Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

No / / / /

Before my adventure with C2C my entire life I was using normal Notepad. Heh im still using it for txt files. But when I start working with XML files which are enormous then some tell me here to use Notepad++ and Im glad him for this. N++ Its just fast as notepad and much more flexible. For example I can easy compare two files at once, spell check, XML check, macros, shortcut key changes, uppercase/lowercase changing mechanism etc.
Tons of useful tools :)
 
No / / / /

Well, that's just being stubborn for no reason. It's a free download, which takes seconds, and instantly gives you better functionality, especially for loading large files. Using NP++ isn't a secret plot to remove you from the C2C team or anything.
 
No / / / /

The problem is not Notepad++ but rather that RWN used Wordpad to edit (large files). When changing from Wordpad to Notepad you get the formatting that you don't like (it is a mess but can be fixed). Notepad++ is not the problem SO, really it's the problem of using Wordpad for large files and then opening them later in Notepad. I've seen it off and on for awhile now but it's easily addressed.

And if you have used Notepad++ and then late come back and open with Notepad you don't have this problem. But using Wordpad will do this every time. At least that's what I've experienced using these 3 type file versions.

JosEPh
 
Fix fast i need to game. ;-) On loading C2C: Tag: BUILDINGCLASS_POISONCRAFTERs_HUT in Info class was incorrect / Current XML file is: xml\Buildings\Regular_CIV4BuildingsInfo.xml
 
Fix fast i need to game. ;-) On loading C2C: Tag: BUILDINGCLASS_POISONCRAFTERs_HUT in Info class was incorrect / Current XML file is: xml\Buildings\Regular_CIV4BuildingsInfo.xml

Already noted by modders.

JosEPh
 
Changing xml text "BUILDINGCLASS_POISONCRAFTERs_HUT" to "BUILDINGCLASS_POISONCRAFTERS_HUT" let start the mod again but no more poisoncrafters hut displayed in city gold hover over and cant find building anymore, so must be something else as it looks like.
 
v8732 bugged out F1 and Revolutions screen, they wont load for me anymore, reverting back to 8729 fixed it
 
Ah changing xml text "BUILDINGCLASS_POISONCRAFTERs_HUT" to "BUILDINGCLASS_POISONCRAFTERS_HUT" did fix it, i looked into city that dont had the requirements after trying this. Good now.

@LDK "v8732 bugged out F1 and Revolutions screen, they wont load for me anymore, reverting back to 8729 fixed it "

Works fine with latest SVN now.
 
Shock Promotion +20% vs melee should work against scouts also, it isnt as it looks like.
Scouts aren't Melee units by combat class definitions. So no... it's not supposed to work against scouts.

Hi Thunderbrd, I have tested the captured city production bug again as you posted this update in the SVN thread:

8707 -Fixes MAJOR bug with city capturing.

I found it was a partial success. The Stone Tools Maker in a captured city now shows the production values based on my own tech instead of that of the previous owner. I also tested it by almost researching a tech that gives +1 hammer, save the game, and capture a city after researching and not researching that tech. In the former case the captured stone tools maker gives 1 more hammer than the latter, and is consistent with my own cities. Well done!

However, the ghost production bug still exists. A captured city still has more production of every kind than it should, and this vanishes on a forced recalc.

Regarding the question whether it is double summing or starting the calculation with a non-zero baseline, I guess it is a non-zero baseline, because after deleting all buildings with CTRL-A I still have too much production. A captured city with no buildings (all deleted with CTRL-A), no wonders, +2 hammers from tile, and +1 hammer from herd, erroneously totaled 11 hammers base production instead of the expected 3 hammers.
The bugfix had nothing to do with this bug. It was about cities not being capturable at all thanks to a bug in move rule changes.

The issue you're looking at is the one I'm looking into now. Interesting point about what happens when all buildings are removed... that might help to know. Captured cities are actually fully destroyed and then restocked. This means I can count out the old base values as being inherited because you'd have to go out of the way to try to do this and I'm not seeing any sign of it and wouldn't suspect a coder would try that. So it would purely have to be about the buildings being processed twice. Then when removed they are only out-processed once. I'm searching for the redundancy now.

Latest SVN (downloaded today) playing a non expansive leader (Christian IV of Denmark), trying to build a gatherer, getting weird expansive leader bonuses:
Interesting but harmless. Maybe. It's obviously pulling a Null value because that's the sort of number you'd expect if it did. It's not screwing up the final count so it has to really only be pulling the null value when it goes to display and doesn't find any data called for. So... it could be that it's coming from the old method where you put the trait production modifier tag on the unit xml itself conflicting with the new method where you put all trait data on the trait. Or it's just a coding error. A quick check of the xml could help to determine that. If it's being found on the scout xml, just erase the tag use there and check how it changes the effect in-game.

I'm not just giving you instructions... I'm letting myself know what to do when this comes up on my task list here.
 
Well... they do and they don't. They have a more hit and run style which is what is denoted by Recon. Scouts avoid getting locked down into conflict and allowing themselves to dive in and fully commit. Game effect-wise not all units that fight hand to hand are melee units and they really can't be without there being massive imbalances in XP awards on training. Such a move would also erode and diminish the checks and balances structure setup by combat class definitions. You'll note, however, that they ARE denoted as being primarily (or perhaps ONLY) hand to hand fighters in their combat classes.

What we need is a promo line that specifically targets Recon or perhaps Explorers as a whole, which equates to the Shock promo line. However, Explorers are generally weak against Combatants as a whole as it is (I think there's a general penalty of something like 50% in the Explorer combat class vs Combatants) so the bigger counter to Recon in particular is usually to develop Pursuit capabilities (for those playing Fight or Flight anyhow.) So I've been thinking that if I was to do an anti-explorer line of promos it would not have quite as much combat bonus against them as say, shock would against melee BUT it would include some pursuit value (maybe differing depending on whether or not Fight or Flight is in use.)
 
What we need is a promo line that specifically targets Recon or perhaps Explorers as a whole, which equates to the Shock promo line. However, Explorers are generally weak against Combatants as a whole as it is (I think there's a general penalty of something like 50% in the Explorer combat class vs Combatants) so the bigger counter to Recon in particular is usually to develop Pursuit capabilities (for those playing Fight or Flight anyhow.) So I've been thinking that if I was to do an anti-explorer line of promos it would not have quite as much combat bonus against them as say, shock would against melee BUT it would include some pursuit value (maybe differing depending on whether or not Fight or Flight is in use.)

Yes that will fit, fight and flight is activated in my Ultimate Earth Map Scenario. What for are these pursuit promotions in this promotions? How is pursiut working? Waht happen with it exactly?
 
Pursuit is a direct counter to the opponent unit's withdrawal value. It reduces their withdrawal by the amount of your unit's pursuit.

So if a Scout with 50% withdrawal likelihood is attacked by a Hunter with a 40% pursuit value, the Scout only has a 10% withdrawal chance during that battle. It goes for both attack and defense withdrawals.
 
version 8743 not available for download yet, so this is still for v8734.

Here is a new one

TXT_KEY_ GREAT_PERSON_AHMAD _IBN _MAJID text error
 
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