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

It is not odd at all. It is what happens if you remove the building entry but don't remove the building class entry.
:) I understand that but still find it odd, as I would have expected the error message to stem from the buildingclass xml and not from work ethics xml. This of course only means that the work ethics xml (which refer to an entry in buildingclass xml) is processed before the buildingclass xml; but it's still buildingclass xml which refers to a non-existing entry, not the work ethics xml.
 
:) I understand that but still find it odd, as I would have expected the error message to stem from the buildingclass xml and not from work ethics xml. This of course only means that the work ethics xml (which refer to an entry in buildingclass xml) is processed before the buildingclass xml; but it's still buildingclass xml which refers to a non-existing entry, not the work ethics xml.

I would expect the same but that is not how the testing goes. It reads all the building classes and creates some sort of dummy building from the default building defined in that XML. Then when it goes through the buildings it adds the information to those dummy buildings or something leaving it with some that have not been defined so it lists them then pointing to the last file it read.
 
Fix has been committed.

All problems have been cleared from deleting 8 Freakin' Crime buildings! :yuck:

JosEPh :blush::wallbash::aargh:
 
Bad editing should be a crime!

(What's its enabling tech?)
 
Unfortunately there's no cure as yet for being old and senile. :D
 
@Joe: Good job on getting it all sorted out and thanks to the rest of the team for assisting. The good news is that once you make a mistake it's much less likely to make it again. Modding is full of pitfalls and traps for the unwarned... I've hit more than my share that's for sure.
 
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.

Ok. This is resolved. Fix is about to go on the SVN. Wasn't as complex as I'd feared. Thankfully I left good organized notes when I did the last audit on this stuff and was able to thus identify that the total was being tallied right in the city but then not added to the final result for commerce both in the city actual values and the commerce help display. Once I figured out how and where it wasn't plugged in it wasn't difficult to resolve.

Looks like gold management is going to be a whole lot easier in v36 than we had thought (which is probably a good thing. Was getting a little too tough imo.)
 
Good but dont works yet, no +% from resources in gold, you dont have it in the SVN already i think... ? But now new problem, crime burglary gives me now -8 gold on just +125 crime? Now look i do now -62 gold at all ruining me, before i had -9 gold, that should be set up far more, +125 crime is way to early for such an impact. Also dont make to mutch easier, the mod is great because of his depth and complexety. ;) Look screenshot for new crime problem.
 

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Good but dont works yet, no +% from resources in gold, you dont have it in the SVN already i think... ? But now new problem, crime burglary gives me now -8 gold on just +125 crime? Now look i do now -62 gold at all ruining me, before i had -9 gold, that should be set up far more, +125 crime is way to early for such an impact. Also dont make to mutch easier, the mod is great because of his depth and complexety. ;) Look screenshot for new crime problem.

Not a bug for the New Crime minlevels. They have ALL been re-evaluated and adjusted down accordingly. This is Stage 1 of the Crime overhaul that has begun. You will have to adapt your play accordingly while I gather feedback. 8 Crimes have also been removed so that offsets the total number of Crimes you encounter. Also some of the early Crimes now have been moved back in the Tech Tree for when they 1st appear. More changes in this regard will happen soon after v36 release.

JosEPh
 
-8 gold when citys can only generate about 20 gold is way to mutch, there is at a city with population 4 not mutch left to build what will reduce the crime. Already builded all -crime buildings and i am quit far advanced, more than all other civs. So you should reduce this -8 at least to -2 or -3/4 gold. Otherwise this crime should be active from +200 to +300 crime somewhere, not from +125 crime. (Also you will bankrupt all AI civs with this.)
 
You will get over it. But some adaptation on the players part will have to be made. The re-ordering of When a Crime appears in the Tech tree is part of the next phase/stage of Crimes overhaul.

I have been using these new values for over 4 months and they can be handled by both player and AI.

If you find them too difficult you may have to drop your level of Difficulty to help you compensate.

JosEPh
 
I like it hard, but i bet this will drive the AI bankrupt. ;) i will check in 200 turns all the civs on my map.
 
@Pit, that value was not changed with the new minlevel Crime levels. The -:gold: was not changed from Hydro's original settings. The only thing changed on Burglary was the level of Crime it takes for it to show up (125).

JosEPh
 
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