Single Player bugs and crashes - After the 29th of March

Status
Not open for further replies.
Honestly I don't remember that part. :hammer2: If you have a link I would be happy to re-read it.

At any rate what are you proposing? That say the National Smelters require the Road line of buildings such as Roads OR Paved Roads OR Asphalt Roads OR Skyroad Control Tower OR Teleportation Booth? Would Trails count? Or only Roads and up? Note I don't have a building equivalent for mud paths.

We discussed it in a PM. It was just the road tech that came "after" the metal tech. In most cases it was the one up from the one that gives mud paths. The alternate was the road tech or ship building tech as the requisite. Just to represent the difficulty in transporting ore over long distances.

@DH

I believe the AIWeight for your Lawyer will need to go back to -1??

I will check but I think most of the use of the Lawyer is in python and not known to the XML hence the weight. I did add some crime reduction to it but its main use is the removal of corporations and world views both python stuff.

BtW if it does change it should go to zero not -1.

Or are you saying that Ls's changes changed it to zero and now I need to put the real value back in?
 
@TBd Attached is a save that shows the change of exp threshold problem when I do a recalc. I am using standard/default traits one of which means that I need more exp to gain a level. When do a recalc I no longer need the extra points so many of my units can get another promotion.

Ok. Thank you. That should be an easy fix but I probably won't have a solution for it today.
 
We discussed it in a PM. It was just the road tech that came "after" the metal tech. In most cases it was the one up from the one that gives mud paths. The alternate was the road tech or ship building tech as the requisite. Just to represent the difficulty in transporting ore over long distances.



I will check but I think most of the use of the Lawyer is in python and not known to the XML hence the weight. I did add some crime reduction to it but its main use is the removal of corporations and world views both python stuff.

BtW if it does change it should go to zero not -1.

Or are you saying that Ls's changes changed it to zero and now I need to put the real value back in?

Likely the lawyer will need it - it's a valid special case. Just keep them at 0 unless we know we need them for a specific reason (like Python effects that cannot be detected from the XML)
 
Ok I was able to get a save. The screen is on one side of the globe while the dog unit is in my Capital. Note I use a default 40x40 viewport.

Can you provide precise instructions to reproduce from the save please. I loaded the save (with 40X40) viewports and the game started up with focus on a large city attack stack just east of Uppsala. I skipped those (space bar) and focus shifted to a dog in Rome, but the viewport shifted as well so everything was fine...

Might depend on precisely what you do with the attack stack, so I need details please
 
Can you provide precise instructions to reproduce from the save please. I loaded the save (with 40X40) viewports and the game started up with focus on a large city attack stack just east of Uppsala. I skipped those (space bar) and focus shifted to a dog in Rome, but the viewport shifted as well so everything was fine...

Might depend on precisely what you do with the attack stack, so I need details please

I gave the dog unit promotions and then told it to sleep. Then it gives a CTD.

I also tried giving it different promotions and putting it to "skip" until next turn.

I even tried selecting the stack of units in the viewport rather than doing the dog. But all times it would give CTD.
 
I gave the dog unit promotions and then told it to sleep. Then it gives a CTD.

I also tried giving it different promotions and putting it to "skip" until next turn.

I even tried selecting the stack of units in the viewport rather than doing the dog. But all times it would give CTD.

So does the game start with the dog unit selected for you? For me it was starting with a large stack of siege units and attack units selected...
 
We discussed it in a PM. It was just the road tech that came "after" the metal tech. In most cases it was the one up from the one that gives mud paths. The alternate was the road tech or ship building tech as the requisite. Just to represent the difficulty in transporting ore over long distances.

I don't suppose you still have the PM do you? I think I cleared that one out last time my box got full.

Well "The Wheel" gives mud paths, "Roads" give roads and "Paved Roads" give paved roads. Which should it be?

Note that Roads (and Paved Roads) have a direct path.

Metal Casting -> Bronze Working -> Monarchy -> Roads

Would you like me to add "Roads" tech to all of the National Smelters?
 
I don't suppose you still have the PM do you? I think I cleared that one out last time my box got full.

Well "The Wheel" gives mud paths, "Roads" give roads and "Paved Roads" give paved roads. Which should it be?

Note that Roads (and Paved Roads) have a direct path.

Metal Casting -> Bronze Working -> Monarchy -> Roads

Would you like me to add "Roads" tech to all of the National Smelters?

I think it has to be "Roads or Shipbuilding" as the prerequisite techs since in reality bulk stuff was mostly carried by ship before railways took over that task.
 
So does the game start with the dog unit selected for you? For me it was starting with a large stack of siege units and attack units selected...

Hmm when I load my save I do not have the problem. Should I give you the save before that turn? Note you would have to go through all of the turn before it. But it might lead to the dog error

I think it has to be "Roads or Shipbuilding" as the prerequisite techs since in reality bulk stuff was mostly carried by ship before railways took over that task.

Ok I will do that for the early ones. But I do not think we need it for Aluminum or Titanium since they come in the Industrial era.
 
How do you write the code for an OR tech on a building? :blush:

Are you talking something like this??

Code:
			<PrereqTech>TECH_MILITARY_TRAINING</PrereqTech>
			<TechTypes>
				<PrereqTech>TECH_SCULPTURE</PrereqTech>
			</TechTypes>

Also see attached for a Unit_Combat_Explorer TXT error??
 
@strategyonly

I think that code makes an AND such as Military Training AND Sculpture. Where the building will show up under the Military Training tech on the tech tree.

Plus I would need say Tech A AND (B OR C), not just Tech A OR B.

EDIT: Yeah the Crafts Hut has

Code:
			<PrereqTech>TECH_BARTER</PrereqTech>
			<TechTypes>
			<PrereqTech>TECH_SHELTER_BUILDING</PrereqTech>
			</TechTypes>

But it requires both Barter AND Shelter building not Barter OR Shelter Building.
 
AIAndy could probably help you with the expression system on that somehow.
You can use this in the ConstructCondition:
Code:
<Or>
  <Has>
    <GOMType>GOM_TECH</GOMType>
    <ID>TECH_A</ID>
  </Has>
  <Has>
    <GOMType>GOM_TECH</GOMType>
    <ID>TECH_B</ID>
  </Has>
</Or>
 
I caught my last experienced Gatherer before she suicided, and upgraded her (at prohibitive expense, whinge whinge blah blah etc.) Although she was one turn off finishing the (farm...whatever), the Worker has another 4 turns to go on it.

Saves available on request. V29 vanilla.
 
Hmm when I load my save I do not have the problem. Should I give you the save before that turn? Note you would have to go through all of the turn before it. But it might lead to the dog error

Try it. If you can find a reproducible recipe, post whatever save is needed together with detailed instructions on the action hat need to be taken. If I doesn't reproduce, there is unlikely to be much to be done for now, but if you can remember details about the context in which it originally happened (where was focus when the turn started, what actions did you take before the focus shifted (without viewport switch) to the dog, etc. then knowing those contextual details might help pin it down (at least indicate where to look)
 
One thing i find weird is there is NO regular Barbarian Units ANYPLACE on the map, I have on Raging Barbs, Barb Civs, No City Limits, Start as Minors, I am almost at 300 turns, and still NOTHING:crazyeye::confused:

I occasionally get a Neand but very very very seldom??


With raging Barbs on at least i would expect a Barb every 10 turns at a minimum??

SVN 5270, No VP
 
Speaking of gatherer/worker I have four comments:

1. Forest Promotion line does not work. Does nothing when chosen and Civopedia shows nothing is given. Should this not include Jungle too, btw, though verly likely at a lower rate of improvement, and Bamboo and Tall Grass?

2. Upgrading might be an idea to have a little cheaper. It's way more costly than upgrading a military unit as it stands now. Experience might play a role here, each promotion gained on a worker could reduce upgrading costs slightly, up to a maximum % reduction of course.
That way an inexperienced worker costs a a lot to train while the experienced ones can be trained more easily, and means the base costs don't need to be changed.

3. Experience is only given on completion of an improvement currently (and not for burning at all??). This is not good for those with stacks of workers (me among others) as only one gains the experience and to chose which one micromanagement of high order is required (jump in and stop the other workers in time to have only one complete the improvement). This is even worse for Gatherers, the poor things, as the one gaining experience and completing the improvement dies from all the hard work. To level up a Gatherer that one must only be working on building roads until possibly upgraded to Worker.
My suggestion is to have each tick worked give a fraction of experience (scaled by game speed) instead so that all workers involved with the improving gain some experience instead of only one.

4. If possible a new line of worker promotions could be added for all-round worker upgrades, reduced bonus (+5 and 10%'s instead of +20%'s, or if 4 promotions maybe +5/+10/+15/+20) but increased work rate everywhere. This would make it easier for those not feeling like micromanaging which worker goes where to do what as well as having something to updrage workers with when in areas where there's too much variation for a promotion existing to make any sense.

Cheers
 
SVN 5163: Taking cities by culture seems to be impossible. Even after 200 or so turns with >90% culture in a city it won't flip. Killing the defending units in the city seems to have no effect either. Fixed Borders, Revolutions and No City flipping from culture are turned off. City flipping after conquest is on, but shouldn't have an effect because the cities were never conquered. This hasn't worked for several versions. I can't remember ever seeing a city flipping in C2C since version 21 or so.
 
Status
Not open for further replies.
Back
Top Bottom