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

I will check the Pig and Boar spawn entries.

Historically, no Wild Boar in North America is correct. They were introduced by Europeans.

Guess it depends on what premade map scenario one uses. Pre-Columbian or Modern.

I am creating my own Pre-Columbian Spawn File at the moment - for SemPlus first.

Of course map scripts are different, just choose the general regions that you want spawns to occur.
 
@TB: This tag for unitcombat is bugged.
Spoiler :
Code:
			<UnitCombatChangeModifiers>
				<UnitCombatChangeModifier>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iModifier>10</iModifier>
				</UnitCombatChangeModifier>
			</UnitCombatChangeModifiers>
I have several times observed that this tag goes on a fritz which leads to units who should only have 10% VS Melee ends up having 290% VS Melee.
So in some cases this tag keeps adding the +10% stat change over and over again until it becomes ridiculous. I have not figured out what event leads to it fritzing out... perhaps when surviving a battle where the tag had an impact.

Edit: I've seen deviations of smaller magnitudes as well like, 20% when they should only have 10%. Recalc is not the event that triggers this bug.

Recalc certainly wouldn't trigger this since recalcs don't touch units.

A cursory look through the code suggests that the only possible ways this data could be changed is either through unitcombats or promotions being processed and alternatively if there's a severe problem in the save and load code that would probably manifest in many other ways.

We HAVE seen some values be wrong due to the code determining for some mysterious reason that it needs to refer to the wrong data source. Might be that. Those are very odd issues that are VERY hard to debug.

Could be a display problem too. Since all the code on the tag and all the totals for the unit on UnitCombat Mods look straight on an initial review, I suspect it's a strange display issue.

Where are you seeing the display on this in the game? Is it on the unit, the promotion, the combat help?

A save might help. I've not seen this problem before.
 
Explain please?

Food waste is part of the Mod to curb city pop growth. Been there for sometime. Not everyone likes it but that's how it's been done.

JosEPh
 
Recalc certainly wouldn't trigger this since recalcs don't touch units.

A cursory look through the code suggests that the only possible ways this data could be changed is either through unitcombats or promotions being processed and alternatively if there's a severe problem in the save and load code that would probably manifest in many other ways.

We HAVE seen some values be wrong due to the code determining for some mysterious reason that it needs to refer to the wrong data source. Might be that. Those are very odd issues that are VERY hard to debug.

Could be a display problem too. Since all the code on the tag and all the totals for the unit on UnitCombat Mods look straight on an initial review, I suspect it's a strange display issue.

Where are you seeing the display on this in the game? Is it on the unit, the promotion, the combat help?

A save might help. I've not seen this problem before.

I'm seeing this in the combat odds window and in action:
Wooden Spearman with final combat strength of 12 VS Melee; killed one of my merged Obsidian Swordsmen easily. He went on to slaughter my tribal guardian; I sure regretted not having any ranged or mounted units close by.

I will provide a save the next time I see this, I see it quite often as I'm experimenting with adding that tag to unit combat classes.
 
Strange for a spearmen to be so strong against melee...

I suspected that if there was a bug here that it would operate in a similar fashion to how you described but before I dove into that forest looking for the issue I wanted a bit more explanation to be sure because that's where it can get a little complicated.

It's not that the value is wrong it's that it's possibly being tallied incorrectly for the sake of actual combat. So if you were to look at the total on the unit display itself I would bet a lot to say it would probably look quite normal and add up correctly but it may be that somehow in battle it can be adding in other factors to the wrong modifier. Anyhow, suffice it to say something ain't right there. It wasn't before either and has been recently fixed but something may still be wrong from what you're saying.

Again I've not seen the problem myself and I suspect it has to do with some other tag's modifier adding into the wrong place.
 
Explain please?

Food waste is part of the Mod to curb city pop growth. Been there for sometime. Not everyone likes it but that's how it's been done.

JosEPh

Is there something in the Mod to reduce the wasted food and turn it into useable food? I needed to build 4 food producing buildings to get +1 food from it in city screen at a population of 4, rest food is wasted currently.
 
Is there something in the Mod to reduce the wasted food and turn it into useable food? I needed to build 4 food producing buildings to get +1 food from it in city screen at a population of 4, rest food is wasted currently.

For every :yuck: more than :health: you will loose 1 :food:.

Get equal or more :health: than :yuck: to remove food wastage completely.
 
For every :yuck: more than :health: you will loose 1 :food:.

Get equal or more :health: than :yuck: to remove food wastage completely.

I'm not sure of the terminology, but there is a food wastage mechanism separate to unhealth, in fact the more surplus you have, the more is wasted, and beyond a certain (seemingly random:p*) saturation point, all surplus becomes waste.

* It's certainly frustrating when your life depends on it, and it's probably a bit buggy, but I can't prove it's actually random:lol:
 
I have more :health: than :yuck: and have 30-40 food wasted. ;) Yeah when you get unhealthy you make -1 more food. But this is not influencing the normal food waste, its influencing your growth.

We need some buildings or something that can reduce the waste of food...

Also Net food 25? And on top in the city screen look +27... looks like bug. Also total food produced 66 but in top city screen, +68 displayed. (Maybe because of the golden age thats running?)
 

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Huh (stumped), would you look at that.
I had no idea about this additional food wastage system.

Could anyone explain how it works with numbers and details?
Can it be controlled in any way trough XML?

Edit: Sorry for completely underestimating you in my last post Pit.
 
No problem. The education civics can be used to reduce this food waste, let say better education leads to less wasted food, or make special buildings that will come with higher education in city, so the local population will waste less food.
 
No problem. The education civics can be used to reduce this food waste, let say better education leads to less wasted food, or make special buildings that will come with higher education in city, so the local population will waste less food.

Uh in the real world, food surplus does not equal population growth on a 1:1 basis. In the civ series this was merely a game design decision.

Regarding education, nowadays a higher level of education tends to lead to lower population growth or (in the case of most European nations today) even to projected population shrinkage.
 
In earlier times food was wasted due to bad storage, locust plagues etc. etc. etc.

But in Modern societies today - there is a lot of food waste. People just buy more food than they can eat. Supermarkets stock more food than they can sell. The surplus, in most cases goes to the rubbish dump.

While in other parts of the world people are starving.

So IMO, you should not be able to eradicate food wastage.
 
I'm not sure of the terminology, but there is a food wastage mechanism separate to unhealth, in fact the more surplus you have, the more is wasted, and beyond a certain (seemingly random:p*) saturation point, all surplus becomes waste.

* It's certainly frustrating when your life depends on it, and it's probably a bit buggy, but I can't prove it's actually random:lol:
It's not buggy. It's just weird.

Huh (stumped), would you look at that.
I had no idea about this additional food wastage system.

Could anyone explain how it works with numbers and details?
Can it be controlled in any way trough XML?

Edit: Sorry for completely underestimating you in my last post Pit.
1) It's nearly impossible to explain because the math is very complex. But to put it simply, the more overflow, the more waste.

2) No XML has been established to manipulate it and while I would consider restructuring it so that there could be a more maleable system to it, it's going to be complicated to rework so falls into a fairly major project that would likely take up a whole version's worth of modding time. At the moment it's designed to make little to no impact on game turn times so any other solution might not be as efficient. At the moment I have other goals.

No problem. The education civics can be used to reduce this food waste, let say better education leads to less wasted food, or make special buildings that will come with higher education in city, so the local population will waste less food.
And it does. Perhaps it should have a greater effect (it's handles by making the city require more food to grow) but it does have an impact that's somewhat counteracted by a higher food output as well (since the farming industry is better educated it's thus more effective.)
 
I will look into it when i build something or get a civic that gives me "needs % less to grow" if that will affect the wasted food system. Also a population increase may affect it maybe because more food is needed by the population. So maybe its a system to prevent to fast growing city populations. They will not make many more childrens when the food store is full in there house, but some more childrens if they have a good life with mutch food. ;)
 
Calculation bug stills in totaly...

Shot 021 before, shot 022 after, shot 025 what it should bring to me if you look under ACTUAL. Also i dont get the +1% from baskets, look shot 022 still "+5% from buildings", maybe this +1% is going only to increase the building revenge? But the "Actual" (shot 22) display still suck, gives only 1 gold at all the crafts hut.
 

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Hammer/Production calculation works and also gives +10% to total from resources as you see, (+5% with stone tools, + 5% with baskets) so bug in gold caluclation of crafts hut or all gold buildings...

Ahhh +% from resources is missing in the gold income/calculation you get. Fix asap i want my gold. ;) (For the 3 upper screenshots of gold calculation i got lacquerwares, baskets and masks, so i should get +3% gold from resources. i get nothing, that is missing in gold calculation, +% from resources is missing in gold calculation.)
 

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