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

I found a strange bug, on the same tile there's a barb Neanderthal and a japanese atlatliste :crazyeye:

here's a screen and a save with SVN 8205

lol... the Neanderthal isn't a barb ;)

A while back SO tried to change Neanderthal warriors to have hidden nationality. Only problem was he gave the tag use to the Neanderthals that spawn as barbarians. A while back I fixed this so that it now applies to the correct neanderthal unit. This Japanese guy just gave away his secret.
 
lol... the Neanderthal isn't a barb ;)

A while back SO tried to change Neanderthal warriors to have hidden nationality. Only problem was he gave the tag use to the Neanderthals that spawn as barbarians. A while back I fixed this so that it now applies to the correct neanderthal unit. This Japanese guy just gave away his secret.


And know that you say it, I take a closer look on the screen and found that it has promotions barbs nether gets (poisoned arrows).

Sorry for the unusefull post :run:
 
No need to apologize! I like bug reports I can explain aren't bugs ;)


Ok, so I ran some further testing on my own test game and healers still aren't doing as expected exactly - but at least they aren't overbuilding them so it's not a critical problem.

I'm wondering if they're being sucked up into some kind of work request to help with city defense... they seem to be acting just like they used to and this is NOT how I've instructed. So I may be on to debugging a bigger problem here.

Also, I did find a crash and from the mini it looks like I simply forgot to change the version cache again... so another update for that is pending here.
 
I found a strange bug, on the same tile there's a barb Neanderthal and a japanese atlatliste :crazyeye:

here's a screen and a save with SVN 8205

Whenever a Neanderthal has 4 strength it is a Captive Neanderthal upgraded by someone to a Neanderthal warrior. A Neanderthal that in this case belongs to the Japanese. They also have Hidden Nationality so that is why it looks like a barbarian.


Already answered I see, sorry.

Cheers
 
I played a number of hours with the current SVN version and I didn´t have any instabilities and a very smooth gameplay (with a quite high-end computer, though). Congratulations to the team!
But now I do get a repeatable CTD, savegame and minidump are attached.

You simply have to attack the barbaric city of Bantu with eather Shapur or Alp Arslan and C2C goes into Nirwana...

I am using today´s SVN with slight adjustments: Alternative Terrain by Sparth, the improved Tech Window by Sparth and I changed the XML so I have no Anarchy when I change Civics or Religions. Probably not related to the CTD though...

PS: The game also CTDs when I finish the turn without attacking Bantu.
PPS: This CTD happens with SVN 8208. When I reverted to 8205 there is no CTD (so far). Will try 8212 now...
PPPS: 8208 and 8212 show CTD, 8205 doesn´t.
 

Attachments

I get a CTD everytime i try to finish the "sand paintings" building.

Even when i add the building through WB i still get a CTD whenever i get to whatever replaced sand paintings.

updated svn few hours ago to no change.

press enter to start building "sand paintings" to get the CTD.
 

Attachments

Bug on Option Slower Levelling (More XP needed).
When training a unit you get to see how many XP it will be ready with, and a number and a stare representing how many levels that will be.
Well, it still shows how many levels as if the Slower Levelling was not used, i.e. when getting 5 xp it states 2 stars/levels (@2 and @5) but it is only 1 (@4).
Minor thing but when not paying attention it could mean not reaching the goal one is after.

The Entertainer line units do not even get a showing of howe many XP they get when being trained.

Cheers
 
Doesn't the pedia provide enough information for you to calculate what you want?

If it would, you can bet that i wouldn't be here asking about it. Pedia is also showing more and more outdated info that is plain wrong. While that maybe does not bother veterans that much (at least not yet), newcomers will quickly learn that pedia is not trustworthy. Again another mishap for adding too much too quickly.
 
From this file: CIV4UnitInfos.xml

Hydrogen
Cost: 5000
Range: entire map
Power: 40

Tactical nuke
Cost: 1500
Range: 4
Evasion Probability: 50
Power: 1000

ICBM
Cost: 2500
Range: entire map
Power: 1000

MRBM
Cost: 2000
Range: 8
Evasion Probability: 32
Power: 30

IRBM
Cost: 3000
Range: 16
Evasion Probability: 25
Power: 30

I have seen these numbers while viewing the file but that power really can't mean the actual destructive power of unit right ?!? Can it ??

I mean a little tac nuke strikes with power of 1000 and a more advanced and supposedly much much bigger hydrogen bomb with a tiny 40 ??? That can't be real. If it is, the nukes are a pure fkn joke and only tac nuke and icbm actually having ANY usability whatsoever. Please tell me that this isn't so.

If it is... these weapons have been totally fkd up as long as this mod has been available since as some of you stated, these weapons were "inherited". So they never were checked either if they hold reason, realism or even usage value at all. Again, this points straight to the fact that far too much is added into this mod with far too little testing and thought.

Also the modern armor that has far too little hammer value in it, i have reported multiple times during multiple versions. A bug that takes minute or two to fix, yet even that still remains on and on.

And then i'm told that my bug harvesting is appreciated. Really wonder how long i can chew this product. Likely not long since philosophies of makers between me+many other players seem to be fundamentally different. I like that things work as they are supposed to, makers just want to add more stuff and thus unavoidably more bugs. While at it, some old essential mechanics seem to break too. Most regrettable "progress".

One thing is for sure, a modder that wants to choke a mod that already has so very much stuff in it rather than take care that this stuff actually works as it is suppsed to, isn't doing it for the love of this mod. More and more until the end of time and to hell with the logic and functionality, quite sick actually. I know that many players agree with me on this and if the modders are really that childish that they threat to leave if quality work is expected from them, then they really should leave because they are not doing proper work properly if they really are so petty and care that little how the actual mod functions.
 
I have seen these numbers while viewing the file but that power really can't mean the actual destructive power of unit right ?!? Can it ??

Im not nuke mechanic-guy but I presume nukes strenght is calculated different. All of these missiles got also different other stats and maybe creator of the advanced nuke mod want to just add missiles with longer range or evasion chance.

I mean a little tac nuke strikes with power of 1000 and a more advanced and supposedly much much bigger hydrogen bomb with a tiny 40 ??? That can't be real. If it is, the nukes are a pure fkn joke and only tac nuke and icbm actually having ANY usability whatsoever. Please tell me that this isn't so.

Dont know mate, but as I see now these numbers are wrong and I fixed it (check SVN) to more realistic.

If it is... these weapons have been totally fkd up as long as this mod has been available since as some of you stated, these weapons were "inherited". So they never were checked either if they hold reason, realism or even usage value at all.

Yep these numbers probably are wrong :)


Also the modern armor that has far too little hammer value in it, i have reported multiple times during multiple versions. A bug that takes minute or two to fix, yet even that still remains on and on.

Which hammer value you think its right? I can change it in no time.
 
If it would, you can bet that i wouldn't be here asking about it. Pedia is also showing more and more outdated info that is plain wrong. While that maybe does not bother veterans that much (at least not yet), newcomers will quickly learn that pedia is not trustworthy. Again another mishap for adding too much too quickly.

Most of the information in the pedia comes from the XML. The cost, combat strength, movement, upgrades, required techs and resources etc are all from the XML. The only thing that may be behind is the text.

I have seen these numbers while viewing the file but that power really can't mean the actual destructive power of unit right ?!? Can it ??

As far as I know the power value is more about the relative strength of the nations than the destructive strength of the unit.

The combat values are more to do with the actual damage they do.

What each item does is described in the Modiki which can be found in the menu area of every CivFanatics page eg this one.

edit Are you using the Advanced Nukes option?

edit 2 I can see nothing in the XML or Python that gives an indication of how much damage a missile or nuke does. @TB is this done somewhere in the code?

BtS only has two types so maybe no tags were made to allow for differing strength nukes only differences in where they can be launched from, ranges and interception chances.
 
Also the modern armor that has far too little hammer value in it, i have reported multiple times during multiple versions. A bug that takes minute or two to fix, yet even that still remains on and on.
Not a minute or two to fix properly. The whole unit chain needs to be balanced in regards to build costs compared to all other unit chains and all other buildings to get this to be 'right'. Sure, a few minutes to take a wild(ly stupid) guess as to what it should be and put that in on the modern armor (if you can even figure out what the modern armor is now called in the xml - though I do have charts on this sort of thing now.)

Since all units will eventually be reviewed for all the finest details I don't bother interrupting a current review process to address one unit with a guess.

Truth be told I have no idea what determines the strength of nukes and what varies them. I have a sneaking suspicion they're all the same strength - a nuke blast is a nuke blast is a nuke blast. However, additional python effects were added to many of those units that made them feel much more powerful - some of which have been disabled due to bug effects. It's a side of the game that will take a month's focus or more to resolve and we've got plenty lying ahead of that to do.

Sure we do appreciate being informed where problems exist, but you seem to think we're inobedient puppets to your all-mighty will and that we just don't know how to fall in line with expectations here! lol

About those CTDs reported today, I will again have to address them later tonight. I think I know where one of them lies at least but a few of the others sound odd enough to think it might be something else entirely.
 
OK I have found the python code. It controls what type of fallout you get on the terrain and terrain changes.

RoM, RoM:AND and C2C have different types of fallout to represent radiation and bio hazard for example.

If the nuke hits a land plot that is on the coast it may be turned into a sea plot. One of the nukes turns all land plots in range into sea plots.

As TB says there is no difference in the nuke strength. There is not any provision for them having different strengths in the XML.
 
As TB says there is no difference in the nuke strength.

Yep I checked it and looks we cannot change nuke strenght in normal way. C2C has some components of M.A.D Nukes mod but I think its not active now, Im right?
Anyway without deep python work we cannot change anything. Still all nukes got different number for different stats (range, cost, evasion, tech and resources needed).
 
I do plan to integrate much more functionality into nukes - it's a big thing for me too. I just feel its not extremely high priority for all the many things we need to address. The power ratios are ridiculous the way they are now but power ratings have been arbitrary and out of whack all across the board for almost all units and its also not a terribly important side of things - something I've been trying to align properly with each unit line review.

True that evasion and distance can be something that can be made to improve on nuke units over upgrades.
 
Bug on Option Slower Levelling (More XP needed).
When training a unit you get to see how many XP it will be ready with, and a number and a stare representing how many levels that will be.
Well, it still shows how many levels as if the Slower Levelling was not used, i.e. when getting 5 xp it states 2 stars/levels (@2 and @5) but it is only 1 (@4).
Minor thing but when not paying attention it could mean not reaching the goal one is after.

The Entertainer line units do not even get a showing of howe many XP they get when being trained.

Cheers

Interesting... I'll try to take a look into the second one and remember to address the first as soon as I can.
 
OK after days of not playing tried again with latest SVn, STILL ,. CTD right away, mini and save in zip

Your original one has been fixed and another one has taken its place - shall be fixed later tonight (again.)
 
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