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

True. Not advanced enough. You'd probably need a Modern Worker. (Earlier ones could build workshops though...)

Well then it's a bug that animal-assisted workers can build them...:rolleyes:

However, would it not be more than a bit silly if an early industrial tech unlocks the improvement, but only for modern-era units???
 
Well then it's a bug that animal-assisted workers can build them...:rolleyes:

However, would it not be more than a bit silly if an early industrial tech unlocks the improvement, but only for modern-era units???

The way those were assigned is to give consideration to when the unit upgrades unlock and when the techs enable the improvements. So that may be why the animal assisted ones can build them but the normal ones can't. Normal workers aren't as advanced.
 
Ok the Dragon Ships are back...and:

- my riflemen can ranged assault, but the one that hit did no damage.
- the archers - a hero, a Yeoman, a longbow, some bellybows and a couple of plain archers - can only archer bombard: however (when I tried it subsequent to this save) every single one missed - again!!!

Instructions: Xishuipo is my Yangshao colony, so the pink bit in the middle of the green blob on the minimap (NW of centre)

SVN 7750

Diagnosed! Thanks for this one bud! There was apparently an ambiguity in the bAlwaysHostile tag implementation and though you could attack them it didn't detect them as being hostile when it came to the damage qualification. Quick bit 'o reprogrammin' and it's taken care of. Coming soon to an SVN near you.
 
@T-Brd: Yes, it loads.
You switched to the 35 civ DLL to load it?

I am enclosing all the files I have in MyMods as well as the Civic Info file (that I have heavily modified). I was unable to have the modified Civic Info file in MyMods, it would not take all the changes I had made when I did that.
I also enclosed a text file where I explain my thinking and changes to those files.
Also, the SVN had My_Mods set to not load. Of course I set it to 1, to load it too.

Oh, just realized, I used 7z to compress with, which has proven before to make files corrupt if opened with WinRar or WinZip. Am enclosing the save as well but compressed with WinRar this time. So all the files are now compressed with WinRar, if that makes any difference.

Cheers

INITIAL_BASE_FREE_UNITS set to 10
INITIAL_BASE_FREE_MILITARY_UNITS set to 10 - This needed for Anarchism's +1 gold cost per Military Unit.

Added building only active in Anarchism: 2x National (for AI with 2 starting Tribes) giving -75% Maintenance.

CIV4WorldInfo.xml is where the base costs for maintenances are set, by WorldSize. These I have increased manyfold:
Original My Changes
D # D #
Duel 50 45 250 600
Tiny 60 40 240 575
Small 70 35 230 550
Standard 80 30 220 525
Large 90 25 210 500
Huge 100 20 200 475
Giant 150 15 190 450
Gigantic 175 10 180 425

The original of larger map costing more per DCities I do not understand. With larger map the distances would be naturally greater and the cost should then be less. Same as the #, larger map naturally more cities in total, and less base cost for #Cities. This allows for more cities further apart from each other.


By difficulty in CIV4HandicapInfo.xml I have set:
D #
Settler 63 70
Chief 72 80
Warlord 81 90
Noble 90 100
Prince 95 105
Monarch 99 110
Emperor 104 115
Immortal 108 120
Deity 117 130


Civics changes are more difficult but I felt needed. Since the base is much higher every little bit in Civics makes a greater impact and the arbitrary inflated changes for early civics no longer needed.

Government Original My Changes
#Cities DCities #Cities DCities
Anarchism 200 150 -50 -50 No government, people rule themselves. Where is the cost?
Cheifdom 125 100 -25 0 Kin members govern other cities
Despotism 20 0 15 0 Pay others to govern other cities
Monarchy 5 5 0 10 In itself no difference, Society would determine. Some corruption.
Republic 25 0 25 25 Each city needs elections. High corruption from distance.
Theocracy 15 0 25 -10 Each city pays for its churches. Less corruption.
Democracy 20 0 0 25 Peoples elected, corruption high.
Totalitarianism 25 0 10 0 Costs leveled out among all cities. High Upkeep does that too.
Technocracy 15 0 10 0 Logic and facts rule? Elitism could increase # costs but High Upkeep will do most of the job.

Why the original? Basically all the later ones have the same effect here, just varied amounts. Anarchy and Chiefdom seem arbitrary, trying to impose less cities but in a very bad way as once past them city expansion will just explode completely due to doubled effect of tech giving higher income buildings as well as maintenance suddenly dropping off.
Besides I would think distance and difficulty in imposing governmental rule would be the one increasing costs more than #Cities.
Should increase detrimental effects in earlier governments though, unhappy and war, and Anarchism should have less military potential so extra cost per military units.
Technocracy should have +GP, not -, and also extra cost per military units.

Rule Original My Changes
#Cities DCities #Cities DCities
Obedience 100 50 0 0 Joining nation out of Free Will?
City States -50 15 -25 10 Cities decide some things themselves, following an overlaying plan.
Magistrates -15 0 5 0 Appointed officials, governors.
Meritocracy 0 0 5 0 Tests needed to check merit.
Bureaucracy 45 -15 20 10 Many employed. Corruption higher further out.
Vassalage -35 20 -25 10 Much cost moved to vassals.
Confederacy -35 25 -25 0 Advanced City States? Loose alliance.
Federal -30 -15 -20 -10 Shared political power, again like city states. Less corruption.
Martial Law 35 0 20 5
Grid 45 -20 20 -20 Cost in Upkeep
Mind Control 0 0 20 0 Cost in Upkeep

Lots of little changes. I do feel the %'ages are a bit steep with my other changes though, reducing them at the very least should be better.


Power??? Original My Changes
#Cities DCities #Cities DCities
Strongman 50 25 10 5
Matriarchy -10 0 0 0
Patriarchy 15 0 0 0
Junta/Oligarchy 25 15 5 0
Sovereignity 30 0 5 0
Legislature 10 -20 0 -5
Divine Right -10 20 0 5
Separation of P -20 -20 -5 -5
Single Party 30 -10 5 0

Most of these seem, ehm, arbitrary. Basically making Money being Power.
In which way the ruling people are decided does for me not change the # or D of cities very much, if at all.
Junta also seems weird. The Military rules? Would that not be in Rule anyway? Or better called Military? Should really be Oligarchy, who changed it to Junta?
Apart from reducing the effects I will not change these much but think other things should play a part in them, like Matriarchy's City Growth and the hammers/culture/gold/happy changes.


Society Original My Changes
#Cities DCities #Cities DCities
Primitive 75 125 0 0
Tribal 50 100 0 0
Caste System 0 0 0 0
Bourgeois 0 0 0 0
Proletariat 0 0 0 0
Feudal 25 25 0 0
Egalitarian 0 0 0 0
Nationalist 0 0 0 0
Marxist 0 0 0 0
Corpor-Nation 20 0 0 0

Again arbitrary in only a few. Upkeep Costs should govern these, not changes in city maintenances. Removing them all and increasing Feudal cost to Medium.


Currency??? Original My Changes
#Cities DCities Gold% Gold%
No Currency 25 30 -30 -40
Metals 15 15 -15 -25
Coinage 30 0 0 -10
Banknote -25 -25 0 12
Paper Money -15 -15 0 8
Gold Standard 40 0 0 -10
FIAT Currency 20 20 0 -10
Credit -15 0 12 16
Digital -30 -30 -10 10

Kidding, right? Changes in gold, commerce, trade routes, and corporation maintenances, should be all this does, not maintenance costs. I'm setting gold changes instead of maintenances.
Trying to follow these is a nightmare man... I do want to look through them for the sake of suggestion and some testing as well BUT if you would PLEASE make this infinitely easier and upload the files that are affected it would be appreciated. (Got stuck at that top part where there are no references in the XML folder to INITIAL_BASE_FREE_UNITS to be found anywhere in any of the files or files within the folders there. (except in SO's texts files somewhere which was no more helpful except to say it should be found in a file it's not in.))
 
Trying to follow these is a nightmare man... I do want to look through them for the sake of suggestion and some testing as well BUT if you would PLEASE make this infinitely easier and upload the files that are affected it would be appreciated. (Got stuck at that top part where there are no references in the XML folder to INITIAL_BASE_FREE_UNITS to be found anywhere in any of the files or files within the folders there. (except in SO's texts files somewhere which was no more helpful except to say it should be found in a file it's not in.))

What is this all about here?:dunno:? Are you trying to do NEW Handicap for normal system??
 
What is this all about here?:dunno:? Are you trying to do NEW Handicap for normal system??

No no not at all. I've gotta setup my fileset to equate to his so that I can debug his save. I was interested in giving some consideration to the modifications he made though and trying to understand the reasons for them because I presume some of it may make a lot of sense.
 
Trying to follow these is a nightmare man... I do want to look through them for the sake of suggestion and some testing as well BUT if you would PLEASE make this infinitely easier and upload the files that are affected it would be appreciated. (Got stuck at that top part where there are no references in the XML folder to INITIAL_BASE_FREE_UNITS to be found anywhere in any of the files or files within the folders there. (except in SO's texts files somewhere which was no more helpful except to say it should be found in a file it's not in.))

I did. The My_Mods.rar stuff goes into the My_Mods (if you enable that in the MLF for Modules of course) and the "Civ4CivicInfo.xml file" in the "CivicInfo and txt.rar" goes in it's normal place, XML/Gameinfo.
That should make all the changes I wrote about.

There was a miss I made in the My_Mods file Civ4WorldInfo though that makes Standard sized maps unplayable. Fixed in my own copy of course, but still.

Cheers
 
Ah... ok. Got all that then. Thanks!

EDIT: Sorry man but I'm still getting the same problem on load. Very odd. Can't figure this one out I'm afraid. Perhaps Alberts would have better luck if he can find the time to investigate it. Yes... I tried the up-loaded save to make sure the original wasn't just corrupt.
 
Is ok. I got past it, and have started a new onle later on anyway with even harsher Maint costs.
Though if you could look at why a CivicInfo placed in My_Mods does not fully overwrite the CivicInfo in the original XML?
The rest are alright it seems, the right info gets used, the modified, but the CivicInfo persists with some of the XML version info. At least on my computer.

Cheers
 
I managed to download the latest SVN. On Noble difficulty my first city is costing me -28:gold: a turn I have just settled my band unit! At 0% science it is -25:gold: a turn! My units are being disbanded and I can't build or study anything.
 
DH, change Anarchism to -100 in Maintenance costs, and the other initial Civics with high Maintenance costs, Obediance, Strong Man, Primitive, to no costs for city maintenance. Also need to reduce maintenance costs for Tribalism and Chiefdom for later in the game.
Or reverty Civ4WorldInfo.xml back to 7772.

Cheers
 
I managed to download the latest SVN. On Noble difficulty my first city is costing me -28:gold: a turn I have just settled my band unit! At 0% science it is -25:gold: a turn! My units are being disbanded and I can't build or study anything.

As far as i know, nothing has changed in the standard core game??
 
I thought we were not changing stuff until after v35! This looks like it as been a major change and should require its own freeze period.

Did you read what i wrote above?? Nothing was changed in the core C2C???
 
DH, change Anarchism to -100 in Maintenance costs, and the other initial Civics with high Maintenance costs, Obediance, Strong Man, Primitive, to no costs for city maintenance. Also need to reduce maintenance costs for Tribalism and Chiefdom for later in the game.
Or reverty Civ4WorldInfo.xml back to 7772.

Cheers

WorldInfo has not changes since March. so that is probably not the problem.

As far as i know, nothing has changed in the standard core game??

That is what I thought. And no I had not read it because it was not there when I was writing my previous comment.

However something has changed since I am getting that problem.
 
I checked all my settings and they are what I normally use.

However it should not matter what level or settings you have you should not be starting a game with a negative income. Especially at 0% science as it means all your units will be disbanded immediately they are built.
 
I checked all my settings and they are what I normally use.

However it should not matter what level or settings you have you should not be starting a game with a negative income. Especially at 0% science as it means all your units will be disbanded immediately they are built.

Crap, i bet you i know what happened, i forgot to add 1 line to my WorldInfo i just submitted for the New Handicap System??

EDIT: OK now try it . . .
 
I would say that is it because when I turned off your Better Handicap folder things went back to good. It may take awhile before I can get at the SVN to check it out.
 
Got the SVN version and it is still wrong :( -32:gold: at start.

Well i dont know then, because nothing was changed?? And mine cant take effect now(unless you have Nightmare Mode checked), because i have the ReplacementID inplace??

I'll start a new game and see also.

EDIT: Yeah its MY WorldInfo its leaking through somehow?? I dont think modules are working correctly, as i stated before, because i had (our cultures as non-playable, and they were still coming through as a NEW civ)??
 
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