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

@Toffer you got a costline bug somehow in now, look my scenario from cuba to yucatan or from alaska to russia.
 
could you just rather upload a screen-shot?

You should test your stuff with my map because it use all ocean types, easy to load the scenario. But here you go, 2 screens.
 

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BUG? Abatis blocks the movement of my rogue?
 

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BUG? Abatis blocks the movement of my rogue?

I don't know if that's a bug or by design. I could probably change it but if I recall, it was intended.

Rogues can't capture cities so if you are at war with that player it probably would naturally keep the rogue from entering anything that counts as a city. Is that by chance the situation there?
 
I don't know if that's a bug or by design. I could probably change it but if I recall, it was intended.

Rogues can't capture cities so if you are at war with that player it probably would naturally keep the rogue from entering anything that counts as a city. Is that by chance the situation there?

If the plot is captured when moved in that will be not good, no war with montezuma, rogue should sneak thrue and dont capture the plot, if forts can block thiefs or spys then is ok but i dont think thats correct, i can move in other civ citys without capturing and i can move thrue his territory without capture. So i think if you can change it that thiefs and spys can move thrue forts.

ALSO new AI bug... open my save file attatched here, then open worldbuilder and go to south afrika to shaka/zulu civ , he subdued many animals in a short time, so he wait them to heal and then maybe return, look one hunter group NW and one NE of his city, if next animal comes and attacks him and he subdued it again then the complete stack will stay arround and heal longer, then shaka goes bankrupt i think, he has now 0 gold left, at least he is not deleting all of his troops, he is the only civ that has low gold after 20000 gold scenario start, you have to teach the AI to return full healed animals directly, not waiting for the otheres to heal and move together, or butcher them in the wilderness if they cant use it for a myth or have already subdued 2 of this animals that they already have.

Also AI should learn to return animals faster, maybe when they have 3 animals subdued because when city borders expand then the AI will not get them back sometimes in regions where are many civs.

All other civs AI work better now, mostly no one gets bankrupt anymore, but i dont checked all civs at this point. Maybe bug in zulu civ.

In this save you can also look up the rogue, hes near yucatan.
 

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Interesting. They probably should ignore the healing of the animals, yes. They only wait for 2 or more animals to start moving back but that waiting on healing explains some of the large stacks they generate at times. It would be something to adjust soon yes.

As for the rogue thing, I agree but if I recall there was a reason they weren't allowed to enter a fort. I need someone to explain that decision.
 
You should test your stuff with my map because it use all ocean types, easy to load the scenario. But here you go, 2 screens.

Right, I know what's wrong, the coast are set to different layers so they are trying to blend with each other creating beaches in the water. The only fix is to give them the same layer so that they have a sharp transition line in between them.

will fix it right away.
 
Regarding Rogues, I noticed that sometimes, the AI does multiple suicide attacks with rogues into my city defenses, all of which fail. Perhaps there is a miscalculation about where it can move ? I play with start as minor civs option on.
 
BUG? Abatis blocks the movement of my rogue?

Question or 2:
1. How do you build an abatis at a fortified tile ( fort, wooden tower etc.).?
2. Do you have Zone of Control active?

@T-brd,
When did Rogues get blocked from entering opposing cities? What do you have to build in the city to accomplish this?

JosEPh
 
Question or 2:
1. How do you build an abatis at a fortified tile ( fort, wooden tower etc.).?
2. Do you have Zone of Control active?

@T-brd,
When did Rogues get blocked from entering opposing cities? What do you have to build in the city to accomplish this?

JosEPh

JosEPh look the screenshot up there... or the savegame, look for the rogue near yucatan, the abatis is fortifieing the tile, montezuma build a abatis what gives them the control over the plot, i want to move thrue that plot where montezuma build the abatis, i think he build it with a gatherer, possible or not? My rogue cant move thrue there, thats the problem, he schould be able to move thrue there like he can move thrue all other plots montezuma owns.

The abatis should only give a defensive bonus to the plot and make the ownership to the abatis building civ, not blocking spy or rogue or thiefs movement. I tested only with my rogue, i dont know if it works for a thief or spy to move thrue.

I notice now that it says in screenshot abatis (Thorne hedge) should that work as a complete block of the plot? Also spys and rogues may not pass thrue there? Nah or?
 
Regarding Rogues, I noticed that sometimes, the AI does multiple suicide attacks with rogues into my city defenses, all of which fail. Perhaps there is a miscalculation about where it can move ? I play with start as minor civs option on.
The AI for rogues must assume they can move into a city at all times but when at war they can't so that would be a bug in the AI for rogues. I'll be working on some Criminal specific AI soon so that should clear up.

Question or 2:
1. How do you build an abatis at a fortified tile ( fort, wooden tower etc.).?
2. Do you have Zone of Control active?

@T-brd,
When did Rogues get blocked from entering opposing cities? What do you have to build in the city to accomplish this?

JosEPh
I believe I remember someone complaining that Rogues were simply moving through their forts even though they could see the rogue and the fort was fully staffed with troops. Since forts count as cities they can do that, even if seen, when at peace. So the alternative was to keep rogues from entering forts at all and that decision was made - I think over a year or more ago.

They should still be able to move into cities, just not when at war. That may be something that should change as well for Criminals in particular (but NOT Ruffian and Strike Team units) but it will take some coding to achieve it. This is where we must begin to go beyond mere invisibility rules.

If Criminals can't move into an opponent city when at peace, that's a bug I need to know about immediately.
 
Moving in montezumas city with the rogue works fine, moving in the plot with the abatis its not working. So you will fix this or let it so? You need a special unit to see/kill that rogue, one day the AI attacked me with a thief and all military units attacked my thief also then, so when the thief/rogue is seen the AI is able to attack with regular troops i think, worked one time. I think its a bug directly in the abatis building maybe.
 
Moving in montezumas city with the rogue works fine, moving in the plot with the abatis its not working. So you will fix this or let it so? You need a special unit to see/kill that rogue, one day the AI attacked me with a thief and all military units attacked my thief also then, so when the thief/rogue is seen the AI is able to attack with regular troops i think, worked one time. I think its a bug directly in the abatis building maybe.

I remembered what brought this change up a long time back. If you're at peace and you can see the rogue your units staffed in a fort still can't stop him from moving through because the fort is counted as a city and even though you can see him and attack him (outside cities) you can't stop him from moving into a city (and in this case a fort as well.) The criminal unit could also move into the fort and be immune to being attacked by you, even though you owned the fort. Just as how it works in a city.

This was complained about and therefore invisibles were not allowed to move into or through forts at all.

I'll try to think of another way around the issue perhaps but it is fairly complex since forts just say to the code 'we use the movement rules that a city would'. And that shortcut is very optimal for processing speed.
 
JosEPh look the screenshot up there... or the savegame, look for the rogue near yucatan, the abatis is fortifieing the tile, montezuma build a abatis what gives them the control over the plot, i want to move thrue that plot where montezuma build the abatis, i think he build it with a gatherer, possible or not? My rogue cant move thrue there, thats the problem, he schould be able to move thrue there like he can move thrue all other plots montezuma owns.

The abatis should only give a defensive bonus to the plot and make the ownership to the abatis building civ, not blocking spy or rogue or thiefs movement. I tested only with my rogue, i dont know if it works for a thief or spy to move thrue.

I notice now that it says in screenshot abatis (Thorne hedge) should that work as a complete block of the plot? Also spys and rogues may not pass thrue there? Nah or?

Pit2015, An Abatis is Not a Fort or Wooden Tower or a Stone Tower, the 3 Buildings you can build on a tile that is not part of a city Fat X, but is used to claim territory.

That is my point you keep calling the Fort an Abatis it is Not an Abatis. An Abatis is a defensive perimeter building for a City and Crime control building that can Only be built by a City in the City. It can Not and will Not be built in a Fort or Wooden Tower or Stone Tower. Stop calling the Fort an Abatis.

Nor does an Abatis built in a City stop Rogues. Unless there has been a relatively recent change That I'm not aware of. And I don't think there has been.

And still the question you didn't answer, are you using ZOC Option for your game?

JosEPh
 
Pit2015, An Abatis is Not a Fort or Wooden Tower or a Stone Tower, the 3 Buildings you can build on a tile that is not part of a city Fat X, but is used to claim territory.

That is my point you keep calling the Fort an Abatis it is Not an Abatis. An Abatis is a defensive perimeter building for a City and Crime control building that can Only be built by a City in the City. It can Not and will Not be built in a Fort or Wooden Tower or Stone Tower. Stop calling the Fort an Abatis.

Nor does an Abatis built in a City stop Rogues. Unless there has been a relatively recent change That I'm not aware of. And I don't think there has been.

And still the question you didn't answer, are you using ZOC Option for your game?

JosEPh

There is an abatis improvement similar to fort, tower and fortified cave. I would guess the abatis functions like a fort.

I never waste a gatherer on the abatis since the palisade usually unlocks long before I've wasted my gatherers on more important things.
Palisade replaces the abatis improvement.
 
There is an abatis improvement similar to fort, tower and fortified cave. I would guess the abatis functions like a fort.

I never waste a gatherer on the abatis since the palisade usually unlocks long before I've wasted my gatherers on more important things.
Palisade replaces the abatis improvement.

I can not build an Abatis by itself on a tile to function like a Fortified Cave or Fort or Wooden or Stone Tower. It is Not available as of SVN 8751 in any build que I can bring up in my last 2 new test games. You can Only build the Abatis and Fire Abatis as a City building for defensive and crime control purposes.

Non of my gathers or workers provide an option to build the Abatis. Palisades yes, Forts sometimes if conditions are right, wooden towers yes, Cave stocked and Cave fortified yes. But No Abatis.

Is terminology our area of conflict here? Or a Game set up Option?:confused:

JosEPh
 
I can not build an Abatis by itself on a tile to function like a Fortified Cave or Fort or Wooden or Stone Tower. It is Not available as of SVN 8751 in any build que I can bring up in my last 2 new test games. You can Only build the Abatis and Fire Abatis as a City building for defensive and crime control purposes.

An Abatis is an early form of the fort line of plot improvements. It can be built by gatherers but goes obsolete as soon as you can build palisades. Like palisade, fortified caves and wooden towers it is a fortification which does not have the "act as a city" tag set to true. They claim the plot but do not provide the resource on the plot. Only forts and better fortifications do that.

Did someone change the maininterface/screens python, because now the civics "language" does NOT have all the space it needs to see ALL the changed civics in that area??
There has been no change, sometimes that civic box is just too small. It is the only one which has its height calculated based on the size of the text going to be put on the right hand side box. No idea why it gets calculated differently sometimes.
 
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