she mentioned something about those the first time.

The mountain mine is new, it is not a mine. 0100010 would be better placed to answer this.
Yeah, see if HE can wrap his head around whatever prereq weirdness could be taking place there!

Whom ever put these UnitCombat's in need to do a TXT reference, this could cause errors otherwise??? All those inbetween also, thx.
Strange... those have been in the game for versions now and this is only now being noticed. I wonder if something was messed with there. Anyhow I'll be more than happy to fix those. Thanks for pointing them out.
 
About the Explosives requirement - why do we need explosives to build a mine on a peak in the first place? The Mountaineering tech does show that it allows the building of mountain mines while the Explosives tech only shows it allows mines to upgrade to shaft mines and gives +1 production to mountain mines. (Does this mean a mountain mine is also supposed to upgrade to a shaft mine at that point?) Very confusing.

My guess is that mining on a mountain is more difficult. Pick axes just will not cut into the hard mountain rock, unless you have lots of them - making the effort unproductive. Therefore explosives are needed. So I agree explosives should be a requirement for mining on mountains.

As for mines or shaft mines - it would seem logical to give shaft mines. Afrer all that is what the explosive tech introduces.

Edit: Just realised, reached my 1000 posts. :D Only took 12 years. :eek: :) :lol:
 
New game with last SVN (don't know if this is new):

- With a Great Hunter you have several unique actions available, such as "Give a free Master Hunter to all cities" (same Hunting Instruction, Animal Mascot and Naval Animal Mascot IIRC). The tooltip says that these action may be performed by a Great Hunter or a Great General. I had a Great General that appeared ealier that I didn't use, but he doesn't have access to these orders.

- In a game with Raging Barbarians and Barbarian World in Emperor difficulty, I encountered a few turns after the beginning of the game an undefended barbarian city with my starting clubman. No barbarians seemed to be nearby either, so I guess the defenders weren't generated (there should be defenders at start, shouldn't there?). I found a city ruin a bit further, close to a rival civ so I assume that city was also undefended.
 
New game with last SVN (don't know if this is new):

- With a Great Hunter you have several unique actions available, such as "Give a free Master Hunter to all cities" (same Hunting Instruction, Animal Mascot and Naval Animal Mascot IIRC). The tooltip says that these action may be performed by a Great Hunter or a Great General. I had a Great General that appeared ealier that I didn't use, but he doesn't have access to these orders.

- In a game with Raging Barbarians and Barbarian World in Emperor difficulty, I encountered a few turns after the beginning of the game an undefended barbarian city with my starting clubman. No barbarians seemed to be nearby either, so I guess the defenders weren't generated (there should be defenders at start, shouldn't there?). I found a city ruin a bit further, close to a rival civ so I assume that city was also undefended.

Early in this pre 35 svn the barb new cities start empty. If undisturbed will start to get defenders in the next ~10 ish turns after it's founded. Don't know why. I talked with DH about this and he didn't know why either.

As for the tool tip for GH and GG it's not correct. Only the GH gets those 3 Animal related buildings. As you observed.

JosEPh
 
- With a Great Hunter you have several unique actions available, such as "Give a free Master Hunter to all cities" (same Hunting Instruction, Animal Mascot and Naval Animal Mascot IIRC). The tooltip says that these action may be performed by a Great Hunter or a Great General. I had a Great General that appeared ealier that I didn't use, but he doesn't have access to these orders.

As for the tool tip for GH and GG it's not correct. Only the GH gets those 3 Animal related buildings. As you observed.

JosEPh

The annoying thing is that the tool tip is built from the XML. The same bit of XML that gives the access. IE if the tool tip says so then the XML says so and so the GG should have access:confused:.
 
I don't think my report was understood correctly. some map tile sprites are missing, like the coral and vary tall grass, they are just invisible on the map. its a real problem when your trying to work in world builder. a solution would be appreciated. v34

It is a known bug. Sometimes re-loading corrects it - but not permanantly. I have had the same problem with Sea_Grass - it does not always display, but is in the WB file, if you have added it.
 
Egyptian stone thrower is still throwing red blobs.

I don't think my report was understood correctly. some map tile sprites are missing, like the coral and vary tall grass, they are just invisible on the map. its a real problem when your trying to work in world builder. a solution would be appreciated. v34

It is a known bug. Sometimes re-loading corrects it - but not permanantly. I have had the same problem with Sea_Grass - it does not always display, but is in the WB file, if you have added it.

I did have this problem way back but I have not seen it for ages.
 
The annoying thing is that it is not the same graphic for everyone. I have it happen with coral and forest.

I posted about this early April and got the above reply.

So has it been corrected in the last month. My SVN version may be outdated.
 
ETA: The resources page of the Foreign Advisor apparently can't handle how many tradeable resources I've got: see attached

Perhaps this was missed? Is this ever likely to be fixed?
 
I posted about this early April and got the above reply.

So has it been corrected in the last month. My SVN version may be outdated.

No change has been made. Mostly because we don't know why it works sometimes and not others.

Perhaps this was missed? Is this ever likely to be fixed?

Not missed. I looked at it. I was part way through merging some of Platyping's changes but never finished.
 
Missing nif.

Code:
Scene file Art/Units/EDUnits/Settler_African/african_spearman.nif failed to load. Reason: (code:1) Cannot open file.
 
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