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

@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

Yes, and thats to early because you cant have so fast enouth buildings to get the crime lower than +125 on a city with 4 population. As i said, should be rised to +200 crime, at least. Or lower the -:gold: to at least -4.
 
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.
Due to FPK work, I wasn't able to update before commit last night. Got it in this morning though.

Probably makes gold a little too easy now. lol.
 
Yes, and thats to early because you cant have so fast enouth buildings to get the crime lower than +125 on a city with 4 population. As i said, should be rised to +200 crime, at least. Or lower the -:gold: to at least -4.

That will be soon addressed in v37.

Still, this is why I prefer % mods. They scale to the output of the city rather than being too strong on a new city and too weak on a developed one.
 
Gold calculation bug is fixed and works fine now. :goodjob:

What now about the crime? Loosing -50 gold on only lvl 4 citys after gold calculation fix, townwatchmen will come only at masonry... long way to reach it, no crime reducing buildings left. Will you rise buglary to exist at +200 crime or lower it to -3/-4 gold or let it so as it is? Need to know for my decision to continue game now or wait for this fix.

Woohhoooo -15 gold mugging crime exist from +150 crime? Look screenshot... -2 from pickpocket + -8 from burglary + -15 from mugging... ruining the city. All anti crime buildings from prehistoric era build. And there are still buildings to build what will rise the crime even more. 42 income, and 47 maintenance in city now. ;) Thats no mugging thats burning down the city and looting. :D So you want to change the crime setting now or keep it?
 

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Looks like you have at least 2 cities (of a total of 4-5?) far away from your capital; it leads to a big distance to palace maintenance cost. I'm not sure if your game represents a normal game. A continental empire before masonry should perhaps be expensive.
 
Looks like you have at least 2 cities (of a total of 4-5?) far away from your capital; it leads to a big distance to palace maintenance cost. I'm not sure if your game represents a normal game. A continental empire before masonry should perhaps be expensive.

Worked fine before the changes, dosen't matter the maintenance, is way to mutch to get such many -gold from early crimes. -8 gold was before the changes took place from +260 crime. City mowhawk in screenshot is only 15-17 plots away from my capital city.
 
Worked fine before the changes, dosen't matter the maintenance, is way to mutch to get such many -gold from early crimes. -8 gold was before the changes took place from +260 crime. City mowhawk in screenshot is only 15-17 plots away from my capital city.

If I can handle these changes for over 4 months worth of work now I think you can too. And if you had Any history here in the C2C forum you would Know that I was/am the Biggest opponent to Crime and how, when, and why it was implemented into the game.

@T-brd,
That will be soon addressed in v37.

Still, this is why I prefer % mods. They scale to the output of the city rather than being too strong on a new city and too weak on a developed one.

Perhaps you should let me finish what I have started?

JosEPh
 
If I can handle these changes for over 4 months worth of work now I think you can too. And if you had Any history here in the C2C forum you would Know that I was/am the Biggest opponent to Crime and how, when, and why it was implemented into the game.

@T-brd,


Perhaps you should let me finish what I have started?

JosEPh

How you handle the crime if you cant reduce it because nothing is left to reduce it in prehistoric era and all crime reducing buildings are build and you stay over +150 crime? Find a line here and let me know if this will be changed or if you will keep it this way. Only possibility to do it is dont build crime raising buildings and generate more gold or prevent citys from growing over population 3 in prehistoric era. Crime is good in the game, but was more balanced before the change, so mugging happend before on crime +265 i think. So just let me know if you keep it this way or if you change it, so i can continue my game or wait for a new fix. Discuss this and tell me what you do now. Hard game is fine for me, but as i told you this will drive the AI bankrupt and there is nothing to counter a high crime directly now until masonry. (First police unit available) If you keep it than there is an early police unit needed. Ok you can turn one city to meager wealth to reduce the cost of the crimes, but i still bet the AI cant handle this, they grow to city population of 6-7 now and they have less techs, so they cant stop the crime and that will make them bankrupt. The AI citys will not produce enouth gold anymore.
 
How you handle the crime if you cant reduce it because nothing is left to reduce it in prehistoric era and all crime reducing buildings are build and you stay over +150 crime? Find a line here and let me know if this will be changed or if you will keep it this way. Only possibility to do it is dont build crime raising buildings and generate more gold or prevent citys from growing over population 3 in prehistoric era. Crime is good in the game, but was more balanced before the change, so mugging happend before on crime +265 i think. So just let me know if you keep it this way or if you change it, so i can continue my game or wait for a new fix. Discuss this and tell me what you do now. Hard game is fine for me, but as i told you this will drive the AI bankrupt and there is nothing to counter a high crime directly now until masonry. (First police unit available) If you keep it than there is an early police unit needed. Ok you can turn one city to meager wealth to reduce the cost of the crimes, but i still bet the AI cant handle this, they grow to city population of 6-7 now and they have less techs, so they cant stop the crime and that will make them bankrupt. The AI citys will not produce enouth gold anymore.

The AI does Not go bankrupt. Like I said I've been testing these changes for 4 months plus. The new minCrime levels work as intended. The next stage is a re-ordering of when (what era/what tech) the Crime will be revealed by the Prerequisite Tech. Preh Era does have too many Crimes revealed and some have already been shifted to different /later Techs and/or later Eras. But more will be done once v36 is Released so I can continue with the changes. Until then stop with badgering.

So Please in the interim, (they Work As Designed) adjust your play accordingly. This thread is getting cluttered and is for Real Bug reports.

JosEPh
 
Perhaps you should let me finish what I have started?

JosEPh
Again, I'm not messing with buildings (well nothing significant) and certainly not adjusting crimes. Just making it possible to address crime earlier with minimally effective early units. This will reduce a lot of irritation I currently share here regarding powerlessness over crime levels, regardless of its potential ill effects. One should not be required to suffer crime and at the moment, if you do a good job of growing you most definitely will suffer deeply by the time you can even begin to do anything about it.

Anyhow, the plans are complete... just as yours. And I believe we'll both find each other's efforts completely compatible... they shouldn't step on each other's toes here.
 
I posted here a while ago with a game that was freezing up for me. It happened with another game, and I am pretty sure that the Lotus Temple is the cause of the problem. My game just doesn't want to build it. Anyone else have trouble with the Lotus Temple?
 
Crime is bugged now. ;) Do what you want, i report only bugs and problems to you. I looked in the AI city of montezuma, look the screenshots, before the crime change he made +1 gold at all, now after the crime change the AI is doing with one city (Montezuma has only 1 city in this game) -85 gold, and you will tell me that the AI will not go bankrupt? The AI will get bankrupt for sure. One crime gives him -75 gold now. ;) 1. screenshot before, 2. screenshot after crime change. Also the crime mugging is missing for montezuma, dont know why, should be there at his crime level, will make him also more -gold. Also the to early unhappiness caused by this crime setting is disrupting the complete workforce/population of montezuma now, the AI cant handle this. And maybe he is missing the mugging crime because he dont has the revealing tech yet, will make him soon more -gold, killing the AI completly. Should be as it was before -8 gold mostly from +265 crime, not earlyer. Looting from +1000/+1300 crime. And i dont want to look in AI citys with 6-7 population. ;)

So again let me please know if you fix that or keep it now as it is.
 

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Looting penalties is too big to exist at 250 crime and unlocked by warfare tech.

@Joe: Make a temporary quickfix on this for v36 either by lowering the penalty, put it on a later tech (after masonry, perhaps classical lifestyle) or raise the required crime level.
 
Crime is bugged now. ;) Do what you want, i report only bugs and problems to you. I looked in the AI city of montezuma, look the screenshots, before the crime change he made +1 gold at all, now after the crime change the AI is doing with one city (Montezuma has only 1 city in this game) -85 gold, and you will tell me that the AI will not go bankrupt? The AI will get bankrupt for sure. One crime gives him -75 gold now. ;) 1. screenshot before, 2. screenshot after crime change. Also the crime mugging is missing for montezuma, dont know why, should be there at his crime level, will make him also more -gold. Also the to early unhappiness caused by this crime setting is disrupting the complete workforce/population of montezuma now, the AI cant handle this. And maybe he is missing the mugging crime because he dont has the revealing tech yet, will make him soon more -gold, killing the AI completly. Should be as it was before -8 gold mostly from +265 crime, not earlyer. Looting from +1000/+1300 crime. And i dont want to look in AI citys with 6-7 population. ;)

So again let me please know if you fix that or keep it now as it is.

You are hugely exaggerating the problems Montezuma is having here. -85 gold per turn at 95% research, with 17000 in the bank. Even if he doesn't reduce research, his reserve will last him 200 turns, which is kind of a lot (what speed are you playing on?).

And there are still buildings to build what will rise the crime even more.

You seem to be implying you build every building in every city. If the city can't afford the crime, it can (generally) do without the building.
 
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