JosEPh_II
TBS WarLord
The Harpy is kinda big too. Not that I mind the size of any of the Birds.
Now the Preh Ground Sloth, That's a Big Boy!
JosEPh
Now the Preh Ground Sloth, That's a Big Boy!
JosEPh
As it should be, the biggest ground sloth, Megatherium, could weight up to 4 tonnes.Now the Preh Ground Sloth, That's a Big Boy!
JosEPh
That does help to have that to look into then. Thanks! ArmorVS and DodgeVS haven't been put to use in the main mod yet so they could be suspect of strangeness.There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.
Found out that the caching error happens when a unit whith ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats Split or Merge. There might be other caching error spots as I've seen the error in barbarian Neanderthals which I believe never split nor merge.
So to reproduce the bug:
Load a save file that has stored correct unit stats; split or merge a unit that has: ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats, then make a save. This save will contain wrong stats for that unit.
UnitCombatChangeModifiers, PursuitVSUnitCombatTypesChanges, & PrecisionVSUnitCombatTypesChanges are cleared of any suspicion.
I think I've narrowed it down enough now.
Edit: the way I narrowed it down to those two tags was by removing all subcombats from a unit and adding one of the suspicious tags at a time to it's main combattype along with a iCityDefense tag. Then looked to see if the city defense stat doubled after doing the reproduction steps.
Welcome back Cal! It looks like either he once had a lot of animals and had prepared to heal them as if they were his defenders or he has chosen them as his disease control units. If its the latter, its not surprising he'd have so many as they aren't as good at filling that role as the human healers are. The question would be why he chose them and it would be due to a bug I THINK I fixed at some point since then but if we see this happen again I think I'd have a good bead on fixing it now.Hi all,
Odd AI behaviour in my last Game (started with SVN 7881).
Egyptien seems to love shepherds: 10x that unit in Capital. I defeated him too easily
View attachment 399556
Ps : I'm working on French translation again - I'll commit what I've already done after v36 release.
Strike is what happens when you run out of gold. Each round on strike you lose some units. He's lost the units he believes are critical to his empire and continues to build them back assuming the strike will clear itself up and he can rebuild again.SHAKA Bug: After checking the AI as i fixed the crime bug all AI civs working fine now. But the Shaka bug still in, hes the only civ that went bankrupt now, remember i told you he has huge stacks of animals, look the screenshot upper left at his gold it says STRIFE or STRIPE? What meens this? Looks like shaka or the zulu civ is bugged, anyone can fix this?
And this fool still building more units...
Looks like he is using the subdued animals, it is just that they have no more things to build with them in the capital city.
edit I am seriously considering making all subdued animals have zero combat since they are supposed to represent a couple of animal (2 or 3) and a handler. That may reduce the use of them for combat and recon by the AI.
There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.
Found out that the caching error happens when a unit whith ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats Split or Merge. There might be other caching error spots as I've seen the error in barbarian Neanderthals which I believe never split nor merge.
So to reproduce the bug:
Load a save file that has stored correct unit stats; split or merge a unit that has: ArmorVSUnitCombatTypesChange OR DodgeVSUnitCombatTypesChanges in any of its unitcombats, then make a save. This save will contain wrong stats for that unit.
UnitCombatChangeModifiers, PursuitVSUnitCombatTypesChanges, & PrecisionVSUnitCombatTypesChanges are cleared of any suspicion.
I think I've narrowed it down enough now.
Edit: the way I narrowed it down to those two tags was by removing all subcombats from a unit and adding one of the suspicious tags at a time to it's main combattype along with a iCityDefense tag. Then looked to see if the city defense stat doubled after doing the reproduction steps.
T...It looks like either he once had a lot of animals and had prepared to heal them ...
It could make sense to have subdued animals be 0 combat units because if they were engaged in combat they would quickly just try to get away. They aren't trained yet, merely captives really.Hunting stacks should never wait around to heal the subdued animals. Perhaps setting their combat to zero and having them subdued with no damage may solve the issues.
It could make sense to have subdued animals be 0 combat units because if they were engaged in combat they would quickly just try to get away. They aren't trained yet, merely captives really.
Would this change the way the AI reacts with healers? I'm not 100% sure on that. It certainly would be an automatic solve on having hunting stacks pause to heal them but in the city where they are being hoarded I'm not sure it would stop the healers from gathering. If it doesn't then it becomes something to address in the healer AI needs evaluation which may point out an oversight that applies to other factors as well so in all reality it would still be good.
I... reluctantly because I know it may be met with a lot of resistance, would back the concept of making subdued animals (but not trained or tamed animals) 0 strength units.
I don't understand this "healers" concept. Subdued animals don't heal other units. They have no healing properties. They could only get healing promotions via exp but they should not be getting much exp. They should not be being used in combat.
If they are getting healing promotions then the simplest solution may be to change their combat classes so that they can't.
I just did a clean download of the SVN and all my lakes are pink as if the terrain or something is missing.
had that happen to me also, you need to re-do the assets completely again from the SVN copy to YOUR mod copy, that solved mine.
TB
can you look at this map again i have a weird thing happening again, (look at attached), the stone maceman needs to attack the numbat, but it had a HUGE hesitation and something happening, this had happened alot lately now??
Looking into it.
Was this related to the tag-bug we've discussed?8779
- Fixes Autosaves on hotseat (but breaks all save compatibility with all previous autosaves before this dll)
- Fixes UnitCombat processing when loading a game.
Your efforts to narrow things down and your instructions on how to replicate were instrumental in solving this problem. The fix can't heal units already flawed due to the bug in existing games but this problem shouldn't continue to persist after my next dll. I had been about to give up on this one... but the problem wasn't with just your assets nor an xml error. It was a severe problem for unitcombat processing in save loading, as you suggested. It stemmed from an old backwards compatibility module that had severely flawed logic.
Was this related to the tag-bug we've discussed?
@SO: A little clarification would be good here. In your save there is a Rogue (VERY hurt), a Thief and a Stone Axeman in the field at the moment. A stone maceman is in the city and too far away from any animals. The Rogue and the Thief are so hurt they shouldn't be attacking anything. The Stone Axeman has already moved and there's no numbat anywhere near him.
From your posted save, I cannot replicate any situation in which a stone maceman would be attacking a numbat here.